Zerg behavior: MMO Gaming theory

In MMO games, people exhibit some interesting behaviors when you get enough people doing the same general thing as individuals. Contrasted to Clan/Guild/Group gameplay (where a group of players is in close communication and actively works together) a group of individuals are all acting to their own benefit/wants. This can seem incredibly inefficient but with enough people acting this way (and the right type of gameplay/balance) you see some really interesting things happen.

A “zerg” is generally thought to be a large group, using overwhelming force to crush an objective. Its named after the starcraft alien race that uses similar tactics. When people are playing in a zerg, they are acting individually, but they are aware that by flocking together they have a collective advantage. Zergs in games have a couple peculiar traits:

Flocking: The most obvious, is that zergs will tend to coalesce into a clump/blob/horde of players. People will often be reluctant to leave this ‘flock’ because to be separated from the rest of the herd makes you much more visible and vulnerable. So people will flock together, even in situations where it would be wiser to disperse (such as getting hit by area-of-effect attacks).

Direct Assault: A zerg will typically attack an objective that is closest, to the neglect of more strategic movements like flanking or splitting an assault. Victories will give the zerg momentum and feed it, almost like a hurricane built out of players, as more people continue to join in on what looks like a ‘winning’ strategy at that moment.

Dispersal: Zergs often disperse when they meet significant resistance. They may hammer an objective for some time unsuccessfully, but eventually players start to get bored. Zergs rely on a ‘critical mass’ of individual players doing the same thing, and once those players get bored there’s less incentive for every other individual to keep attacking/moving/etc. Just like a mob of people in a riot, zergs can be dispersed by denying them cohesion. This can be pretty funny to watch in a game where a huge army/fleet/armada suddenly breaks into disarray, with each panicked player meandering off.

Hesitation: Even though they are often like a marauding mass of army ants, Zergs can demonstrate some surprisingly cowardly traits. In games where there are ‘safe’ areas (spawn rooms inaccessable to enemies, protected positions, etc) you will often see people accumulate there and STAY, even when pushing out would be the wiser course of action. This hesitation often allows the zerg to get surrounded and ground down. If you spawn in a pillbox and everybody inside the pillbox is staying in there and shooting at enemies, you are going to instinctively feel ‘safer’ by staying inside. But if everybody inside charges forward, the weight of the zerg will once again show its strength.

The parameters of the MMO can also vary. For the most part, I was basing these observations from Planetside 1 and 2, because they are some of the few massive-scale FPS games. You can see equivalent behavior in other MMOs, though- In World of Warcraft, playing some of the larger battlegrounds involves a pack of mounted players all running around in a knot of bodies, staying just BARELY out of enemy range, unless they’re confident they can swamp the other side.

Time To Kill (TTK) is a term often used for how quickly a player can be killed by another player in a game. If the game has ‘headshots’ and many high-damaging weapons/attacks (like Counterstrike), they say the game has a ‘low TTK’. However, if the game gives players many defensive options, allowing an individual to ‘tank’ damage (like Eve) they say the game has ‘high TTK’. Low TTK games are faster-paced and the outcome decided much sooner. Each of your actions carries comparatively more risk because one wrong move and you are dead. Low TTK games also put much more burden on system performance, latency, and reflexes in determining the outcome. Conversely, high TTK games favor players ‘ganging up’ on enemies, because in a 1v1 duel your opponent has too much time to try to turn the tables on you or escape. These also factor zerg behavior. In Eve a swarm of players in relatively newbie ships can overwhelm a larger, more valueable ship and bring elite players to their knees. As one photoshop picture put it, “My ship cost less than your ammunition”. In this case, zerging has a strong benefit because there’s less risk associated with dying but more reward in blowing up a far stronger enemy. In Planetside 2 zerging draws a lot of criticism because it often ties up a large number of friendly players of one faction on some wild goose chase (Indar Continent, The Crown, nuff said) rather than actively trying to conquer the planet intelligently. It also kind of forces players to fight in an area they may not care to fight in (again, Indar :mad: ) because even if you don’t wanna be part of the zerg and get in some futuristic version of the battle of Gettysburg, nobody else is fighting elsewhere and its a ghost town on the rest of the planet.

I don’t play MMOs, but I find your theory interesting. How much of it is just a function of player inexperience do you think? I’d imagine I’d be playing exactly this way if I started an unfamiliar game.

