Welcome!

My name is Kristine Ask and I am a PhD student at NTNU studying online culture in MMORPGs. I am not always sure when I am a gamer and when I am a researcher, but then perhaps I am not supposed to always separate them. This site will tell about my work and my passion for games.

Disruptive play: When breaking the rules is the point

In the wake of “The Curious Case of the Poorly Behaved Professor” a discussion about social rules vs game rules have emerged. While Myers, the professor in question, still holds up that he was not griefing other players he is perhaps in a minority at this stage. However, as often before,  disagreeing with someone helps sharpen own opinions and understandings. What do I label as griefing?

This is an attempt to outline my understanding of different types of play that doesn’t confirm with established rules (that be game rules, meta rules, social rules or any other kind). It is mostly to put order in my own mind of what these concept holds, and in such not trying to reinvent the wheel, but I would love the opinion on others on this.

  • Griefing: Play with the intention and goal of disrupting and lower other players experience. The emphasis is then put on the player doing the griefing, and the meaning that player gives to the game. Everyone will at one point or another have made the game less enjoyable for others (getting to a node first, training some mobs onto another player etc.), but unless it is done willfully and with the purpose of ruining the day for another player- it cannot be termed griefing. Griefing can happen within the rules of the game (referring here to EULAs, the code itself etc), or it can breach these. In such griefing is only about the social rules, the social conventions of the game, it is about knowing the social rules well enough to turn them against other players.
  • Trolling: Even though trolling is perhaps best known from forums, blogs, discussiongroups etc, they also exist in game. Compared to griefing, trolling can only happen through communication while griefing is by and large about actions alone. Again, it is the social rules that are in focus. The goal of trolling is to take a stand that will cause disruption and have people waste their time arguing against a false presumption. To know what topics as suited for trolling, a “good troll” will also know the social rules well to know what topics to push.
  • Exploiting: Using flaws in the code to gain benefits. The rules that are to be broken (or some will say, just bent a bit) are the rules of the code. Exploiting is about personal benefits, and little about affecting other peoples play. As mentioned, exploits can be used in griefing, but exploits in it self has nothing to do with griefing. In regards to social rules exploiting has a more ambiguous role. Some exploits get house warm, while others are labelled as cheating. A quick example: In WoW was seen as “cosher” to use the “unstuck” feature as a second hearthstone (teleport to home). This feature later got changed, but the way players were using it was a type of exploit. They were taking advantage of a weak point of the code, that it didnt understand if you were really stuck or just wanted a free ride. This example shows how exploits negotiate both social rules as well as game rules, and that individual exploits are given different meaning.
  • Hacking: Breaking the rules of the game (both code and EULA) by bringing own rules in form of own code. Frowned upon by other players, I have personally a hard time understanding the players that hack. I often heard people talking about hacking, but in my many hours in MMOs in the last few years I have only witnessed a handful of events where hacking have been involved. All have been in PvP situations, often by using hacks to gain extra speed and in such win the game without giving the opponent a fair chance. Since it is not about getting a fair fight (or even good fight, fair fights are rare in MMOs) I presume the goal is winning over the code, not winning over other players. Based on other accounts of hacker activity, I theorize that meaning comes from being able to break the system, as well as breaking the rules.  Though hacking is generally seen as bad, there are still borderline cases. Some mods/addons give information that would normally not be available in game (a wonderful mod that would play Mortal Combat music if I was targeted in PvP comes to mind), but mods dont seem to undergo the same kind of scrutiny. Unless the game company labels the addon as illegal, it is seen as fair play.

To return to Myers and the case of Twixt, one of his major arguments was that the nature of MMOs was a conformist one. That the social pressure forces all players to game on the same premises, to adopt to similar types of playstyles regardless of intentions from designers and what the gamecode allows for. While I agree about social norms being strong in places such as MMOs, the conclusion I disagree with. By reflecting on different types of disruptive play, its already clear that while social rules are strong they are under constant negotiation. What is seen as “good play” is not given.

