Archives for academic category
Filed under: Culture, Game mechanics, Opinion, Academic, Virtual worlds

One of the major problems of a game in which you can do anything is that… well, there’s not necessarily much of a reason to do anything. That’s a Terrible Idea recently had an interesting piece on the difficulty of generating goals and objectives in MMOs, especially in contrast with single-player games where your goals are equally pre-generated. The difference, as the article notes, is that single-player games have individual characters with a large impact on the game world. There’s no issue of making quests compatible with a wide variety of characters of different races and classes, until the individual motivations and goals can no longer fit into the equation. You don’t have anything but the end of content to shoot for.
So what’s the answer? The original post notes that it’s not really possible to reconcile anything but achievement-oriented goals within MMOs due to the fact that the character will still inhabit a static world no matter what you do. Certainly, there are attempts to create larger-scale impacts for individual characters, but so long as every character goes through the same content or has the same opportunities, there’s less of a sense of distinct accomplishment. Player-generated content in games such as City of Heroes offers an opportunity for a different path for each character, but there’s still not much of a difference in the actual process. Procedural generation is also bandied about as a solution to the issue, though it lacks any truly successful implementation at this point. Is there even a solution, or is this simply part of the weakness of the genre?
The trouble with goals in MMOs originally appeared on Massively on Sun, 29 Nov 2009 20:00:00 EST. Please see our terms for use of feeds.
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Posted on November 29th, 2009 at 8:00pm by Eliot Lefebvre
Filed Under: academic, city-of-heroes, city-of-villains, coh, cov, cox, culture, game-mechanics, opinion, player-generated-content, thats-a-terrible-idea, virtual-worlds
Filed under: Culture, Game mechanics, Grouping, Opinion, Academic

Back in the day, there were two ways to play most MMOs — you could form a group with other players, or you could stay inside the cities and wait. Those days are long gone, of course, and it’s a rare game that doesn’t allow a player to do quite a bit without the support framework of a group. But there’s a point to be made about what’s been lost in the process, and We Fly Spitfires has an interesting take on how we now have to be pushed and prodded into grouping. There was a time when people were expected to group to complete tasks, but players are increasingly opposed to the idea as more and more becomes possible to solo and we grow less and less patient for finding a group.
Unsurprisingly, Game by Night brings up the obvious counterpoint: that evolving game design has relegated forced grouping to the past. There are more MMO players now than there were back then, and the majority of them started on games such as World of Warcraft or City of Heroes where grouping was only occasionally necessary, and even then only for specific tasks. By removing the requirement, player expectations become different, and there’s no longer a sense from most of the playerbase that soloing should be possible for a majority of tasks. It’s a debate that’s been had over and over through the years, but as the solo play model becomes more and more expansive, it no doubt will be revisted time and again — and attitudes toward it will shift as the playerbase does.
Grouping versus soloing as the genre evolves originally appeared on Massively on Wed, 18 Nov 2009 19:00:00 EST. Please see our terms for use of feeds.
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Posted on November 18th, 2009 at 7:00pm by Eliot Lefebvre
Filed Under: WoW, academic, city-of-heroes, city-of-villains, coh, cov, cox, culture, game-design, game-mechanics, group-play, grouping, mmo-history, opinion, solo-play, world-of-warcraft
Filed under: Real life, New titles, Previews, Academic, Education, Virtual worlds
How would you like to take a trip into space? No, not the stylized science fiction that Star Trek Online promises, or the fantasy-with-spaceships of Star Wars: the Old Republic. We’ve heard the announcement about NASA’s coming space MMO, Astronaut: Moon, Mars and Beyond, but the game hasn’t been making the rounds in the usual gaming circuit. An in-depth article about the game’s development and planned release is interesting for any fans of the rigors and challenges of spaceflight, not mention a look at a game that’s moving far outside the usual realm of our genre.
Much like America’s Army, the goal of the game is to try and give players a taste of what it’s like to actually work in the field being simulated. While the game is focusing on creating enjoyable gameplay first, players can expect to see landscapes and tasks grounded in solid scientific principles and based upon actual astronaut missions, complete with the real and tangible challenges of exploring inhospitable worlds. The article also discusses the MoonBase module, which is set to be launched as a free standalone component on Steam in January to serve as both a preview and a testbed for the game. Take a look at the full article for a closer examination of what the game could mean, and what it might be like to play a space game where you were less concerned about arming weapons and more concerned with understanding the world around you.
(Or, if you have to, start imagining an expansion set in the 1980s adding the Soviet space program as a new faction. Which is only slightly less realistic.)
Take part in space exploration with NASA’s coming MMO originally appeared on Massively on Sun, 15 Nov 2009 12:00:00 EST. Please see our terms for use of feeds.
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Posted on November 15th, 2009 at 12:00pm by Eliot Lefebvre
Filed Under: academic, americas-army, ammb, astronaut, astronaut-moon-mars-and-beyond, educations, nasa, national-aeronautics-and-space-administration, new-titles, real-life, space, space-exploration, steam, virtual-worlds