infovore + mmorpg   14

Elder Game: MMO game development » User Generated Quests and the Ruby Slippers
"...even if they make the rules explicit, it’s not going to help the “power-leveling problem” which is ostensibly the reason for all of this grief. Unless they remove all difficulty options from the system, there will always be easier and harder ways to level. And remember what I said above: users tend to prefer easier content with better rewards. This isn’t limited to user-created content — it’s true for designer-made content, also. But designer-made quests don’t get graded by the players. Player-voted content like this will always gravitate towards easy. And pick-up groups will always be picking the most rewarding content with the least annoyance. And the game devs will keep being unhappy about it." Smart analysis of the problems with City of Heroes' user-generated missions.
games  design  psychlogy  reward  mmo  mmorpg  cityofheroes  ugc 
june 2009 by infovore
Really, Really Big Bad Exploit found in Eve Online... after 4 years - PlayNoEvil Game Security News & Analysis
"CCP Games has uncovered an exploit in Eve Online that survived in the game for 4 years and may have had a massive impact on the game and game economy." Read the links for more details; suffice to say, EVE is going through a major economic upheaval right now; exploits that have lasted for four years are no longer viable, and everything's getting very expensive. Sound familiar?
games  mmo  mmorpg  economy  eve  eveonline  recession 
december 2008 by infovore
The Decline and Fall of an Ultra Rich Online Gaming Empire
"Soon enough, amid the daily grind of his obsession, he would see in the game itself a way out of the bleak hole he had fallen into. He would take a clear-eyed, calculating look at what he and his fellow players had been doing all those months—at the countless hours they'd given over to the pursuit of purely virtual but implacably scarce commodities—and he would recognize it not just for the underexploited form of productivity it was but for the highly profitable commercial enterprise it might sustain." Fantastic article from Julian Dibbell on IGE, the massive real-money trading operation.
ige  games  mmo  mmorpg  wow  worldofwarcraft  everquest  realmoneytrading  economics  goldfarming  china 
november 2008 by infovore
Our Man In Northrend | Rock, Paper, Shotgun
"A magnificent, huge orca-like beast, swimming calmly through the vast ocean beneath my smoke-belching craft. She was a beauty. And she instantly became my Moby Dick. “I’m coming back for you”, I thought. Big Shirl is a reason to reach level 80. I have no doubt the grind will get to me before too long, or that the thought of repeatedly running the same dungeons or battlegrounds come level 80 will turn me off all over again... In these early days though, before everyone in it knows everything, it’s an explorer’s paradise. That’s why I play MMOs." A nice, thoughtful article from a first look at WotLK from Alec Meer
wow  wotlk  lichking  expansion  mmo  mmorpg  writing  exploration 
november 2008 by infovore
World of Warcraft polled on Obama and McCain : The Metaverse Journal - Australia’s Virtual World News Service
"Obama polled 62% across the whole Azeroth population, with McCain been favoured by Alliance whilst Obama is the pick of the Horde." Oh. That *is* interesting.
politics  wow  democracy  survey  mmo  games  election  america  mmorpg  worldofwarcraft 
november 2008 by infovore
GameSetWatch - Chewing Pixels: 'For Sale: Hero Shoes. Once Worn.'
"Still, it’s 110 days (or 2,663.18 hours) that I’m sort of responsible for taking from a girl’s life. Phileas Fog circumnavigated the globe in less time than that." A lovely piece of writing from Simon Parkin, tracking down a digital life he sold long ago.
finalfantasyxi  mmorpg  mmo  journalism  writing  simonparkin 
september 2008 by infovore
Bejeweled, Warcraft Combine to Form World's Most Addictive Game | Game | Life from Wired.com
"A version of the match-three game is set to launch next Thursday within the World of Warcraft MMO (massively multiplayer online), letting players kill time with puzzles during raids and long stints farming rare items." Oh god no. Don't cross the time-sink streams!
wow  mmo  mmorpg  worldofwarcraft  bejeweled  matchthree  games  puzzle 
september 2008 by infovore
Gamasutra - AGDC: Graner Ray On Bringing In More Players With Better Tutorials
"'What we've done in MMOs and what we tend to lean toward is building an enviroment for the new player to explore that is essentially a safe environment... the newbie zone. For our explorative learners, we've given them safe zones to explore.' But that doesn't work for imitative learners." Excellent article on styles of learning, with particular attention to how MMOs teach players game mechanics.
learning  mmo  mmorpg  wow  tutorial  gender  learningstyles  games  play  design  interaction  interactiondesign 
september 2008 by infovore
Much Innovation in Warhammer Online | Madness & Games
"Innovation seems to mean doing something so significantly different that you alienate the userbase that should be familiar with your product. More applaudable, in my mind, are those games that smuggle in small amounts of unique and exciting gameplay that enhances the experience without fundamentally redefining it... Warhammer Online is a game that abounds with this kind of innovation. From elements that are purely new and thought provoking, to small gameplay tweaks that subtly push new perspectives on tired MMO cliches, there is a lot of good stuff to be found in the game." Brandon Reihnart takes a look at WAR.
warhammeronline  games  innovation  mmo  mmorpg 
september 2008 by infovore
The 18-Hour Bossfight | Rock, Paper, Shotgun
"That’s almost an entire day spent fighting one boss. And they still didn’t beat him. I feel physically ill just thinking about it. How did anyone ever think that’s good game design?" Scary.
mmo  ffxi  finalfantasy  mmorpg  online  guild 
august 2008 by infovore
BBC NEWS | Technology | Virtual worlds threaten 'values'
"Are we absolutely sure that this is the very best we can offer young people?" [Lord Puttnam] asked. "Do we really want them to think of themselves as not much more than consumers?"
games  play  virtualworlds  mmorpg  secondlife  capitalism  consumerism  science  culture 
november 2007 by infovore
What kids learn in virtual worlds | CNET News.com
"If you're a parent, I would be [concerned] about the conflation between consumption and consumerism and citizenship (in virtual worlds)... our kids are being taught that to be a good citizen of this world you got to buy the right stuff." Sadly, yes.
capitalism  consumerism  mmorpg  game  play  culture  society 
november 2007 by infovore
We Can Fix That with Data
"metrics, data management, and usability for online games" - awesome blog discovery of the day. Just looks fab. Insta-subscribe!
blog  games  play  metrics  data  mmorpg  usability 
september 2007 by infovore
~stevenf: Massively Multiplayer Personal Productivity
I've actually had vaguely similar thoughts at times, about turning applications into games. Turning the work ethic into a play ethic, etc. Level up!
games  gaming  mmorpg  play  productivity 
january 2006 by infovore

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