Bloggy XMAS Day 14: Community and You

I come across a very common theme when I read MMO blogs:

It’s a lament that someone is looking for a community to be part of, but somehow can’t quite find the right game or the right group, or can’t quite spare the time or effort or investment in order to belong.

It made me very curious about the age-old questions on “How do communities form?” or “How do we join a community?” or even “Why do we need community?”

Google, you may be surprised, was not much help.

I got a lot of hits on questions regarding forms, the word “community” just happening to be in some sidebar or other, whereupon which clicking will bring you to that site’s forums.

I got told that you can “join our community” by “clicking this button or this link!” (Yeah, right, as easy as that.)

And, of course, I start getting religion thrown at me when I ask Why questions.

I did, however, find a few interesting links:

  • Michael Wu differentiates between social networks and communities by specifying that an individual generally has only one social network of pre-existing relationships, made up of all the people you know, while communities of various groups of people are formed around and held together by a shared common interest.

He goes on to discuss the formation of relationships between two people and how a weak tie might become a strong one, as well as further overlap and interaction between social networks and communities.

  • Social Media course website provides further reading links, where communities are defined from an economic standpoint, with social capital flowing through the system.

Still, all of this theory doesn’t really answer my main burning question on how to help or encourage those who are seeking a community to find and join one – and just how precisely they should be doing that, since it’s much easier said than done, without clear and constructive suggestions on how to go about that.

Psychochild comes at the community question from the perspective of a game designer or community manager, which is rather fascinating from a non-developer’s standpoint, to see a dev’s take on things. He’s got a lot of grounded advice on how to create, manage and/or lead one.

But what about the just regular joes, the followers, the introverts, the socially anxious, or the players like me that are more than a little allergic to leading these days? The ones that just want to be part of something, and might even settle for a zerg or one of the faceless crowds in lieu of anything better?

Well, if it’s only introversion standing in your way, David Seah’s “Community Building For Introverts” is worth a read.

He finds that it’s worth standing up to lead and “be the mayor” because that way, it’s easier for introverts to control the extent of their interactions with people and who and how many get to enter their community. There’s always a lot more followers than leaders, after all.

What if you’re like me though, and have been so burned out by the effort of leading that any suggestion towards being a nucleus or the center of something makes you want to run screaming to hide in a deep dark quiet hole somewhere away from the hell that is other people?

You see, I got good news and bad news.

The bad news is, if you want to be part of a community, if you’re feeling lonely or just a wish to maybe feel like you belong somewhere, you DO have to make some kind of effort at it.

The good news is, you don’t have to be the center of attention, you don’t have to lead.

Here’s an inspirational idea from a TED talk on “How to Start a Movement.”

You can be the Second Man aka the first follower.

You can be the guy (or gal) to join the first crazy person and offer support and validation of that idea. That reassurance and support encourages others to join in.

Before you know it, a community has surrounded you, and phew, you’re still not the freakin’ center of attention. That’s the first crazy person’s job.

Personally, this appeals to me a lot because I like being behind-the-scenes and still a right-hand person sort of figure.

But what if you don’t have the time or effort to be the Second Man?

Well, you can still be the third, or the fourth, or the fifth, or the Nth person to join in.

The important thing is, you still have to show up.

If you want to be part of a community, you have to make the effort to be there somehow.

In order for others to recognize you, your name or your face has to turn up regularly enough for people to make a connection.

Watching TV doesn’t take a lot of effort, but you still gotta sit your butt on the couch at a certain time and turn the TV on. (Even in the days of Netflix where TV comes on demand, you still have to set aside an hour to watch that show, even if it’s at an hour of your choosing.)

No one’s asking that you jump in there and start leading or become 100% active in whatever community you’re after, but you can take small baby steps of joining and belonging.

Log in. Play for whatever set time you’ve decided. Take note of the people or guild tags that play at that time. Research a guild. Join a guild. Attend events. Participate.

It’s not necessarily a linear sequence, mind you. You might go back and forth for a bit. Some days you might just only be able to do one step or two. Or not at all. Just get back on the wagon when you can.

If it’s a blogging or forum or social media-y community, then y’know… Read posts. Make an account. Lurk. Toss in a comment or two when you can. Maybe even get around to full creation of a post when you have the time.

Sometimes it’ll involve a bit of personal sacrifice.

