An Analysis of Open World PvP in LOTRO's PvMP presented at the Meaningful Play conference 2014 on 17 Oct 2014 2.30 p.m. at East Lansing, Michigan, United States.
The document discusses 5 notable events in gaming history:
1) Brown v. EMA - A Supreme Court case that established video games as protected free speech.
2) Formation and closing of Irrational Games - The creators of Bioshock known for story-rich games.
3) The EVE War - An accidental in-game battle involving 28,000 ships, the largest in EVE Online's history.
4) The Corrupted Blood epidemic - A virus in World of Warcraft that spread beyond the game's boundaries.
5) The assassination of Lord British - When a glitch allowed a player to kill an invincible NPC in Ultima Online.
MMORPGs are massive multiplayer online role-playing games that allow players to create characters and adventure in virtual worlds with thousands of other players. The genre originated from single-player computer RPGs and tabletop role-playing games like Dungeons & Dragons. Ultima Online (1997) was one of the first successful MMORPGs. World of Warcraft (2004) became the most popular MMORPG ever due to its expansive world and engaging gameplay, peaking at 12 million subscribers. However, MMORPG subscriber numbers have recently declined with the rise of popular multiplayer shooters like Call of Duty.
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
This document summarizes the talk "The Rise, the Fall and the Future of Independent Social Game Developers" given by James Jen of TipCat Interactive. The summary discusses:
1) Jen has experience developing games for various platforms including mobile, social networks, and consoles. He discusses how distribution channels for games have changed over time, from movies/TV to mobile/social networks.
2) TipCat Interactive has developed many successful mobile and social games. Examples include Sudoku Guru, Cell War, and Ghosts 'n Zombies. They have also developed branded social games for companies.
3) Looking ahead, Jen discusses TipCat's focus on developing new console, MMORPG, social,
Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants.
In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies.
This document provides an overview of role-playing games (RPGs) and their potential benefits and implementation in libraries. It discusses what RPGs are, different types of RPGs, parts of an RPG system, a brief history of RPGs, why RPGs could be useful in libraries, examples of free and commonly used RPGs, basics of running an RPG program in a library, and ideas for expanding an RPG program.
Web browser game development offers opportunities for social interaction and fun through online games. HTML5 is poised to become the standard for web games, allowing them to be played across browsers without plugins. Developing successful browser games requires considering the gamer experience and supporting multiple browsers. This document outlines designing a role-playing browser game using the GAMVAS framework, including the game world, player character, NPCs, and a demo.
This document provides an overview of role-playing games (RPGs) and their potential use and benefits in library programming. It discusses what RPGs are, different types of RPGs, parts of an RPG like systems and settings, a brief history of RPGs, RPG theory, benefits of RPGs for players, basics of running an RPG program in a library, and ideas for expansion. The summary highlights RPGs can reinforce common core skills, promote socialization and creativity, and libraries can offer introductory systems and support ongoing campaigns.
The document discusses 5 notable events in gaming history:
1) Brown v. EMA - A Supreme Court case that established video games as protected free speech.
2) Formation and closing of Irrational Games - The creators of Bioshock known for story-rich games.
3) The EVE War - An accidental in-game battle involving 28,000 ships, the largest in EVE Online's history.
4) The Corrupted Blood epidemic - A virus in World of Warcraft that spread beyond the game's boundaries.
5) The assassination of Lord British - When a glitch allowed a player to kill an invincible NPC in Ultima Online.
MMORPGs are massive multiplayer online role-playing games that allow players to create characters and adventure in virtual worlds with thousands of other players. The genre originated from single-player computer RPGs and tabletop role-playing games like Dungeons & Dragons. Ultima Online (1997) was one of the first successful MMORPGs. World of Warcraft (2004) became the most popular MMORPG ever due to its expansive world and engaging gameplay, peaking at 12 million subscribers. However, MMORPG subscriber numbers have recently declined with the rise of popular multiplayer shooters like Call of Duty.
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
This document summarizes the talk "The Rise, the Fall and the Future of Independent Social Game Developers" given by James Jen of TipCat Interactive. The summary discusses:
1) Jen has experience developing games for various platforms including mobile, social networks, and consoles. He discusses how distribution channels for games have changed over time, from movies/TV to mobile/social networks.
2) TipCat Interactive has developed many successful mobile and social games. Examples include Sudoku Guru, Cell War, and Ghosts 'n Zombies. They have also developed branded social games for companies.
