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A while back, possibly on HN, there was an article about why it’s generally harder to make friends or find a community after graduation. It outlined some of the
by topkai22 6y ago
A while back, possibly on HN, there was an article about why it’s generally harder to make friends or find a community after graduation. It outlined some of the requirements for developing strong friendships and community. The ones that stood out to me are:
-shared experiences
-social bonding (knowing the basics of others lives, casual conversation, etc...)
-regular serendipitous interactions with people you know
It seems to me that current online services do a great job with the first element, have mixed results with the 2nd, and fail at the 3rd.
The shared experience is amazing- games transport you to new worlds and give you something to do.
The social bonding aspect varies wildly by game and play context. I haven’t chatted socially playing an FPS online for at least 10 years, but I don’t play with real life friends. I know some guys in clans who do.
The last one, regular serendipitous interaction seems a hard fail. Basically what this means for friendships and community is that you run in to people you know unintentionally. In real life, I finally started feeling a part of my new community when I started to run into people in knew at the grocery store. I’ve started to recognize some user names on HN, which thrills me (including identifying an old college buddy I hadn’t talked to in years.) My gaming experience? I’m tossed into an experience full of 20-100 random people from all over the world, and then 15 minutes later (or at best the next day) it’s the same all over again.
A game looking to increase the social aspect of their wares should look to this third of interaction- repeatedly seeing the same people over and over again. Interestingly, back in the early days of multiplayer the constraints made this better- you had to pick a server to play on one your own, and there was generally only a dozen or so with great latency for your computer. You got to know the user names of people playing there, and technical limitations kept everything human scale (16-32 players at a time, so maybe a couple hundred regular players at most.)
- jpindar 6y agoSerendipitous interactions with people you know happens all the time in the OpenSimulator community (which of course overlaps with the Second Life community). I frequently run into people I know at various events, including people I used to hang out with years ago on servers that no longer exist.
- Kinrany 6y agoThis still happens in games where people tend to play on the same relatively small (tens or hundreds of players) servers. Space station 13 is like that because each server has slightly different code base, admins and server rules. I wonder if we'll see a game company using franchising: server owner sells access to the server and introduces minor tweaks to the game rules, while the main company manages the infrastructure. ...I guess that's Roblox?
- danielscrubs 6y agoI know I'm narrow-minded, but the only way I'd ever consider playing online games with strangers is if there was a age-filter that let's me play with 30-somethings that have a mortgage, and I've never seen that.
- topkai22 6y agoI largely agree, but the flip side of the coin is that if there is an environment where you repeatdly play with the same individuals over and over again, they stop being strangers. I'm really starting to feel there is possibility to innovate in this space. Not so much in creating the games themselves, but in the matchmaking systems they use and the comms to enable the building up of interpersonal relationships and positives social norms within a "game" context.