Your explanation reminds me of little kids playing soccer, which tends to devolve into a horde of 6 year olds massed in the centre of the pitch slowly moving back and forward. Perversely, given the poor skill level of the players, this may actually be the optimum tactic, as the average kid lacks the skill to pass and receive passes accurately, so a well coached team of kids who try to play with a bit of width and separation may well lose to the ‘everyone clump around the ball’ approach.

A couple things I’ve noticed, particularly when I was playing Aion (in the 1.0 days a couple years ago)–Aion at the time had PvP death penalties, where you lost more PvP “points” the higher rank you were. This reinforced the hesitation aspect–even if you had a larger force, whoever “led” the charge would get focus-fired and die first, costing them both the death penalty points as well as preventing them from getting any further points in the fight.

So you’d often have a strange situation where whichever side made the first move wins the objective, but nobody on either side wanted to make the first move, until someone who cares more about the objective than their personal points led the charge.

Another issue with Aion, and I’m not sure how widespread it is overall, was that the minimap showed enemies on it, but not friendlies. So you’d see a mass of 50 or more red dots, and think the enemy has an overwhelming force, and not realize that your force is actually about the same size.

Your soccer analogy is actually really good (and funny) way of seeing it. In a way, a lot of MMOs are like a bunch of little kids chasing after the ball (and you always have that one tryhard way in the back just picking flowers :stuck_out_tongue: ). As for inexperience, it could be a factor for some players but not for others:

When you play most MMOs, you have two general options:
1.)Play as a group, and use not just numbers but also strategy to maximize your success in the game. The downside to this is that the more goal-oriented your group is, the more hyperspecialized each player becomes- in WoW for some Raiding guilds, being a priest means doing nothing but healing with a specific skillset and build optimized for that function. You sacrifice your own versatility to be an ‘organ’ in a greater body.

2.)Lone Wolf it, which sacrifices that super organized coordination to have the freedom to do what you want, when you want. For players ‘zerging’ this is when you get a bunch of these lone wolves who all are doing the same thing, not neccessarily out of teamwork or loyalty to each other, but because that goal benefits all individuals. You see a much greater variety of weapons and tactics because you answer to no one.

What makes these zergs so interesting is that when you have a thousand individuals, they can often end up behaving like ants, or a swarm of bees. Realistically, each player is responding to the players he sees, and his impulse to respond in kind is proportional to the number of players doing the action. Even though everbody is doing their own thing, they are unconcsciously following a set of algorthms.

This can be exploited. For example, when you get a mass of players all doing their own thing, you get a skill curve. Some are going to be very clever/sneaky/accurate; they won’t fall for traps and actually try and survive/coordinate with others. But there’s always going to be newbies or chronic morons. A huge tank column coming your way? You could put land mines IN PLAIN SIGHT in an incredibly obvious place (like a road that runs down a field). Smart players will know to avoid a road since it would be an obvious place to plant mines. But it really only takes one sucker not to think of this. When up against a zerg your chances of nailing a sucker increase exponentially. The same goes for sniping- smart players know that standing still is asking for a headshot. But when there’s a thousand players? There’s going to be plenty that are too distracted to realize this.

Another thing I forgot to mention that’s hilarious about zergs is Tunnel Vision.

When a group of players are focused on an objective, they tend to only pay attention to the most immediate things- cross the bridge, sack the castle, resupply ammo in the ammo hut, etc. Generally a zerg of players assumes enemies are going to attack them head on, and the enemies are going to be obvious in appearance and behavior.

In Planetside 2 you can buy camo for your soldier. In some cases, camo can be handy for genuinely blending into terrain. But the main strength is fooling players into thinking you are friendly. One pattern, “Giraffe” camo, is notorious for this. This is because one faction has yellow highlights on its uniform, and Giraffe camo has yellow ‘blocks’. An enemy that would normally be Gray with Red Highlights suddenly looks incredibly similar to friendly players. An attentive player is going to notice the ‘red’ on the player’s name and recognize that its an enemy, but a zerg won’t!

This means a player with giraffe camo can often stroll right up to spawn points and start stabbing people like a homicidal maniac. The players spawning are often so preoccupied with advancing to the next objective, its hard for them to notice an enemy, similarly patterned as friendlies, bunnyhopping around shanking people in the head. Camoflaged players will also sabotage enemy vehicles in a similar way. Its actually gotten to the point that this ‘giraffe’ camo is a liability- people who see someone with giraffe camo will now automatically assume its an enemy, and dont care if they teamkill to find out. So now if you are equipped with this camo, your own zerg is more likely to shoot you ‘just in case’ :stuck_out_tongue:

I play WoW at a fairly high level, and I see a lot of this behavior, particularly in unorganized random BGs and LFR raids. It exists to some extent even in organized raids, but it’s more the idea of the lower skilled players depending on queues and instructions from the higher skilled players.

