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Tyggna

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  1. Tyggna
    I want to talk about the difference between science and experience for a bit, and how it applies to something like Runescape.
     
    Experience is universally applied--no matter what situation you're in. Experience comes simply from doing something. For example, I am experienced with using a computer in a variety of different ways. Consequently, I tend to navigate through file systems and the web much faster than people who aren't as comfortable with it. Experience is easy to get--at stays with you through you lifetime.
     
    Science isn't the same thing--but the two are related. Science is factual. The main difference between science and experience is that science is transferable. Science is communal in nature. Science has a few different stages to it: Hypothesis, Experiment, Data, and Theory. Theory is the best way to communicate, because it is easy to remember and yields a lot of information. When you can put it into an equation format, and your equation yields results effectively identical to what is observed, the theory is sound and can be used. In "doing" science, you gain experience, and experience improves the quality of the science.
     
    In Runescape, there is a lot of experience. You're even given a score for it (XP). The problem with experience is that it is non-transferable, and anything you gained with it will stay with your character, and will be lost when you stop playing. Consequently, there is almost no complete science in Runescape. Tip.it has some of it in their beastary. Beastary is a gem of knowledge in Runescape--and really only lacks estimates for drop probabilities (which would require an immense amount of science and investment). Players with experience can make better hypothesis than those without--and usually can provide invaluable input into experimental design.
     
    What we lack in Runescape is experiment, data and theory. No body seems interested in simply writing down how much they hit for, on average--or how much they gain per hour. This is strange to me, since every other MMO I've played has not been lacking in experiment, data, or theory. Every other MMO has begun providing a Damage-per-second statistic in your character sheet--something that evolved entirely out of game theory. Anyone who plays knows that there are many more important things involved in combat than Damage Per Second--but it's become the holy grail of combat metrics and capability because it is useful. Nobody could tell me what the average DPS of a combat level 100 with an abyssal whip is, because no one has bothered to record their data.
     
    What we lose in not doing science on an MMO is a clear path for improvement. Experience knows only what is, but usually has very little insight into what could be. Data and theory can give us some hint of that. Knowing that the highest DPS available in Runescape is 15 damage per second would give us a clear understanding what going from 8.3 DPS to 8.7 DPS means. This would make our knowledge of the game transferable, and would make Runescape more fun to play for everyone.
     
    Lastly, it'd give the developers a good idea of what values could be tweaked to make the game more exciting. If we knew what effects disease had on our DPS, or the average difference between earth and fire spells when fighting metal dragons, then we could give a clear indicator for an "upgraded" form of a monster for Jagex to develop. Making our observations known would enable Jagex to clearly know what kinds of spells we want, and what kinds of enemies and items would make the game more interesting.
     
    So, like I said, Science is communal, and everyone benefits from it.
  2. Tyggna
    I decided to use the actual blog feature. Blogs are a great alternative to keeping a journal. I want to have this journal so I can one day look back and point out what I did right and what I did wrong and learn from that.
     
    As this is a Runescape oriented blog, I want this to specifically keep and account of how I made a successful clan. I want to share what knowledge and principals I have on this matter of in-game social dynamics.
     
    The first observation was that online groups follow a similar social dynamic as that of street gangs. What draws someone to a gang--presuming that not all gangs are harmful entities? My experience with teenagers and youth have led me to believe one important factor in that is a lack of family influence. Many gang members get involved in such because one of Maslow's basic needs are not met within a family unit. This leads them to search elsewhere for their need, and if a gang happens to be the most readily available source for filling that need, then it becomes the primary method of doing so.
     
    So, what does everyone need? Why do people seek out online communities? Well, if they are using a computer, it is usually safe to assume that they are not chronically suffering from hunger or thirst. Safety is a possibility though. Maybe playing a game while hiding from some perceived danger in their life is a coping mechanism. The people who come into a guild or clan for safety reasons may not find a lasting source of filling that need at all. The best that I believe I can do in those cases is to show them that I trust them, and to give them a position of trust. Doing so helps them gain confidence, and might lead them to searching for better sources of security than gaming.
     
    The next need in that pyramid is a social need, or a need to feel loved. I don't feel like the pyramid imagery is appropriate with this need--as it is something we, as humans, will always seek more of--where as there is a limited measure of physical fulfillment that we can reach. People will always want to feel a greater sense of belonging, and a greater love. Whatever form that love takes, we'll want more of it. Filling this need for gamers is very easy--give to them. Giving of yourself shows charity--which is a high form of love. Give time to help them, give in game items to help them. Give, give, give, and only give because you want to. Doing that will help gamers feel like they belong, like they are loved in a way that is appropriate for an online gaming community.
     
    Admittedly one of the reasons why I am working so hard to establish this clan, is the self-esteem needs, which are next on the pyramid. These involve recognition and prestige. Every body likes to finish a job when it was done well, and we are all more interested in being compensated for it. To fit this one into the clan social dynamic, rankings were added. Many rankings are easier to get than others--which helps players gain that recognition. Studies have proven that games with a few easy-to-get achievements sell better than those of similar quality that lack such points of recognition.
     
    Self Actualization is another way of saying enlightenment. That's the real goal of this clan--to help fill the needs of others, and teach those whom you help to do the same. In doing this, they realize that filling the needs of another helps them fill their own. People who you have helped are more likely to help you when the need arises. People who you've shown concern for, will be more likely to return the favor. Some people would like to intellectually interject at this point that not all people will respond in a positive way. I'm inclined to believe that is wrong--or rather not complete. I believe that people will respond in a way that is more positive than their usual inclination. Some people have the habit of being mean and taking advantage of others. If you offer up something to them, without any strings attached, they will be inclined to take less advantage of you. If you continue doing so in the right way--such that it fills their needs--then their responses will grow increasingly positive.
     
    So, that is what I'm hoping for with this Dragon Share clan--being a positive influence on all.
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