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Role Assignment

Stealth is an in-game power which fundamentally alters the way the player consumes or experiences the virtual world itself. The game you play when you're a rogue in World of Warcraft or a scout in Shadowbane is in many ways a different game than the one everyone else is playing--but you're still in the same world with them. You can't fix that through design: you can only choose to have it or not have it. A programming language and a programming paradigm can shape how we engineer a world. As with our natural languages perhaps there is a cognitive dimension, but without having to even reach that far it is safe to say that engineering practices establish approaches to problem-solving that bias solutions. These practices are hard to ignore in especially high-stakes, risk-adverse software development environments.

Bandwidth Constraints and Differences

As with a lot of creative play and behavior in MMOGs, I sometimes feel a bit sad at its impermanence: it quickly vanishes beyond recall, just as most of the experience of play, good and bad, does. A programming language and a programming paradigm can shape how we engineer a world. As with our natural languages perhaps there is a cognitive dimension, but without having to even reach that far it is safe to say that engineering practices establish approaches to problem-solving that bias solutions. These practices are hard to ignore in especially high-stakes, risk-adverse software development environments.

Game Authenticity and Constructivism

Under what circumstances, if ever, can players legitimately cry foul to a shift in game and content? This is not the place I thought I was buying into, this is not where I thought I'd end up! A programming language and a programming paradigm can shape how we engineer a world. As with our natural languages perhaps there is a cognitive dimension, but without having to even reach that far it is safe to say that engineering practices establish approaches to problem-solving that bias solutions. These practices are hard to ignore in especially high-stakes, risk-adverse software development environments. Thus our first biq question, can game software development as it is now conducted scale in the face of advances in hardware, appetite for content, and capped costs?

Describe the Apprenticeship Process in MMOG

Even for those who believe in caveat emptor and in migration coupled with a vibrant marketplace of many worlds as the best guarantor of personal satisfaction. Due to the time and social investments, players often perceive their virtual fruits as entertainment assets not easily abandoned This argument is complicated by yet another responsibility - that of the developers to insure to their best ability the viability and profitability of these worlds. It also raises some interesting non-design problems. It looks to me as if it would discourage RMT, for example, because investments won't necessarily be seen as sufficiently long-term.

Sense of Community and Group Longevity or Persistence

Players who behave poorly on a regular basis, primarily by trying to grab items that they can't use for the purposes of selling them on the Auction House, often find themselves effectively blacklisted. In one or two cases on my server, there are characters who have been mothballed or deleted by their owners due to the fact that no significant guild will tolerate their presence after the character gained a reputation for greedy or griefing behaviors. In many cases, at best, a level 60 griefer (or even simple incompetent) will be consigned to gnawing at the margins of the endgame, unless they're a healer, in which case many transgressions may be forgiven due to the urgency of demand for their services. It also raises some interesting non-design problems.

Impact of Addiction to MMOG

Generally, the "scant" research listed in the references section is skewed toward the educational and empirical, though it seems somewhat eclectic. The names that make the references list are all familiar, though. Constance, Nick, Richard, J.C. Herz, Liz Kolbert, and James Gee are mentioned. Other than Richard, it seems there is not much mention of MUDs. It also raises some interesting non-design problems. It looks to me as if it would discourage RMT, for example, because investments won't necessarily be seen as sufficiently long-term. The truth is World of Warcraft Gold doesn’t HAVE to take a long time to get, especially in the higher levels. Buy WOW Gold here, and then enjoy your excited WoW life!

Performance and Decision Making Style

It's a good thing for a server if the actions of players have consequences, if the culture of a server has a continuous memory and sense of history. It's a bad thing if players cannot only escape from those consequences with their own power and accumulated wealth intact, but in fact retain social power by having their entire group moved in toto to a new world. Given the public disgruntlement on their new server, it's clear that this guild's negative reputation will now follow them, but without the outcry, that might not have happened. It also raises some interesting non-design problems. It looks to me as if it would discourage RMT, for example, because investments won't necessarily be seen as sufficiently long-term.

Impact of After Action Review on MMOG

These incidents stay in the mind of players for a long, long time, all the more so if a perceived lack of transparency fuels the flames. It also raises some interesting non-design problems. It looks to me as if it would discourage RMT, for example, because investments won't necessarily be seen as sufficiently long-term. The truth is World of Warcraft Gold doesn’t HAVE to take a long time to get, especially in the higher levels. Buy WOW Gold here, and then enjoy your excited WoW life! Warhammer Online Gold will keep your high power. On the other hand, if RMTers persuade the courts that people own what their characters own, the whole concept of a purge might be threatened.

15 MMOG Experiments

Thanks to Lisa Galarneau for pointing out a this 60-page Technical Report made for the ADL of the DOD by Curtis Bonk of Indiana U and Vanessa Dennen of Florida State: Massive Multiplayer Online Gaming: A Research Framework for Military Training and Education. Though styled as a report, it's essentially a blueprint of what the authors think they could do with a bunch of military research money earmarked for the study of MMOGs. The Executive Summary begins: It also raises some interesting non-design problems. It looks to me as if it would discourage RMT, for example, because investments won't necessarily be seen as sufficiently long-term. The truth is World of Warcraft Gold doesn’t HAVE to take a long time to get, especially in the higher levels.

Pure or Applied

I was listening to the radio in my car yesterday, and there was an interview with composer Alexander Goehr. It's OK, I'm just as much a philistine as you are, and I hadn't heard of him before either. Anyway, during the interview he expressed a view that it's one thing to write music about, say, the Holocaust if you yourself have lived through it and are working your personal experiences; it's another thing altogether if you're attempting through your music to convey how others felt. He called the latter "applied".


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