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The case of travian
1. The case of TRAVIAN
“TRAVIAN is one of the most popular browser
games in the world. As a player in TRAVIAN, you
will build your own empire, recruit a mighty
army, and fight with your allies for game world
hegemony.” (Travian Games GmbH, 2013)
3. Community
• Who are the players?
– In relation to their in-game roles
– In relation to other players
– In relation to the game
4. Critique
• Negative feedback loop in global server
• Strong suggestions
• Creative uses
if my
english not
vry good
5. • ”This is a war game!” - really? Who said so?
– The game itself
– A ”Travianic culture”
• You must stay in an
alliance in order to survive.
• Traitors will be catapulted and farmed.
Strong suggestions
6. ...So I set up the unusual name ‘Noob’. Sounds very bossy And set out
to try to conquer the server. But I had no idea how travian worked. So to
my surprise we have ppl here with 3-6 years of experience asking
questions and Im most of the time
“Its my first ever game experience. Im not much of a gamer, never
touched MMORG except once for Eve online but that was 3 days. I
wanted to apply for an MBA and had no time. So I figured what better
way to learn the needed management skills and try out different tactics
than to simulate it?
Creative uses
Its a game, a simulation with real people. If I entered Harvard and wanted
to simulate leadign 100 people for several months it would cost sooo
much. Here, its like an awesome learning experience.”
(Noob, 2013)
8. Recapitulating...
• Players are defined in relation to the
game, its rules and its community.
• Both game and communities strongly
suggest how players should interact.
• Game and communities tend to exceed
the boundaries of game plattaform.
9. References
• Noob. (2013, April 13). Skype interview.
• World Wonder. Travian Wikia. Retrieved from
http://travian.wikia.com/wiki/World_Wonder on
April 14th, 2013.
• Travian Games GmbH. (2013). Retrieved from
http://ts9.travian.com/allianz.php?s=5&o=6 on
April 14th, 2013.
• Langton, C. (1995). Artificial Life: An Overview.
MIT Press.
• Salen, K., & Zimmerman, E. (2004). Rules of Play:
Game Design Fundamentals. MIT Press.