<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Player Accountability Redux</title>
	<atom:link href="http://www.mmognation.com/2006/05/23/player-accountability-redux/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.mmognation.com/2006/05/23/player-accountability-redux/</link>
	<description></description>
	<lastBuildDate>Wed, 25 May 2011 02:52:43 -0700</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Tide</title>
		<link>http://www.mmognation.com/2006/05/23/player-accountability-redux/comment-page-1/#comment-486</link>
		<dc:creator>Tide</dc:creator>
		<pubDate>Fri, 26 May 2006 13:30:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmognation.com/2006/05/23/player-accountability-redux/#comment-486</guid>
		<description>I think there is an alternative.  The problem with &quot;objectivity&quot; is that people are too worried about it being justified by a particular game feature.  The thinking goes &quot;if we can tie reputation to featureX or behaviorY then we will be able to have more reliable personal judgments from people.&quot;  The convention is that you let the game determine what matters and then have it somehow mediate people&#039;s judgments of other players.  For example, having questionnaires or whatever after a grouping session, or trade or PvP raid etc.  I think depending on a particular title or playstyle to give people&#039;s opinions legitimacy is misguided, because it assumes people are going to value featureX or behaviorY all the same way, all the time.  

What you need to have like Darniaq and Tobold and others have said is a quasi-quantitative metric, like eBay, but not eBay, because it can be spoiled and maxed out easily.  And also have some means of dependency between people, which in eBay is based on individual (and usually one-time) transactions.  I&#039;ve been working on this for a few weeks, and while I may not have immediately a magic bullet, I think I have a very simple approach for players to use that is pretty complicated in the backend (to avoid spoilage and to keep integrity) that can be tweaked/refined over time.  WeÃ¢â‚¬â„¢ll see how it goes.  Thanks.</description>
		<content:encoded><![CDATA[<p>I think there is an alternative.  The problem with &#8220;objectivity&#8221; is that people are too worried about it being justified by a particular game feature.  The thinking goes &#8220;if we can tie reputation to featureX or behaviorY then we will be able to have more reliable personal judgments from people.&#8221;  The convention is that you let the game determine what matters and then have it somehow mediate people&#8217;s judgments of other players.  For example, having questionnaires or whatever after a grouping session, or trade or PvP raid etc.  I think depending on a particular title or playstyle to give people&#8217;s opinions legitimacy is misguided, because it assumes people are going to value featureX or behaviorY all the same way, all the time.  </p>
<p>What you need to have like Darniaq and Tobold and others have said is a quasi-quantitative metric, like eBay, but not eBay, because it can be spoiled and maxed out easily.  And also have some means of dependency between people, which in eBay is based on individual (and usually one-time) transactions.  I&#8217;ve been working on this for a few weeks, and while I may not have immediately a magic bullet, I think I have a very simple approach for players to use that is pretty complicated in the backend (to avoid spoilage and to keep integrity) that can be tweaked/refined over time.  WeÃ¢â‚¬â„¢ll see how it goes.  Thanks.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Hirebrand</title>
		<link>http://www.mmognation.com/2006/05/23/player-accountability-redux/comment-page-1/#comment-477</link>
		<dc:creator>Hirebrand</dc:creator>
		<pubDate>Wed, 24 May 2006 20:46:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmognation.com/2006/05/23/player-accountability-redux/#comment-477</guid>
		<description>Your idea reminded me of something I heard on the Ã¢â‚¬Å“Major Nelson RadioÃ¢â‚¬Â podcast about X-Box 360Ã¢â‚¬â„¢s Player Feedback systemÃ¢â‚¬Â¦

http://www.odeo.com/audio/707999/view

http://www.xbox.com/en-US/support/systemuse/xbox360/livefeatures/feedback.htm

Ratings of fellow players in a game then determines how the matchmaking system creates future games, grouping players of similar feedback scores with each other. There are checks to prevent abuse of the system</description>
		<content:encoded><![CDATA[<p>Your idea reminded me of something I heard on the Ã¢â‚¬Å“Major Nelson RadioÃ¢â‚¬Â podcast about X-Box 360Ã¢â‚¬â„¢s Player Feedback systemÃ¢â‚¬Â¦</p>
<p><a href="http://www.odeo.com/audio/707999/view" rel="nofollow">http://www.odeo.com/audio/707999/view</a></p>
<p><a href="http://www.xbox.com/en-US/support/systemuse/xbox360/livefeatures/feedback.htm" rel="nofollow">http://www.xbox.com/en-US/support/systemuse/xbox360/livefeatures/feedback.htm</a></p>
<p>Ratings of fellow players in a game then determines how the matchmaking system creates future games, grouping players of similar feedback scores with each other. There are checks to prevent abuse of the system</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Darniaq</title>
		<link>http://www.mmognation.com/2006/05/23/player-accountability-redux/comment-page-1/#comment-471</link>
		<dc:creator>Darniaq</dc:creator>
		<pubDate>Wed, 24 May 2006 02:04:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmognation.com/2006/05/23/player-accountability-redux/#comment-471</guid>
		<description>While you jest, I think a sort of questionairre may not be a bad idea. The questions would have to be, err, massaged of course :)</description>
		<content:encoded><![CDATA[<p>While you jest, I think a sort of questionairre may not be a bad idea. The questions would have to be, err, massaged of course :)</p>
]]></content:encoded>
	</item>
</channel>
</rss>