Tradeoffs of time where one could be sleeping, or doing something else equally tempting, and maybe even personally profitable over merely being social with the community.

But you know, social capital has value too.

Regardless of whether it pays off in just good feelings or the power of reciprocal relationships to get someone else to help you out with something you need or want.

If you want that sense of community, then invest in it.

Bloggy XMAS Day 14: Community and Me

I’m going to be splitting up my Bloggy XMAS post into two parts.

In this post, I wanted to cover my personal history with gaming communities, mostly to give some context for the following post, on how we can join and form communities.

In college, I was deep into that predecessor of an MMO: the MUD.

  • Schooling overseas, so in a well-populated American time zone.
  • Plenty of free time, with the liberty to cut classes with no compulsory marking of attendance (A boring and uninteresting professor reading from a textbook or talking to the blackboard was easily replaced by actually reading the textbook on one’s own, at a faster speed than narrated aloud.)
  • Alone in a strange country looking for like-minded souls.
  • Strongly introverted.

The perfect ingredients for seeking out and finding belonging in online communities, really.

I’d easily spend a good 12-18 hours a day, just logged into the MUD. (Wandering off AFK to do other things now and then, of course.)

Heck, sometimes I’d even leave the computer on and stay logged in overnight. One’s character would be unresponsive, but one could always scroll back to check what had happened while one was asleep, and one year, I hit upon the idea of making my own primitive chatbot with the basic scripts of the MUD client. A trigger keyword spoken by someone else would produce a string of random responses. It was quite amusing to see others play with and discover the keywords that would produce unique quips, even after they realized there was no one at home.

It should be fairly unsurprising to all that I pretty much ran the full gamut of online community experience during that time.

I joined a guild. (That MUD automatically helped to form sub-communities with pre-existing guilds divided by one’s character class.)

I became a very active and enthusiastic member, participating in every event organized, voraciously eating up advice and knowledge from veterans.

There weren’t quite ‘officer’ ranks in those days beyond Guild Leader, Number One and Number Two, but informally, there were more active people in semi-leadership positions bringing newer folks on ‘raids’ – ‘runs’ in those days, comprising of 3-8+ people. As one gained more experience, I started becoming one of those people.

Being constantly online and presenting as a female character on that particular alt, it is also fairly unsurprising that I started to become a nucleus, a central core around which community or social networks form. (I’m sure you know at least one or two of those folks who seemed to be linked to everyone and know everybody.)

Especially when you mix in an extreme amount of game competency and a willingness to teach (or at least, lead and drag along – I was less mellow in those days) others. People respect game expertise and also want to follow because they either get to learn and benefit or profit without much effort, y’know?

You might expect that eventually, the official ranks followed as well.

And you’d be right.

I don’t think I sought it out beyond the initial application, but just kept being the stellar example of leadership that I imagined that I’d like myself, and just climbed up through the ranks through attrition, as each Guild Leader lost interest in the game or burned out or decided it was time to step down.

Damn, but leading is a helluva lot of work.

I think I lasted a decent amount of time, a year or two, perhaps. I was pretty authoritarian, channeling my best benevolent dictator impression – perhaps inspired by my home country’s ex-leadership. I like to think that I did good during that time.

Inactives that never contributed anything (or indeed logged on) were ruthlessly and regularly purged. I clamped down on stealing from the guild donation vault – stuff that was donated by other members and meant for newbies were being used by some more selfishly oriented members to lazily equip their alts (which were never used for anything that benefited the guild either) and wielded the kick from guild option (called “outcast” in those days) like a banhammer, enforcing rules that had never been taken seriously until then.

The goal, of course, was to form a tighter community of active participants that knew each other’s names and knew they could rely on each other. Social loafing and parasiting was discouraged.

(Yeah, I was fairly elitist in those days too. You were either ‘in-group’ or ‘out-group’ to me. I didn’t care about the out-group, they could go off and do their own things, far away from me. I wanted to cultivate the promising in-group intensely.)

It wasn’t all serious scary business. When I wasn’t being a fearsome GM-like individual (maybe 10-20% of the time, falling to 5% as the guild got cleaned up and filled up with a better quality of people), I was busy being an example of the kind of person and culture I wanted in the guild. Friendly, fun, cheerful, ready to help and respond to anything, with a very hefty helping of the strangely quirky. Kumquats were the official fruit mascot of the guild, fer instance.

