Design notebook: Gaming and the Dunbar number

Nov 19, 2007 03:05

I'm hoping to make a series of short posts on "how MMO design influenced the design of The Road to Amber MUSH". A lot of research went into our previous commercial MMO design foray, and a number of things we learned are applicable to a broad spectrum of games, not just MMOs.
This first post is on the Dunbar number, group size, and its applicability ( Read more... )

mush, mmog, rpg

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potato_pope November 19 2007, 21:57:53 UTC
Break things.

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rfrancis November 19 2007, 17:10:53 UTC
Yep.

I regret a number of steps we (meaning me and the other wizards) took on AmberMUSH that ultimately were well-intentioned ("better simulation") but had terrible effects; for example, getting rid of the Hall of Mirrors as a transport nexus which was linked pretty tightly with the failure of the WEB as a social nexus and so on and so forth.

Having said that, I notice a common progression in all the long-in-the-tooth RP muds I'm familiar with, all from the single social nexus (Fort Ramp, World's End Bar, whichever campfire it was on Two Moons, etc) to everyone sitting in a room by themselves for the most part. So clearly you're working against a current, here. It'll be interesting to see how it goes in time. Of course I hope it goes well and everyone takes note of how to combat that trend. :)

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word_geek November 19 2007, 18:02:09 UTC
So does WoW have a physical social nexus? I know City of Heroes has the statue of Atlas in Atlas Park, but I haven't played many MMOs. My vague MUSHing memories recall that having that #0 place was pretty important...I hadn't thought about that scaling up to MMOs.

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evilhat November 19 2007, 19:46:31 UTC
Sort of. Ironforge, and Orgrimmar.

WoW's horizontal social engagement is in the form of channels, really.

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malkin November 20 2007, 10:31:51 UTC
I tend to refer to locations (and channels) like the World's End Bar as the "central stage." It is essential for some very important purposes ( ... )

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thenetweasel November 19 2007, 17:48:06 UTC
There's an interesting correlation we've found with software development. The optimum team size (allowing for some specialization) is effectively 6-7. Teams don't hit their real scale factor again until you have 5-6 of these size teams, or effectively large enough for heirarchy to work.

There's plenty of statistical data to back these findings up as well, particularly from companies like QSM. I'll have to read through the original reference and see if it jibes with the anecdotal experience with development teams.

Something to consider though - while those software teams become more effective in their specific area over time, they stagnate and develop tunnel vision (effectively horizontal silos) if left together too long. You really need to be able to swap out about 33-50% of each team every 6 months or so. So regarding your concern for cliques - is there a game mechanism that can encourage that sort of "promotion" or "exchange"?

One final thought: People don't gather on inclines.

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debela November 19 2007, 18:24:09 UTC
But they do gather on steps. :)

One of the things that interested me about this is that we strive, as a business unit, to have no more than 7 direct reports to a given manager. My team is actually three teams, and I have, I admit, shamelessly overlapped them in places to take advantage of a given skillset and to prevent the tunnel vision effect. The other problem is that they can end up thinking that they have no promotional path outside their tunnel, and it shocks them to learn that they could move up in other teams.

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bhoneydew November 19 2007, 21:31:43 UTC
There's a thick stack of literature on this regarding span of control. 7 or 8 is the general limit; more recent work puts the "crisis capacity" at 3.

Maybe it's coincidental that that number (7) appears in the "how many digits can you remember" type of tests.

The problem of control gap has existed in at least two of my management experiences: the no-man's land between a team of 8 and a team of 35 or so. Between there, there's not enough to justify the hierarchy and too much to run it all centrally.

Unfortunately that's exactly where IT's headcount seems to be for any small-midsize company (between 150 and 600 FTEs).

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rfrancis November 19 2007, 20:04:52 UTC
One final thought: People don't gather on inclines.

Unless it's the Fort Ramp on PernMUSH. :)

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Two Issues malabranca November 20 2007, 23:26:31 UTC
There is an underlying assumption here that is worth at least mentioning and that is, for lack of a better word, consent. More broadly, the ability of players to choose both: 1) with whom and what they subject is of their play; and 2) the consequences of that play. Modest-size playgroups flourish in the type of environment that permit players to consent for all the reasons elucidated by others ( ... )

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