Upcoming Events
Unite 2010
11/10 - 11/12 @ Montréal, Canada

GDC China
12/5 - 12/7 @ Shanghai, China

Asia Game Show 2010
12/24 - 12/27  

GDC 2011
2/28 - 3/4 @ San Francisco, CA

More events...
Quick Stats
87 people currently visiting GDNet.
2406 articles in the reference section.

Help us fight cancer!
Join SETI Team GDNet!
Link to us Events 4 Gamers
Intel sponsors gamedev.net search:

  Contents

 Introduction
 If You Bring
 Them...

 Game or Players?
 Communication
 Protection
 What to Have
 Conclusion

 Printable version

 


Is it the Game or the Players?

A key feature of the previous examples, MU*'s and IRC, is that a community develops simply because the people talk to each other. The game (or chat channel) serves only as a catalyst for the interaction.

Because the players talk to each other, they meet, they swap secrets and tips and tricks, and, in the process, they develop ties of familiarity and even friendship. More importantly, from a strictly commercial-mercenary point of view, because of these ties they come back! Even if they stop playing the game, they'll continue visiting to see how the game is developing and catch up with their friends.

The players keep coming back because they know the people there. I'm sure most of us remember the sitcom "Cheers." Sure, there were other, possibly better, bars in Boston, but the regulars kept coming back because these were the people they knew. This was their family. Never underestimate the social benefits inherent in being "where everybody knows your name."

So I submit that even though the quality of the game provides the initial "hook," the quality of the inter-player communication--within the game or it's match-maker lobby--determines whether a stable community of players develops.



Next : Communication