At the same time, I guess I already participated in multi-guilding before the concept of MMOs was even formed.

The MUD allowed alts. The alts could belong to different organizations. My guild was primarily a social guild that allowed for aspirations to middle-of-the-road raiding. I wanted more and I knew the culture of the guild couldn’t quite support the high-level stuff (at least not until more people leveled alts of the right class – balance in those days and in that game was non-existent. You just couldn’t defeat certain mobs with all representatives of one class, especially a class with a lower damage skill and was meant to stay at home producing healing potions for other higher-damage classes.)

Naturally, I applied for and got in to one of the premiere ‘raid’ organizations in that time, in that place. Social networking really helped, just like real world job applications, I guess. One of my previous guild leaders was in-game ‘married’ to one of the top players of the MUD. I got to know both of them, and they were my ‘in’ into that organization.

It was a great place. It was a really special organization, formed from a group of people who had broken away from a pre-existing organization and had enough social clout to actually get the imms and coders to create an organization with a new name. (All that stuff was hard-coded, so it wasn’t as easy as it is now to birth new guilds.)

They were fun-loving, but really serious about raids and the cream of the crop – these were players with the oodles of time to run and learn every hard mob, and kill them repeatedly for the good gear that made all their alts big and bad and powerful; these were players who, in their time, had served as leaders of guilds; these were players who read and studied the code of the MUD or wrote item databases for the rest of the MUD to use or knew how to solve mysterious riddles, map changing mazes and ridiculous amounts of trivia about the MUD.

We were, of course, brought together by a certain amount of personal greed. We wanted to kill the biggest and baddest mobs. We wanted no one else to have that level of wealth and to monopolize it all and get richer.

It was the best of times. And the worst of times.

8-11 people cannot sit together in a room (even a virtual one) waiting for a mob to spawn without getting to know each other’s names and socialize and chat.

The culture in those days was to do our best to kill the mob for as many times as there were players, so that everyone would walk away with an equal share of the loot. Mobs would respawn every 15-20 minutes later, or some other set amount of time per area.

(It’s easier for mobs that just need 3-5 people, and a lot more challenging the moment we start talking 8+ people. Someone eventually devised a point system – adopted by others on the MUD later as our members spread it to other orgs – that I think eventually found its way into Everquest in the form of DKP.)

It was also a ton of time spent, and prevented people who didn’t have that sort of time from ever joining the top echelons.

And when there are people and greed and limited loot, there is also eventually drama and fallout.

Oh, I don’t think any of us ever stole from each other. The number of people we’re talking about was just too small for ninja-looting to be successful. When there’s only 300-500 players on a MUD, period, your name will be forever blackened and your reputation dust if one ever tried that. But there was plenty of hostility and rivalry and elitism versus other groups, other organizations.

A divided culture like this only lasts as long as there are enough people to sustain all the little small sub-communities.

When Everquest came out, the MUD lost players to the newfangled graphical interface thingie.

When WoW came out, well… even fewer people stuck around.

I’d burned myself out on guild leading some time earlier. An introvert and a hermit like me just cannot fake it for that long without running out of energy eventually.

I’d burned myself out on leveling more characters in the MUD by seriously overdoing it – the crowning ambition was max’ing out 5 characters simultaneously – I did it, I was really darned happy about it, I used nearly every power-leveling trick there was in the book, and shortly after, nearly every power-leveling trick was nerfed into the ground by an immortal/coder that wanted to close all the bugs (I don’t think that was me though. That coder was intently following someone else to learn what they were doing – the one I’d learned the tricks from, really, and I never abused the worst ones as much as they did,) and I could never get used to the non-cheaty rate of experience gain again.

I’d burned myself out on the slow pace of change. You think waiting for MMO expansions and updates these days is bad? Try a MUD coded by unpaid volunteers. Takes months to change, like, a typo. Take a democratic debate and umpteen meetings to maybe propose that something ought to change, and if the bureaucracy of players who are afraid of change don’t shout the idea down or tear it to shreds, the lack of any actual manpower to code the agreed-on change means that nothing happens anyway.

The names that I was familiar with were no longer logging in regularly. They’d gotten sucked into Everquest. Sucked into WoW.

The community wasn’t broken overnight, but it was never the same as it was in its heyday.

