10 tips for dealing with game cyberbullies and griefers

Last week, while writing up my initial GameTap post, I wanted to end it with “Ready.  Set.  Game!” and I was sure I was plagiarizing it from someone, so I hit up Google for the 4-1-1.  It turns out lots of people have used it, and I was unable to determine who said it first, so I went ahead and used it.  But what really interested me was the first link that showed up.  It was for “10 tips for dealing with game cyberbullies and griefers” and it was published by Microsoft back in November of 2004.  Five links down the Google results, I learned I wasn’t the first person to find this list.

Now, I might get in trouble for this, but I really hate when I link to a website to discuss the content and the content changes or gets removed.  So, for the sake of my own posting continuing to make sense through the years, I’m going to quote the Microsoft page in its entirety:

Ready, set, game: Learn how to keep video gaming safe and fun
10 tips for dealing with game cyberbullies and griefers
Published: November 4, 2004

Known as griefers, snerts, cheese players, twinks, or just plain cyberbullies, chances are that one of these ne’er-do-wells has bothered a kid near you at least once while playing online multiplayer video games such as Halo 2, EverQuest, The Sims Online, SOCOM, and Star Wars Galaxies. Griefers are the Internet equivalent of playground bullies, who find it fun to embarrass and push around others.

What griefers do

Typical griefers: taunt others, especially beginners (also known as newbies); thwart fellow teammates in the game; use inappropriate language; cheat; form itinerant gangs with other griefers; block entryways; lure monsters toward unwary players; or otherwise use the game merely to annoy a convenient target or to harass a particular player who has reacted to their ill will.

Although they are only a small percentage of the video-game community, griefers have some game companies concerned they’ll lose subscribers. As a result, many game sites and providers are less tolerant of griefers and employ new methods to police for them and otherwise limit their impact.

The best way to deal with griefers is to educate yourself and prepare your kids to deal with them on their own terms. Here are ten tips to help you handle griefers.

10 tips to deal with griefers

  1. Ignore them. If your child doesn’t react to them, most griefers will eventually get bored and go away.
  2. Change game options. Have your kids play games with changeable rules or options that prevent certain griefer tactics, such as eliminating teammates.
  3. Create a private game. Most newer, multiplayer video games and related sites allow players to form their own exclusive games that permit only their friends to play.
  4. Play on sites with strict rules. Play on game sites with enforceable codes of conduct or terms of service and live game administrators who can ban serial griefers.
  5. Do something else. If a griefer continues to bother your child, have your child try a different game, or take a break and come back later.
  6. Report game glitches. Work with your child to identify exploitable glitches in the game or new methods to cheat. Report these to the game site administrator.
  7. Play games that limit griefers. Suggest to your child that he or she play newer games that provide specific resources to deal with griefers. Kids can use these resources to report offenders to game administrators, block or mute messages, and to vote griefers off.
  8. Don’t fight fire with fire. Make sure your child doesn’t use griefers’ tactics against a griefer, as this will likely encourage more bad behavior, or worse, label your child as a griefer.
  9. Avoid provocative names. Your child can preempt any problems if he or she avoids screen names or nicknames (often referred to as gamertags) that could encourage griefer behavior.
  10. Don’t give out personal information. Griefers (or anyone else) can use real names, phone numbers, and home or e-mail addresses, to further harass your child or cause other problems.

First off… snert?  Seeing as I have never heard that term in over twenty years of gaming, I had to go look it up.  I found it at the Urban Dictionary, and even my favorite site to look stuff up, Dictionary.com.  And while I was familiar with the word twink, I decided to look it up too and discovered that I really hope the author intended the meaning more closely related to video games.

But enough about passing fads in the English language, lets look at the actual advice.  It is, in and of itself, not bad advice, and actually is pretty much the same advice you give to kids about dealing with bullies in real life.  However, the problem, as discussed in this article on Wired.com, is that especially in these virtual worlds the “griefers” are just playing a different game.  The clearest example of this comes in the article through the discussion of how members of the Something Awful community approach the game EVE Online:

“The way that you win in EVE is you basically make life so miserable for someone else that they actually quit the game and don’t come back.”

and

“You may be playing EVE Online, but be warned: We are playing Something Awful.”

Overall, you, the player who does not want to be griefed, are at the mercy of them, the player who wants to grief you, because the whole point of most MMOs is the social interaction, which is exactly the tools they need to grief you and actually removes the tools you need to prevent them… well, unless you want to ignore rule number 8.  “Back in the day” some of the Anti-PK guilds of Ultima Online were actually more vicious than the PK guilds they hunted.

About the best you can hope for is that two griefers lock horns trying to out grief each other, which allows everyone else to ignore them and continue on with their game.

