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
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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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WoW's horizontal social engagement is in the form of channels, really.
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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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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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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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Unless it's the Fort Ramp on PernMUSH. :)
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