I clung on a lot longer than I really should have, afraid of loss. Loss of reputation, loss of my name, loss of self-image, loss of characters and gear and treasures (stuff auto-deleted in those days if you didn’t log in regularly, it’s not like commercial MMOs these days that keep your records forever.) I spent a long time pining for something that could never come again and complaining to anyone who would listen about the present horrible state of affairs, while not actually enjoying the game I was logging into out of habit’s sake.

But I was running out of people who would listen, as well.

This isn’t meant to be a negative or depressing post, so I’d cut the long story short and say that the revelation finally hit me that I needed to go cold turkey with it all.

It helped that I finally found an alternative game that didn’t follow in the same vein as the fantasy-style vertical progression raid game that I’d already burned out on.

City of Heroes was a great introduction to the world of 3D, with the transient social nature of PUGs that lasted only as long as the game session, and a community that pretty much existed only in whole on a web forum, divided into smaller server sub-communities.

Having burned out from the old game, I went the ol’ antisocial solo loner route on this one, with only a real life friend or two joining me from time to time, minus a couple abortive attempts at joining a supergroup. There just wasn’t any real need to form tight exclusive communities, though I did participate in the occasional fun event brewed up by someone on the forums. Those were mostly one-offs.

Since then, I’ve had plenty of other community experiences.

Many attempts at belonging sputtered out. I tried to join The Older Gamers, mostly for RIFT, and found it a little too megaguild for me, with too many crossover games and too many players a little too casual for my tastes.  There wasn’t anything wrong with it, but a general lack of focus, and my interest in belonging to the community diminished as my interest in the MMO did.

I joined some random guild in Age of Conan and tried my hand at ‘real’ MMO raiding – which wasn’t perhaps the best place to do it in, given the schizophrenic item stats and lack of researched information on what was effective or no, and my lack of a common raid language given that I didn’t play WoW or EQ but only ‘raided’ in City of Heroes.

(It took us a disgusting amount of tries and total raid wipes, until someone finally realized the off-tank taking one dog add was being a bit too insanely gungho in assuming that they had to stay put in one spot in order to get healed by the bear shaman, and running out of defensive cooldowns too quickly. *ahem, that was yours truly*

All it took was one quick demonstration by the other tank/healer pair that kiting around the pillars was ok and perfectly acceptable, and the problem was solved. The rest of the raid could now take as long as they liked to work on the main boss.

Frankly, I was privately amazed that it took that long for them to figure out what the problem was – or whether they knew and were just trying to figure out a way to tell me. One quick direct whisper would have sufficed.

Anyhow, Age of Conan, and thus that guild, died too quick a death for us to progress any further beyond that. And I was already having timezone clash issues.)

I joined some other random guild for Warhammer and Aion, and mostly found out that I didn’t quite fit into groups of young teenagers or barely twenty somethings that liked to run around in a big group killing other people, mostly by outnumbering them, and getting killed in turn, when outnumbered, with little to no effort at improving this equation as a team or analyzing what went wrong.

But there have also been decent enough successes.

I’ve been neighborly in A Tale in the Desert, where communities are formed in a geographic sense, by the people who settle down next to you. There’s a certain tension still in trying to maintain one’s own separateness and independence from communal efforts, which may eat you up and spit you out with nothing much to show for it besides burnout if one is not careful, but also room for being generous and helpful and becoming real friends with people whose chat or company you enjoy (as opposed to just being polite and civil acquaintances.)

There’s the MMO/games blogging community, which is interesting for being asynchronous. Posts are put up in one’s own time. Posts are read, commented on or linked to by others in their own time. But still the network of recognizable names (or faces/voices) form over time via our shared interest in games and talking about them.

I also think I’ve hit a very good balance in my present MMO, as compared to my two old extremes between being too special on the MUD and being no one special in City of Heroes.

In GW2, I’ve lucked into a small, stable, social not-too-casual not-too-serious guild that I can run with for smallscale WvW. (Dungeons and guild missions used to be possible, but timezone clashes are now an issue, more’s the pity.)

The game’s design allows for a WvW community that isn’t too closed off and elitist, so I can still log into the server’s voice chat and easily find the current big group running at the time to join in to get my zerg on.

Ditto that for raids, with a big enough megaguild that also espouses openness rather than exclusion, which gives rise to a large enough cycling OCE/SEA population and sufficient leadership to actually get stuff done.

Nothing lasts forever, of course, but I’m certainly appreciating it while it does.

