In regards to the Big City article: It seems updates intended to have users "socialize" just end up antagonizing them or trivializing the social experience altogether. I enjoyed it when we could form community-based settings without the help of cookie-cutter templates supplied by Jagex to direct our focus. The raw feeling of closeness and community you got from spontaneous ordering to fill in gaps like a player-made Fletching Guild, the face-to-face interaction in banks before the GE. The role-playing. The general fun spirit of the community seems to have seriously deteriorated by this point, in this respect. Subsidizing the social experience with preformulated templates dictating how players should organize really misses the point of community. In some ways, it has its benefits. The Grand Exchange isn't a bad thing. But it arguably made the act of trading largely impersonal. Note that I'm not saying it made users more anonymous to one another this way. You can socialize with people you know nothing about. That's how community is built: discovering interests and creating an outlet to act upon them. I think that's a fair if somewhat weak definition. I'm not saying it's the de facto process. I think it's certainly an essential element to building meaningful bonds. But Jagex seems to be doing the reverse with "social slayer" and the Clan Camp. It's not about getting to know one another. The focus is more on the task itself with other users' interests remaining firmly incidental. It's like Jagex is building places merely for people to gather, but not to interact in any meaningful way beyond the bare minimum required for the task. When Clan Camp was released, all I saw were strangers begging one another to join their clan for 100K or more so they could customize their clan cape. Users were seen as commodities to obtain a flashy cape. And you can still do a solo task with tens of people surrounding you. If you're going to have people interact in ways that build a community, at least don't prioritize individual tasks which require limiting user interactions to the bare minimum for the process to function. Friends Chat is successful because people can satisfy a need for social interaction by chatting with others meanwhile grinding away. It's a pretty one-dimensional feature, but it's successful at what it was meant to do. I think the question is, how do we avoid treating other players as mere cogs in the machine when obtaining our own goals? I don't think the issue is that people aren't worth talking to. I think we're just incentivized to play the game in a way which alienates ourselves from others and gives the impression that meaningful interaction is a worthless pursuit. Even worse, we might internalize this and act as if others don't matter. Then we act rude when we're distracted from a task with an innocent attempt at interaction. I dunno. Maybe I'm just babbling :P Socializing and playing the game aren't mutually exclusive concepts. The player-made guilds demonstrated that, at least.