Sam & Max: Season One

For my inaugural GameTap review, I decided to hit one of the original games designed for the service – Sam & Max: Season One. If you don’t know who Sam & Max are, take a moment and quickly skim through the Wikipedia entry. As a kid, I read a few of the comics, but I wasn’t a collector. And at 18, I played the video game. I always enjoyed the humor, and I’m happy to say the humor isn’t lost here in Season One. Playing through the game was fun and funny for the writing, the dialog.

Sam & Max: Season One - Culture ShockActually playing the game, on the other hand, was alternately boring and frustrating. Sam & Max is one of those “click on everything” games. You drag your mouse pointer around the screen and when an object is highlighted, you click on it and you’ll either interact with it, pick it up, or talk to it. Items in your inventory are picked up, your mouse pointer changes and now when you click on things you’ll try to use that item on the object. Its also one of those “you can’t lose” games. There is no time limit. Every mistake, no matter how bad, loops back into the story, in fact, is actually part of the story if you want to hear all the witty dialog. When I say boring and frustrating, what I mean is that the puzzles in the game were either a) painfully obvious and amounted to just making sure I clicked the objects in the right order, or b) painfully obtuse. I won’t ruin the game by using an example from it, instead I will use a classic maddening example from the walk through of the old Hitchhiker’s Guide to the Galaxy text adventure:

Firstly, eat the nuts. If you don’t, you will die of protein loss. Take off your gown, and hang it up on the hook. Then, get the towel and put it over the drain. Wait until Ford is asleep, then nick his satchel and put it in front of the panel. Put the junk mail on the satchel, then press the dispenser button. A babel fish will land in your ear, and you will be able to understand all languages.

Nothing in Sam & Max is quite that bad, but sometimes it does feel like it, especially when you are missing just one element of the “logic” and failing over and over again.

Overall, I love the art style of the games, and the humor, but as a “game” I’d almost rather be watching a cartoon or reading a comic book.

GameTap

I’m introducing a new subcategory under gaming here and it is specifically for GameTap.  I have had a GameTap account for over a year, and in that time I’ve mainly used it to play a few dozen old Atari and arcade games, and the occasional DOS/Windows game, like The Incredible Machine: Even More Contraptions.  To be honest, I haven’t used the account to its full potential.

Last week while I was working on moving the website, I decided to go look for something to do on GameTap to fill some time and I found Uru Live, the Myst MMO.  I’d seen it before and had always wanted to play it, but had never made the time.  Just my luck, the day I decide to start playing was the day they announced they were planning to shut it down.  Oh well… I guess you can’t win ’em all.

Getting myself back inside the GameTap tool, however, reminded me of why I agreed to sign up for it in the first place.  With 990 games listed, its a huge library of past games with a few newer titles and some originals within which there has got to be some fun… or perhaps just some lessons to be learned.

So, I’m setting a goal for myself, every week I am going to play at least one game from GameTap and post a review about it.  It will probably be easiest to do on Sunday mornings, so that’s likely when I’ll play and post.  I’ve already downloaded a few old favorites and a few “I can’t believe I never played that” titles, and if I ever get stuck, GameTap provides a handy random wheel spinner that will select a game for me.

Ready.  Set.  Game!

Malton Cinema Patrol

After the failure that was the Munford Cinema, I decided to head for safer areas and trying a new location for my group, Malton Cinema Patrol.  We’ve settled in the neighborhood of Osmondville at the Pickford Cinema.  I keep saying we because shortly after securing the Pickford Cinema and a couple of its surrounding buildings, a man by the name of Yee Chan began helping out and joined up.  So we officially have two members.

The zombies are not plentiful around this area, but there are a few, enough that I have to make runs up to the Mitchem Mall in Vinetown for ammo and first-aid kits about once a week.

If you wind up in Malton and decide to defend a movie theater, we’re on radio frequency 27.70.  Not much we can do if the zed start beating down your barricades, but we can chat over the airwaves to keep the nights from being so lonely.

Breadcrumbs

As previously mentioned, I’m back in the world of Norrath.  In addition to picking up the reins on Ishiro, I decided to also start up a new character so I could run through the new tutorial and see some of the changes to the game.  So Jhaer the Drakken cleric was born.  At the same time, since I did sign up for the Station Access, I started up EverQuest II to see how the game had changed since I later played.

In EQ, the new tutorial is fairly fantastic.  It does a great job of introducing you to the features of the game, even grouping.  EQ2 is pretty much the same… in fact after going into game I realized how much Sony cribbed the new EQ design off EQ2.  The default UI layout, the quest logs featuring step by step goals.  They are very similar.

After playing both for a couple of days, I came face to face with one of the reasons I tired of World of Warcraft but had not noticed until now: Breadcrumbs.

In game design, this is the idea of quests, tasks and objects that slowly lead a character through content.  In WoW as a human you start in the newbie area and after a few quests you get one to take a note to Goldshire, where you find your next few quests, which eventually lead you to the lumber mill, and then you get lead to Westfall, and so on.  In WoW though, quests are some of the best source of experience and loot in the game.  The quests are the game.  EQ, being that at its core it is still the same game that came out in 1999, is based largely on killing monsters with quests being secondary.  The two don’t always mix together well.