My main take-home message from this meandering of my MMO history is that there’s plenty of different styles of community out there. It may take a bit of doing, but it’s possible to find one that can suit you and your needs.

Also, don’t get surprised if it doesn’t last forever. Hell, even many marriages don’t last forever, these days. But appreciate the good moments while they happen.

Then try, try again.

MMOs Are Dead, Long Live The Multiple MOGs

I know the true meaning of this picture is all the other MMOs attacking WoW until the giant in the center crumbles...

The Age of the MMORPG is over.

Amidst the much foreseen migration of players out of Wildstar to either nowhere or to the next new big thing Archeage, Tobold wonders where it’s all gone wrong. Why is it that these games aren’t attracting and retaining the numbers we’re expecting out of them?

He proposes two reasons for it:

The lack of new blood -real newbies flowing in to the MMO genre. which WoW captured in a big way, riding on the Blizzard brand name and subsequently a critical mass which turned it into a pop culture phenomenon

Way too many games now on the market – all competing for a limited number of players who have finite time to commit, some offering way more attractive prices than others

In a way, I think he’s right.

MASSIVELY multiplayer online roleplaying games are dead.

If we find ourselves only able to play MMOs who report a population of 10 million players, there is no MMO out there today that can suit you anymore. No, not even WoW. The king has toppled off its throne and continues to crumble.

It’s time to play MOBAs – League of Legends has apparently 27 million players online daily in Jan 2014 (how many of them are bots collecting free stuff, I don’t know, does it work like DOTA 2 where there is some kind of incentive to make multiple free accounts and keep them logged in for whatever reason?) – or maybe Candy Crush Saga.  46 million monthly, says the Forbes link.

If we chop off the unstated RPG from the word MMO, maybe you can tell yourself you’re playing an MMO when you play the above games?

If we dial down our expectations to a more modest ‘a million players or so,’ you can probably play WoW or GW2.

Nosy Gamer suggests that those are the top two MMOs played by Xfire users, and given that both have launched in China, I think it’s reasonable to assume that both have comfortably exceeded a million players globally and won’t suffer attrition down below the magic 1,000,000 for a while yet.

If we drop to *shock, horror, gasp* only several hundreds of thousands of players, then I guess you can play all the ‘dead and failed’ MMO carcasses out there that are still clinging on to life for some unknown reason only known to the developers and their bean-counters.

That’s the rest of those on Nosy Gamer’s Xfire list – SWTOR, Eve Online, Final Fantasy XIV, Tera, Aion, Wildstar, Runescape, LOTRO, Neverwinter, TESO – and charitably, perhaps TSW, DDO, RIFT, Star Trek Online, Everquest and the rest of the SOE lineup make the cut?

Or maybe they’re only in the 10k-100k players range, along with any other MMOs I forgot to mention.

Who knows? MMOs tend to stop reporting their numbers below a million, but curiously refuse to close down.

As Bhagpuss mentions in Tobold’s comments: “How are we defining failure here?… All of these and more certainly failed to satisfy and hold the attention of a particular segment of the MMO commentariat but that’s hardly going to bother the companies still raking n the money or the players still happily playing, is it?”

He’s right too.

And I think I’m right too when I say, you all had better just get used to this state of affairs.

WoW was a one-time phenomenon. It brought in players who don’t usually play MMOs. Hell, it brought in players who don’t usually play GAMES.

Many of those continue to subscribe to WoW comfortably, like a magazine subscription they’ve almost forgotten about or take for granted, and browse through the pages from time to time. Others, when they got tired of WoW, simply stopped.

If we’re lucky, some of them moved on to other games, having learned that they are not the work of the devil.

If we’re really really really lucky, some of them stuck with the MMO genre.

We have also seen demonstrated over time and across a whole sequence of games now, since WoW and Warhammer and whose latest consumption was Wildstar, a migratory flock of gamer locusts that pick up and play each new game for 1-3 months and then move on to the next new and shiny.

THERE IS NOTHING WRONG WITH THIS.

This is the usual state of affairs for games, especially single-player games or just ordinary PC games that can be played both single and multiplayer, whose major money making strategy is the sale of the price of a box to players willing to pay a premium for it as it launches. They play it for a while, and then happily move on with their comrades to the next new game, plunking down $60-100 for the privilege of playing it during that vaunted hip and cool time where all their friends are talking about and playing it too.