EDIT1: After comment from Myers I wish to emphasise that this is indeed only my own thoughts and reflections on the topic. It is not based on any particular type of data, or previous research (though ofcourse influenced by it). As Myers have proved himself, the lines between gamer, blogger and researcher can easily get blurred – and this is perhaps a time when such differences should be made clear. So with that in mind, feel free to treat this as just another piece of random “QQ on teh interwebz” ™, its only a blog :)

4 comments to Disruptive play: When breaking the rules is the point

  • st_

    I don’t see how what he did can be called PvP. What killed these people is very definitely PvE, since it’s the NPC’s doing all the killing. That he lures people into PvE situations they can’t possibly win seems to be against the intended purpose of the zone he is in, and as such a loophole in the game rules.

  • Kristine

    @ST
    Though I agree with this, my point is that how he tells the story he is doing it to see peoples reactions, to see who they react when he does this. In such, the point is to grief. That this happens through a loophole in the game seems just to be a detail. He could have griefed others without this loophole, even though its existance did make it more annoying and caused more grief.

  • dmyers

    arg, this assumes intent: big bugaboo.

    also, look wat u doing: setting up universal definitions thru social/cultural assumptions that are undetermined . thus ur definitions are undetermined as well

    finally, what in your definitions is peculiar to a GAME? you defined a type of behavior, not a type of play. these definitions are better suited for insuring conformity than promoting diversity.

  • Kristine

    Hello Myers and welcome to my blog

    “arg, this assumes intent: big bugaboo.”
    Bugaboo asides. After writing through it again, I didnt find any other way that did make sense to me. What goals players set, what meaning they give to their actions is to be at ther core of what they are doing – and to me helps differantiate between these types of disruptive play. Though I am not a great advocate of intent as an analytical entity, I am simply trying to describe the meaning given to these practices by describing goals as well as actions. Perhaps with some real data to base it on, I could remove my musings on what their goals would or would not be.

    “also, look wat u doing: setting up universal definitions thru social/cultural assumptions that are undetermined . thus ur definitions are undetermined as well”
    They are indeed undetermined. As I said in the OP “What do I label as griefing? This is an attempt to outline my understanding” – it is simply a thining piece. These categories are not based on a specific dataset, though ofcourse it is influced by others as well as own research. It is only a post made to reflect on these matters. If I were to present this in a paper your critique would be spot on, however as this is a blog post with emphasis on reflection over my own understandings – I dont see myself bound to basing it on gathered data. However, I will update the OP to make this point clearer.

    “finally, what in your definitions is peculiar to a GAME? you defined a type of behavior, not a type of play.”
    Agreeably this is a type of behaviour that could exist outside of games as well, and we often see it happen (especially trolling and hacking). But then, just cause it also happens outside a game doent mean that it should not be discussed as something within the game. I havent tried to make an analysis of the “play” aspect, but there is a definate tension between rules and enjoyment here, so I dont see it as unreasonable to label it as forms of play. These types of play are relevant to the broader game experience as markers for “correct” behviour in game, being of great relevance to how people do play their games. Perhaps you are right, perhaps there are no part of these activities that can be labelled as “play”. If that is the case, what would you say Twixt were doing then? Were you not playing when griefing others?

    “these definitions are better suited for insuring conformity than promoting diversity.”
    Possibly so, I wasn’t particularely aiming for either. I was however trying to say that some of these types of “disruptive play” is moving between accepted and unaccepted ways of approaching the game, and that they are not given.
    If diversity was your goal, I think you have taken a wrong turn. If I was a betting person, I would bet on the social rules getting stronger and more conforming after meeting “The Curious Case of the Badly Behaved Professor”. Your and Twixts story if anything shows what kind of repercussions you can end up facing if you try something similar, and your responses to the community in regards to this (that they are lying and in short: are wrong) is not helping to promote the type of play that you seem to enjoy.