Community
Communities have also grown to be an important part of the online gaming
experience, just as they are important in MUDs. Most people are looking for a
home base - a place they can grow comfortable with, a place where they will
become known (and hopefully, admired and highly ranked) (Kim 1998). These
subcultures contain their own value systems as well as player-generated governments, often
evolving as real societies do. In these communities it is important to strike a balance
between competitive and cooperative activities, and to communicate this balance throughout
the environment.
As in any robust, thriving community, there are always some members who have the time and
interest to become community leaders. Also, as with all communities, there is the
potential problem of "bullies" and the community must find ways to control these
"bullies".
These communities often have a prescribed set of rules or a certain etiquette that is
expected to be followed by the online gaming members. In nearly all online gaming
communities it is deemed improper to kill someone who has just entered a zone. Those
opportunists that target these weak players are labeled in a negative way and it is not
uncommon for the veteran players to gang up and kill such players. These forms of online
gaming communities very closely follows those that are found in MUDs. It is also
considered improper etiquette to take advantage of a newcomer in a MUD, and when a problem
arises the leaders of the communities (wizards) get together to decide upon an appropriate
action to take in dealing with these problem makers.