Anyway, certainly in the less organized LFR and random BGs. Compared to organized raids, skill level will tend to be lower and group mentality and abdication of responsibility will tend to take over and we’ll see this behavior. Players will quickly clump, hesitate to act, and disperse and the indication of relatively small threats. Using the TTK terminology, this strategy can work very well in low TTK situations, where the overwhelming force means they’ll get picked off slowly and hopefully recover quickly whereas anything short of a similar sized force will get annihilated before they can do anything. The problem is, at least in WoW, it tends to be a higher TTK situation than that, either because one cannot amass a large enough force or simply by design.

Because of this, at least in WoW, it ends up giving a huge advantage to those who know how to manipulate it to their advantage. In BGs, for instance, one can manipulate it by creating the mass of players away from objectives giving the higher skilled players the opportunity to sneak out of the group and complete other objectives. Or, as an opposite tactic, tie down a large group based on the hesitation with suiciding, popping defensive cooldowns, and having a large group distracted by a small group, and the large mass can then take on the objectives. When it comes to unorganized raids, it just means that the higher skilled players need to observe what they’re doing and know how to maximize their role to improve the chances of a success. Tanks, for instance, may notice a mass in a particular area and adjust positioning to accomodate, a DPS may kill a target they’re not ideal for because those who are are not, or Healers will observe the damage patterns and adjust their style accordingly.

Part of the problem is that in many situations, people in a zerg are risk-averse. Nobody can really count on anybody else supporting each other, they all function as individuals. So when a threat (even a small one) happens, they all scatter.

Organized groups can obviously have a heirarchy “if I die, someone will ressurect me” established which allows players to behave much more agressively. But organized groups have their own pitfalls (time commitments, power struggles, Too Many Cooks, etc) and in some games you can actually excel from sheer numbers.

This falls under the realm of “games fun to play while drunk”. Some games dont need elaborate strategies to excel, just a lot of motivated goofballs pointed in the correct direction. In these games, you see a lot of zergy behavior.

Right, you get into situations were if EVERYBODY did something different you would get a victory, but if one or two people do it or whoever does it first is just going to get stomped to the ground. The safe thing is to stay with the zerg, which tends to lead to defeat if you face an organized force or a complex task.

Suppose you’re an experienced player, or one of a group of experienced players, and you see a bunch of your allies zerging. Is there any way to steer them to more practical objectives? How many skilled players does it take, relative to the size of the zerg mob?

Thats a good question. Sometime it takes dumb luck. Example: In Planetside 2 I was in a tank, and came upon many other tanks stopped at a gate. The gate had a forcefield blocking enemy movement/gunfire, so everybody cowered behind the gate. We had a lot of tanks, but nobody wanted to cross the gate because they were afraid theyd get focus-fired. The problem was this cowering was giving the enemy time to mass forces, and we had enemy engineers sneaking in and causing explosive mischief. Finally one guy got impatient and screamed “CHAARRRRGE!” on local voice channel, followed by a audio macro of a bugle cavalry charge :stuck_out_tongue: apparently all the other tanks seemed to take the hint because about thirty tanks rushed out of the gate and the mass of armor and cannon overwhelmed every enemy unit in the way (a lot of enemy tanks advancing piecemeal, only to frantically try to retire as they got pelted by cannon fire).

In this case, it was good timing and all the lone wolves realizing attacking en masse was the way to go.

Here is a great example of a large zerg blindly charging forward and getting demolished by a very small and very coordinated group.

If you are in the experienced group, sometimes it is best to ignore everybody else and go about dealing with whatever you are up against.

I solo a lot, so far in GW2 I have soloed to 68 with only one group [when I was 6 and a buddy logged in and we wandered around exploring] I tend to be the one hanging back to let other people go first, I am not in a hurry but sometimes I get tired of them dithering and I go ahead and get on with things. [I play a sylvari necromancer on Millersund. no, I don’t speak german, hence mostly always soloing :p] Sometimes it only takes one person getting along with something to get others to follow.

I like the way GW2 lets people just jump in and join into some other group to help kill bosses, or even just regular prey without nerfing the xp. I also seriously like the way you scale your level up and down to match the levels if you get into a lower level zone [you don’t raise your level above what you earned.] It is fun loading up 4 pets and running around in the baby zones :smiley: