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Overcoming the "Social Wall"- CSM Minutes comment

Author
Mirbek Ongrard
Brave Newbies Inc.
Brave Collective
#1 - 2014-01-03 01:27:53 UTC  |  Edited by: Mirbek Ongrard
The just released CSM8 minutes have some fascinating stuff in them, but most of which as a relatively new player I am unqualified to even touch on.

However, one area I think I am qualified to comment on is the concept of the "Social Wall" that was discussed with Dr. EyjoG:

The basic idea is that new players coming into the game who do not discover the social aspects, or who do not engage with it, will quickly leave the game. Essentially, mining and shooting little red crosses or hauling stuff around gets boring, fast, in the absence of a social interaction to make it meaningful.

I can attest to that: I quickly figured out that mining in Hisec was pretty boring, hauling stuff only a bit less so, and ratting only a tiny bit less than that. My thought process was something like, "Wow, what a gorgeous, detailed interesting game"...but like a gorgeous wedding cake that taste bland and cardboard-y. I hadn't gotten to the tasty part, which was joining a corp, interacting with other players, and having "fun".

So, I think if I had not joined a player corp, I would have run smack into the Social Wall, and EVE would have remained a mildly interesting curiosity, but nothing more.


This brings us to the title of this post- overcoming that Social Wall. The minutes offered a suggestion of mentors, but I don't think that's going to be viable. Apparently, neither did the CSM/CCP.

Rather, I suggest a more radical solution- limit new players to 1 month of NPC corp membership. I think those who find EVE is totally unsuitable for them will not renew the subscription, whereas those who are at least somewhat engaged will, and at the end of their subscription they will be informed that the school (Republic University, War College, etc) has "graduated" them, and they have to get a job- a menu box containing a choice of interests (PvP, Exploration, Mining, Fleet ops, Salvage, PI) would then open up, and the characters would be transferred to a player corp which has agreed to accept new applicants from the system.

At that point, a degree of mentoring takes over- "Welcome to Acme Mining" messages and the opportunity for the corp members to mentor/train/woo their draftees. Corps who do well at it will thrive, those who don't will lose the character to other corps, or drive them from the game altogether (which, while unfortunate, is likely what will happen to people who don't overcome the social wall anyway).

For players who decide they need to be in an NPC corp due to wardecs and such- you can always go back to "graduate school" after, say 2-3 months in the game. Or, alternatively, join NPC corps that are not default new-player corps.


I realize this is a rather radical change, but I think it's worth considering.


The minutes also briefly touched on the issue of the gender disparity. I've given that a bit of thought, and while I don't have any really good answers, one thing I think needs to be considered is:"what are female players doing in the game?".

From my (admittedly limited) experience, it seems like the females tend to congregate in carebear corps- Salvaging, mining, hauling, PI as opposed to PvP corps. Marketing these activities might bear CCP some fruit. "Be an Elven Warrior Princess" seems to attract women to games like WoW, so "Be a Rich, Powerful, Femme Fatal Starship Pilot" might attract women to EVE.
ShahFluffers
Ice Fire Warriors
#2 - 2014-01-03 02:50:01 UTC  |  Edited by: ShahFluffers
While I agree with your sentiments and do not doubt the sincerity behind your idea there is one critical flaw that I must point out....


You can't force players to do anything.


Early MMOs discovered this early on. You simply cannot engineer a situation to force people to behave a certain way (in this case, to be social). They will simply do whatever they want to do and work around the rules to support that objective.
Hell... there are a plethora of cases right here in EVE that prove this point.

The real trick is to convince them that performing a certain action (see: being more sociable) is in their interest. And given that most people who play video games tend to be rather stubborn you need a rather extreme way to convince them(example: the confusing gameplay of EVE).


Plus... this would be a "boon" for spies.
JoJo Rumbles
Sebiestor Tribe
Minmatar Republic
#3 - 2014-01-03 03:05:04 UTC
Counter proposal.

How about instead of CCP using the stick to drive players where they want them to go, we let fellow players use the carrot.

How about a list of all new characters that CEO's and directors can access. That way we, the players, can reach out to these newbies before they ever strike that social wall.

Keep in mind I'm still a bit of a newbie myself and was fortunate that a veteran reached out to me and brought me into BNI, so this proposal may be riddled with holes, but from my perspective it seems like a good idea.
Ireland VonVicious
Vicious Trading Company
#4 - 2014-01-03 03:08:46 UTC  |  Edited by: Ireland VonVicious
Missions where you fly into the structures.
So it looks more like the inside of stations. (( Ship spinning while moving? Brilliant! ))

Where Player v.s. NPC bumps do damage.
(( See more ships and less x's from the npc's as they are trying to ram you ))

Mixed with Strip poker in station with bars that serve drinks that give 30 min 1% buffs. (( In low sec only! ))

Followed by raising NPC corporation taxes to 13% would have far more impact on player retaining and social interaction.