For World of Warcraft and even EverQuest II, since the game was made for these sorts of quests and the quest log design, if you need to collect gnoll scalps, gnolls scalps don’t drop unless you have the quest.  In EverQuest, gnoll scalps drop even if you don’t have the quest, but while under the old style quest system (no quest log, no stage tracker) if you got 10 scalps before being given the quest, you could turn them in anyway, however, under the new system it only counts the scalps if you loot them AFTER getting the quest, so if you have 10 scalps and get a quest to collect 10 scalps, you have to get 10 more.

Over in EverQuest II, I ran into a different problem.  One of my quests asked me to find evidence of the missing soldiers.  After getting fed up looking for this evidence, I went to a spoiler site and they explained I just needed to go to one spot and find the dead soldier body, which would then spawn a defiled soldier that I would have to kill.  So I went back into game and went to the spot, but there was no dead soldier.  I ran around the area for a couple hours killing everything, but no dead soldier.  The problem here is that this quest is the second quest in a series of six or so breadcrumb quests that are supposed to lead me around the island.  This tutorial area is built with two lines of quests, and if you complete both sets before leaving you end up with a basic set of armor and weapons to carry you into the game.  I fully completed one line, but the second is halted because of this dead soldier who doesn’t seem to exist.  To make things worse, there are usually eight or more of us waiting around for this dead soldier.

In addition to a single broken quest halting an entire line, breadcrumbs quest lines also funnel the players through areas without exploration, and in fact since quests are where the real rewards are in newer games, you are often passively penalized for getting off the path and looking around as progression of your character virtually halts if you don’t play the game the way they want you to play.

I don’t know if there is any solution to this, or if it even needs a solution, its just something I felt like rambling about.

Real Guitar Hero

As much as I love playing Rock Band and potentially playing Guitar Hero (when they stop being dicks and let me use the Rock Band Guitar), I’ve been toying with real guitars for much longer.  Its a love/hate relationship.  I love the idea of playing the guitar, but I hate the idea of spending a lot of time at it.  I can play a few songs, and my fingers know where they are supposed to go for most of the chords even if they don’t always find the exact position without me looking down at the fretboard, but overall I’m never really disappointed in myself because I know my lack of ability comes from my lack of dedication.

That just might change, though…

I present to you, dear readers, Guitar Rising.

\m/_(*_*)_\m/

Going Home Again

A time or two I’ve threatened to return to Norrath. Not the shiny new Norrath of EverQuest II, but the original Norrath of EverQuest. The thing that was always holding me back was that when I left there was little to do but raiding. Sure, there was some group capable stuff, but the two most recent expansions (Gates of Discord and Omens of War) seemed to focus so heavily on raid and trial content that the future seemed to be filled only with grinding and gear and raiding. When I left, I left for City of Heroes and to join the World of Warcraft beta. Since then a number of games have come and gone, but recently a bunch of people from my old stomping grounds decided to start back up in the original MMO marketplace monster.

It was fairly easy to reinstall and patch up, even bought the latest box that unlocked the seven or eight expansions I’d missed and started up my 21 days of free play.

Just a quick side here… if a game is going to sell a boxed expansion and offer 30 days free to new players, I think they should offer that 30 days free to existing/returning players too. Would it really kill them to do that? If they really believe their game doesn’t suck, I’d have to hope that retaining returning players after a free month would more than make up for the loss than trying to convince people who quit to buy the expansion AND resubscribe. Anyway, maybe I’ll do another post on that later…

Its really amazing how different games are. To anyone who has the attitude of “they’re all the same” I would really suggest playing WoW for a month, then playing EQ for a month. Its not just the look and feel of graphics and art… the game controls are different. WoW has quest indicators and an accept/decline interface, while EQ still retains the “spoken” quests, keywords, and passive acceptance where technically you are “on” any quest you read about, in game or out, with no limit to how many you can be working on beyond your ability to cart around sacks of quest items. And as I’ve mentioned before, EQ tends to be a more player-lively game. In groups, people actually talk to each other. WoW is so quest focused that people grouped together are usually doing exactly the same thing and often there is little reason to talk, not to mention that the gameplay requires more clicking and button pressing, and combat moves more rapidly, there’s just no time to talk in WoW until you get back to town.

So far, I haven’t gone adventuring into all the new lands, Ishiro Takagi is still just 65 (ding! 66!) after all, and been living in the Silent Fist Retirement Home for Monks for nearly four years. But it feels good to be back… as a bonus, I think I’m going to subscribe to the Station Access which will let me play EQ, EQII, Vanguard, Pirates of the Burning Sea, Star Wars Galaxies, and even The Matrix Online (which I doubt I’ll go back to unless someone can convince me its improved greatly beyond the trash I saw in beta). The future looks to be full of MMO gaming…