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Private clubs or public parksMay 22nd, 2006 |
I was reading this article about aSmallWorld, the country-club-like social networking service, and it sparked some thoughts about exclusivity.
An environment like aSmallWorld is a a private club, but not one like most of the other social networking services, which use exclusivity mostly as a way to seem cool but in fact want to invite in as many folks as possible. No, in aSmallWorld, they mean it when they say they don’t want you as a member. It’s populated by celebrities and the rich.
There aren’t any MMOs like this, but there sure are ones that are private. Exclusivity comes in many flavors.
Of course, the idea of a country club social networking system carries with it all sorts of stigmas. It conjures up classism, and in fact one nickname for aSmallWorld is “Snobster.” When your members say things like this, it’s hard to avoid that characterization:
“If I’m trying to find someone to look after my purebred Samoyeds while I’m in St. Tropez, I’m not going to ask some naked Burning Man hula-hooper on Tribe.net.”
No doubt part of the reason this rankles is because the Internet seems like such a democratizing force; after all, even Joi Ito’s World of Warcraft guild has been termed “the new golf” despite the fact that it includes people from all walks of life. The stories we prefer to toss around involve stuff like Robin Williams playing MMOs incognito, Freddie Prinze Jr buying a character, and that sort of thing.
And yet, we see uberguilds quite cheerfully choosing a different sort of elitism, requiring people to fill out applications in order to join. After all, very high level raiding is basically a team sport, so it’s completely unsurprising that those who take it very seriously want only the best “athletes” on their team. Reading over the requirements is kinda like reading the list of gear someone needs to own in order to come on a challenging rock climbing expedition or something. Is this very different from the elitism practiced by the aSmallWorlders?
It is important to note that we are a raiding guild so you must be ready to leave an experience group anytime a raid is announced. Hiding with anonymous will not be tolerated. The guild is not responsible for helping you get your epic or complete any other quests, although we do this at times if there is no raid planned.
Please note date and mob of raids you attend, for the rare case you are forgotten on the raid logs. If you have friends or rl friends in guild tell us.
Timezone: CJ is a European guild so you need to know most of the guild activity will be between 7pm CET (1pm EST) to around midnight CET (6pm EST). Be sure your online times match these times.
Attitude: We ask full loyality from our members as well as from future members. So please leave your old guild before you apply to CJ. Also applying to multiple guilds simultaneously does not seem appropriate. You either want to join us with your full heart, or you can stay away.
One last general requirement is the ability to listen to criticism and learn from it. We will help you learn to play to be an effective member of CJ…
Application Requirements
Gear: This is not a huge issue normally. Having shown effort in trying to get better gearwise is a plus though as it shows interest in progressing yourself. You need some form of permanent Enduring Breath, See invisible and Invisibility items. You also need a rightclick buff item that works in both indoor and outdoor zones .Flags: At the end of your application period, you must have Tipt flag for KT flag to be considered for guilding.
Expansions: You must own all current EQ expansions.
Level and AAs: You need the requirements listed below for each class. If you are not required to be lvl 70 and you are not lvl 70 must gain one level during the application time. If you are level 70 must get atleast 4 AAs during app time plus you must have any requirements in AA abilities listed with your class [on the website].”
A huge driver in modern MMORPG culture is “playing with the people you already know,” which is another form of exclusionary thinking. As we have seen the concept of guild mobility from game to game flower, we’ve also seen the rise of heavily self-referential cultures that carry with them the vestiges of past games, and which are largely centered around maintaining a given group’s social identity. Is this very different from the notion that jetsetting rich folks would like to hang around with the friends they’ve made at their parties in St. Tropez?
And then, of course, there’s the environments that are heavily targeted. We’re seeing battles over inclusion and exclusion in mySpace that are fundamentally over moral ownership of the space: does mySpace belong to the kids, who will naturally use it for things like making fun of teachers, or does it belong to everyone, in which case the kids are at risk and the space needs to be more tightly policed?
One of the most interesting virtual world designs I’ve ever seen was Castle Infinity, designed for kids. It made a point of nifty little exclusion tactics: there were levels you could not go into, but that you could see other players entering and leaving — it made you want to advance and get in there. It’s the old velvet rope effect.
We’ve seen similar effects in virtual worlds for a long time. I remember working carefully over a profile for a character I intended to play on Armageddon, a game that enforced roleplay very strictly despite being a DIKU. If you didn’t craft your character carefully, enough, you weren’t allowed in.
Only one living character per player is allowed at a time. If you attempt to circumvent this rule by making multiple accounts, you will be banned for a month after the first occurrence, and banned permanently after the second.
Characters are created via the main game menu, and will be reviewed by staff members generally within 24 hours and approved or rejected. Grounds for rejection may include: lack of congruence with the game world, failure to approve connections with existing clans with the appropriate staff member, typos and grammatical errors that are at variance with the overall writing guidelines, lack of the proper keywords, insufficient background, etc.
In some ways, this is the same as an elite raiding guild, only selecting for different characteristics. Experts only need apply. Similar characteristics to the GAT City approach were also seen in entire worlds, such as the many many muds run solely for friends to hang out in.
Right now, the way world select their exclusion rules is primarily via market segmentation. In other words, we’re not really seeing the same sort of exclusion as in all the above examples. But it’s clearly something that people want. Likely, the biggest reason why we haven’t seen it is that the worlds are currently not int he players’ hands, but in the hands of businesses. As soon as that changes, we’ll instead see a zillion worlds designed to serve as private clubs rather than public parks.
Now, I’ve commented before that homogeny can be dangerous for a variety of reasons. And really, to me the fascinating thing about seeing all of these groups out there with their own special rules for who is or isn’t an appropriate member is the variety of it all.
In the real world, those folks who are in aSmallWorld are not only jetsetters who zip between Manhattan, Milan and Madrid. They are also often businesspeople, collectors of stamps, musicians, athletes, fans of science fiction, and people who occasionally maybe even clean their own toilet. Nobody can be summarized by just one label, and nobody belongs to just one group. One of the biggest failings in our current guild designs is that we only allow people to be members of one organization; similarly, one of the biggest failings in current world designs is is that we seem to expect that people be happy living in only one virtual world.
In the end, people like visiting both clubs and parks, and for different reasons. Neither metaphor is going to go away. Clubs offer comfort, and parks offer challenge. What’s unusual is monomania, which is likely why so many folks bounce off of the raiding guilds that demand so much time commitment — and off of the high level games that demand so much time commitment.

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[...] Private clubs or public parks? on Raph Koster Private clubs or public parks? on Raph Koster Quote: [...]
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Original post:Private clubs or public parks by at Google Blog Search: buying golf clubs
[...] A huge driver in modern MMORPG culture is “playing with the people you already know,” which is another form of exclusionary thinking. As we have seen the concept of guild mobility from game to game flower, we’ve also seen the rise of heavily self-referential cultures that carry with them the vestiges of past games, and which are largely centered around maintaining a given group’s social identity. Is this very different from the notion that jetsetting rich folks would like to hang around with the friends they’ve made at their parties in St. Tropez? Link: http://www.raphkoster.com/2006/05/22…-public-parks/ __________________ [...]