If you find yourself attracted to this group, you’d best just get used to spending the money and moving on, cupcake.

That’s the price you pay for the excitement of launch (queues, bugs and all) and the ephemeral feelings of hope, promise, potential and dreams. Archeage is your next best bet now, it’s that way, hop to it.

Sadly for you, game companies are catching on and offering you oh-so-prestigious Founder price packages now.

In the distant future, we can look forward to Landmark, EQ Next (maybe), Star Citizen (maybe?) and Eternal Crusade (of which I’m personally on the Founder bandwagon, I expect to be disappointed, you can point and laugh later, it’s ok, Warhammer 40k fans are used to paying ridiculous prices for a piece of cheap plastic, if all I get is a CoH-like character creator that lets me play dress-up doll with WH40k colors, I guess I can pay $40 for that and the hope of pewpewing some guns with them.)

I’m also right when I say that you can rewrite your damn expectations of what MASSIVELY (not the website, the descriptor) needs to be, and settle down in one of many of the current crop of MMOs out there.

That’s what several thousands to tens of thousands to hundreds of thousands of people are doing, after all.

Seriously, think back to the most fun and/or most populated (those two do not necessarily correlate) MMOs you’ve ever played, and start counting.

All the people you can name, first of all, that you remember for their personalities and for being a meaningful part of your life.

Then count the rest on your friends list, your guild rosters (preferably those that were online at the same time as you) and maybe a rough estimate of the number of people you need running around you to feel an ebb and flow of life around you.

Please actually spend time taking a screenshot and counting name tags at some point for best accuracy.

Prior experience playing WvW in Guild Wars 2 suggests very strongly that most people are unable to estimate numbers with any sense of accuracy. (“OMG a zerg!” Then 5-10 people show up… Or “Oh, maybe 10-20ish people at this camp.” Folks get there and find 60. Ouchies.)

There are 33 people on the outskirts alone, not counting the disgusting clump in the center, which probably has anywhere from 40-55 players.

There are 33 people on the outskirts alone, not counting the disgusting clump in the center, which probably has anywhere from 40-60 players. Most people, in my estimation, define this as too fucking crowded. That’s only 100 people. 150 at best, as that’s the limit on GW2 maps.

26 players, not including myself. I consider this somewhat zergy, others will happily classify this as zerg.

26 players, not including myself. I consider this somewhat zergy, others will happily classify this as zerg or still too damn crowded. Personally, I expect this amount of players around me in a town center or capital, and maybe 10-20 more at best to feel that the place is bustling and has folks around trading posts / auction houses and crafting stations.

13 players visible here, not including myself. I find this comfortable, others might still find this zergy.

13 players visible here, not including myself. I find this comfortable enough to play with, and more or less, roughly keep track of in terms of positioning. Less so in terms of what skills each individual is actually using or firing, mostly due to my crap computer culling them, but clear enough to tell when someone has fired a knockback or has used a blinding field or some other combo-able field, and for me to act on it. With a better computer displaying animations, I think the number here would be trackable. Played CoH on a regular basis in a team of 8, after all. But 24 in trials was a bit too much. Others might still find this zergy, or maybe this is all the people they need to see around them on their travels or even in towns.

If you even manage to exceed 10,000, I’m going to be very surprised.

Far more likely, that number is going to be somewhere in the 100-300 range, or what I tend to think of as Dunbar’s Number when it comes to MMOs.

No one really needs a million players around them. It’s just an easy shorthand to assume that the game they like won’t close down just because there’s lots of people paying the game company and keeping them afloat.

Guess what. You don’t actually have any say in when the game closes down or not.

Chances are likely the game will close -someday- because all these things are finite and computer technology progresses inexorably onward, making things look and feel better and better and older games more and more unplayable to many.

But if you play -and- pay for a game that you like, there’s a bigger probability that you may be able to delay that day for a while yet.

In the meantime, I hope you’ll be having fun, in the game you like enough to pay for.

If you can’t seem to find any game fun enough, especially when we’re talking about dropping dollars on it, then I guess your lot is to accept that you enjoy migrating with the herd and the social experience more than any individual game.

Go find your community and stick with them. (Just remember that every herd needs new births from time to time to thrive.) Move from watering hole to watering hole with them, and maybe one day you’ll get enough of wanderlust and settle down in a village in a game that you do like.

And if you get tired of settling down, pull up roots and travel again. It’s not a one-way trip.