In the real world, there are rules that you can't break (gravity) and rules that you aren't allowed to break (don't sucker-punch a golfer while he's teeing off. No, not even if the guy is totally a douche and you quote Happy Gilmore when you deck him. And it doesn't matter that doing so would be completely awesome.). There are physical laws and there are rules, and everyone obeys the former even if they flaunt the latter. But in a videogame the developer is in charge of the physical laws. Any rift between what you can do and what you're allowed to do should be viewed as a design flaw. Part of designing the game mechanics for an online game should involve sitting down and asking yourself, "How could I completely ruin the game for someone else?" Because once you release, you will have a handful of people with exactly that goal in mind.

One devious example I encountered was in World of Warcraft. At one point it was possible to get near a player of an opposing faction many, many levels below you who was using an area-of-effect spell to fight monsters. By standing in the blast radius, you would take a tiny amount of damage from the weaker player, and their "attack" on you would open them up to PvP combat. You could then kill them in a single hit. Using this technique it was possible to kill an entire group of players who were not at all interested in PvP, for almost no personal risk. It was a mechanic that had no valid in-game application. You couldn't earn honor or gold or items doing this. There was nothing to gain from this aside from the pleasure of ruining another player's game session. (This behavior has since been fixed.)

Any game developer who wants people to play and enjoy his game needs to anticipate and act on exploits like this. They must plan for the presence of dedicated, dishonest, devious, mean-spirited, enthusiastic griefers. The griefers will come, and if there is a gap between possible behaviors and desired behaviors then they will find those fault lines and mine them for all the misery and tears they can. Their relationship with the game is parasitical, as they don't have fun until other people stop having fun. Having one customer be happy because he's made ten of your other customers unhappy is no way to run a business. It's a great way to cull the fun people from your player base until you're left with nothing but jerks and a trickle of horrified newbies for them to prey on. (See also: The original chaos of Ultima Online, which eventually led to the rise of specific PvE and PvP play areas.) From a purely business standpoint, a good case can be made for simply ejecting obvious griefers from the game forever. Better that they go on the forums and play the martyr than to wait for them to find a completely new way to annoy your other customers. If griefing is what they want, then it's probably better to give them their money back and send them packing rather than trying to talk a skunk into changing his stripe. But regardless of how individual griefers are dealt with, the most important line of defense is the rules of the world itself.

Griefers are annoying, but like spammers and syphilis they are an omnipresent threat that must be anticipated and protected against. If you're being griefed, it's because the person who authored this reality is (perhaps unwittingly) allowing it, and going after the griefer while leaving the loophole in place is attacking the symptom instead of the disease.

Shamus Young is the author of Twenty Sided, the vandal behind Stolen Pixels, and played World of Warcraft for months without ever meeting a single griefer.

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