Also: Bring back the Juke box we need it next to the poker table!
Mirbek Ongrard
Brave Newbies Inc.
Brave Collective
#5 - 2014-01-03 03:48:15 UTC
ShahFluffers wrote:


You can't force players to do anything.


Plus... this would be a "boon" for spies.


I would counter that the nature of games always force players to do something. The issue is how well, how subtly they do it, how extensively, and how the players react to it.

But, you have a point- I honestly do not know if this is something that's too over-the-top, or could be modified/nerfed in some way. I would think CCP would have to take a cold, hard look at their data and decide whether they don't have much to lose, in that players who don't get into corps early on will leave the game vs. too-much-stick-not-enough-carrot.

Also, I am coming at this from a non-MMO player's perspective. So I get that more veteran MMO players may have different opinions.

But, I don't see the boon for spies, so much. If you're a spy-paranoid corp, don't opt into accepting new players. Spies would be randomly dropped into one of several corps that meets whatever interest they clicked- so they'd probably be better off leaving right away and joining their target corp...which is basically the current status quo.
Endovior
PFU Consortium
#6 - 2014-01-03 13:22:19 UTC
JoJo Rumbles wrote:
How about instead of CCP using the stick to drive players where they want them to go, we let fellow players use the carrot.

Agreed; the best solution from CCP's end is definitely going to look at providing more tools for established players to reach out to newbies, rather than demanding that the newbies find a place for themselves on their own. I've talked about this before; reposting the suggestion I made last time there was a thread up about this...

Endovior wrote:
More ways of getting people from NPC corps into real corps would be useful. Offhand, I think it'd be most useful to revise the in-game recruiting tools.

I'd want it to look something like this: a corporate recruiter could explicitly set up a specific 'looking for new players' ad, which would put them onto a list of newbie-friendly recruiters. Additionally, they could set a flag 'currently open for recruiting conversations'. Then, new players could be referred, in a tutorial or something, to a list of recruiting ads by player corporation recruiters who are currently online and looking for them. That would probably help, since it'd make it a lot easier for new players and recruiters to connect.


X Gallentius
Black Eagle1
#7 - 2014-01-06 18:30:17 UTC
Suggestion No. 1: CEOs and directors can join NPC corporation channels.

Example: CEO of a PVP Corporation logs on, joins the Federation Navy Academy channel and starts chatting with potential recruits.



Lady Areola Fappington
#8 - 2014-01-12 13:04:15 UTC
X Gallentius wrote:
Suggestion No. 1: CEOs and directors can join NPC corporation channels.

Example: CEO of a PVP Corporation logs on, joins the Federation Navy Academy channel and starts chatting with potential recruits.





More like:

CEO of a PVP Corporation logs on, joins the Federation Navy Academy channel and starts spamming the channel with recruitment ads until blocked/banned.

7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided. --Eve New Player Guide

Hesod Adee
Perkone
Caldari State
#9 - 2014-01-12 18:55:34 UTC
CCP would probably need to do some vetting of the corps that get access to newbie NPC corps to make sure they are newbie friendly corps. Instead of corps just inflating their member count for taxes, or corps that will take anyone but don't provide the help that new players need.
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#10 - 2014-01-12 19:56:59 UTC
Hard to get over the social walls when your own corps will kill you for doing things like missions or because your expensive ship would look good on their kb

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Bi-Mi Lansatha
The Scope
Gallente Federation
#11 - 2014-01-13 10:50:44 UTC
Mirbek Ongrard wrote:
The just released CSM8 minutes have some fascinating stuff in them, but most of which as a relatively new player I am unqualified to even touch on.

The basic idea is that new players coming into the game who do not discover the social aspects, or who do not engage with it, will quickly leave the game...

Rather, I suggest a more radical solution- limit new players to 1 month of NPC corp membership.
From the minutes: the most significant predictor of whether a new player was retained was
the activities she engaged in.






CSM 8 August 2013 Minutes

Dr. EyjoG said that the data wasn't able to prove that it was in fact a social wall; that
was the hypothesis and they were working on it.


The CSM clarified that engagement was measured by doing things in game, with
someone who only ever did missions being measured as less engaged than someone
who missioned, and had a trader character, and roamed on low-sec on another
character (or even the same one for all three), independent of how social either
character was.



Affinity and Rise noted that the recent study showed some very interesting and
counterintuitive results related to this issue -- preferred activities and sociality were not
correlated
, and the most significant predictor of whether a new player was retained was
the activities she engaged in.


Affinity: "Novices that follow the 'traditional path' tend to churn out of the game. Those
that follow the PvE/Builder path retain at a higher rate. Players who go from Novice to
Aggressor (pure PvP) tend to filter out of the game."
Bi-Mi Lansatha
The Scope
Gallente Federation
#12 - 2014-01-13 11:00:59 UTC
Mirbek Ongrard wrote:
...At that point, a degree of mentoring takes over- ...
It would be nice if the player run corps wanted to do this, but most don't or can't.


CSM 8 August 2013 Minutes
Dr. EyjoG said that the other possibility for the barrier was a "knowledge wall", which
can be addressed by social but that isn't rooted in a social connection.

Dr. EyjoG suggested that the group which jumped to expert was just more interested
and able to learn by themselves
, thus bringing them over a knowledge barrier

Dr. EyjoG said they asked surveys about why people quit, and asked if they knew about
the sandbox. Plenty of people said they didn't and didn't want to be in it.
Bi-Mi Lansatha
The Scope
Gallente Federation
#13 - 2014-01-13 11:06:42 UTC
X Gallentius wrote:


Example: CEO of a PVP Corporation logs on, joins the Federation Navy Academy channel and starts chatting with potential recruits.

A more likely example is a CEO of a Griefer Corp logs on, cons newbies into trusting them, deceives them, and then ruins the game for them.





IbanezLaney
The Church of Awesome
#14 - 2014-01-15 03:00:37 UTC
I still think that after a few months toons should be auto kicked from normal NPC corps.

There are 2 ways I think it could work well.

1. You are automatically given a corp name and dropped in a one man corp (that can be changed once from default).
So one day you wake up and find yourself in EveCorp454237289.
You may leave it for another player corp or name it and build it or just sit in it all by yourself forever (leaving you very vunerable to war decs.)
This would require a change in how the corporate skill works as they would need to allow a one man corp while unskilled. Training the corp skills would be required to build it past that.


2. 4 New High Sec factions are added and you are dropped into them depending on toons race after a few months.
These corps would be a stripped down/basic version of FW.
So maybe not open war but navy npc's etc etc hassle you in the opposite factions space.
So you can then either join a proper player corp or lose easy access to 1/2 of high sec.

Admittedly I am someone who thinks navy NPC's have no place in eve. (No one deserves NPC protection while at war)
But while ever CCP have such a stupid mechanic in place - Why not use it for some good?


I also admit - Any move to force people into player corps would break the sandbox a bit as once people are forced into joining player corps - recruitment scamming would have to be a ban offense or result in a negative wallet for the scammer.
It is not a big loss if recruitment scams ended as they are only done against new players by weak people who can not gain advantage over older players.

Bi-Mi Lansatha
The Scope
Gallente Federation
#15 - 2014-01-15 07:06:15 UTC
IbanezLaney wrote:
I still think that after a few months toons should be auto kicked from normal NPC corps...
Why?
Ronny Hugo
KarmaFleet
Goonswarm Federation
#16 - 2014-01-19 12:18:40 UTC
I think the problem new players have is having too many options thrown at them. The phenomenon is called analysis paralysis. Which is in fact my favorite term in the universe. See wikipedia about it.
Having a way to make the billion choices new players have now to fewer more obvious choices is the key. So they have lets say 3-4 choices at first, then each choice leads to 3-4 choices, which each leads to 3-4 choices etc. So that they do not react to it all with realizing the problem is so complex because the choices are so many, that they choose none of the options presented (they opt out, if you will).
The phenomenon shows itself in all walks of life, for example when you as a business offer your employees pension plans. The more options you offer them, the lower the participation rate is.
New players are offered the choice of a smattering of skills, and are not told which skills they require for a research career or what skills they require for a shooting career, etc. Then they are pushed into a world with hundreds of corps and alliances, and hundreds of solar systems, and lots of ships (the new isis system makes the ship stuff less paralyzing). And a huge number of them, choose to opt out and not choose any player corporations at all.

I think Walking in Station would have some room for making choices less paralyzing. You could have rooms with lots of things in them that allow players to see what is ahead of them, and each thing could have a simple visual interface that guides them through each process by only giving them 2-3 options at a time.