3) Looking ahead, Jen discusses TipCat's focus on developing new console, MMORPG, social,
Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants.
In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies.
This document provides an overview of role-playing games (RPGs) and their potential benefits and implementation in libraries. It discusses what RPGs are, different types of RPGs, parts of an RPG system, a brief history of RPGs, why RPGs could be useful in libraries, examples of free and commonly used RPGs, basics of running an RPG program in a library, and ideas for expanding an RPG program.
Web browser game development offers opportunities for social interaction and fun through online games. HTML5 is poised to become the standard for web games, allowing them to be played across browsers without plugins. Developing successful browser games requires considering the gamer experience and supporting multiple browsers. This document outlines designing a role-playing browser game using the GAMVAS framework, including the game world, player character, NPCs, and a demo.
This document provides an overview of role-playing games (RPGs) and their potential use and benefits in library programming. It discusses what RPGs are, different types of RPGs, parts of an RPG like systems and settings, a brief history of RPGs, RPG theory, benefits of RPGs for players, basics of running an RPG program in a library, and ideas for expansion. The summary highlights RPGs can reinforce common core skills, promote socialization and creativity, and libraries can offer introductory systems and support ongoing campaigns.
A brief introduction to some of the issues around ethics in Virtual and Augmented Reality. For developers and users, what are the ethical issues around the business, commercial and entertainment uses of VR/AR?
An online study found that:
1. Online games are growing four times faster than the internet and are worth $164 USD per second currently.
2. Games have evolved from single player "Games 1.0" to more social "Games 2.0" that allow multiplayer interactions.
3. Popular online games include massively multiplayer online role-playing games (MMORPGs) like World of Warcraft as well as social games on Facebook.
This document provides an overview of Rachael Huitson's final year project titled "Traditional Meets Technical". The project aims to create an Oblivion mod called Aeternum that combines traditional concept art and design with technical game development. The document outlines research conducted on medieval towns, castles, and similar RPG games. It also lists the planned contents for Aeternum, including the level layout, interiors, quests, NPCs, and more. The objectives are to fully design and build and interactive medieval town environment within Oblivion using hand-drawn concepts and assets.
Call of Duty: Black Ops was a first person shooter video game released in 2010 that sold over 25 million copies. It took place during the Cold War focusing on CIA clandestine operations. An extensive marketing campaign was used including trailers on sports games, partnerships with celebrities and Chrysler, and downloadable content to keep the game popular. The campaign aimed to reach the target demographic of young adult males and maximize sales through widespread promotion across media platforms.
The document discusses principles of pervasive game design. It defines pervasive games as games that expand the traditional boundaries of games spatially, temporally, or socially. Examples are provided of how pervasive games can involve the whole world as a playground, renounce discrete play sessions, and involve players outside traditional games. Mobile technologies that can support pervasive games are also listed. The document concludes by discussing challenges in developing pervasive games that are literate, ethical, and profitable.
Beyond the Screen: Principles Of Pervasive Game Designkiviruusu
The document discusses principles of pervasive game design. It defines pervasive games as games that expand the traditional boundaries of games spatially, temporally, or socially. Examples are provided of how pervasive games can involve the whole world as a playground, renounce discrete play sessions, and involve players outside traditional games. Key challenges discussed include literacy, ethics, and profitability. Mobile technologies that can support pervasive games are also listed.
This document provides a summary of the history and evolution of computer games. It discusses early experimental games in the 1940s-1960s, the rise of arcade games and consoles like Pong, Atari 2600, and Nintendo Entertainment System in the 1970s-1980s, the growth of PC gaming and genres like interactive fiction, and the modern gaming market dominated by consoles like PlayStation, Xbox and Nintendo Switch. It also covers topics like the impact of games, genres like casual/social games, monetization strategies, and debates around using games and gamification to solve problems and improve intelligence and skills.
Murray analyzes the potential of digital environments for immersive storytelling in her book "Hamlet on The Holodeck". She discusses four essential properties of digital media - procedural, participatory, spatial and encyclopedic storytelling. Murray also examines how immersion and agency can be achieved through virtual world design, and argues these spaces may transform from places of gameplay to constructive collaborative environments for collective world-building.
This document summarizes and analyzes features of four existing video games - Zelda II, Undertale, Final Fantasy, and Toonstruck. It identifies common features such as being made before 2000 and by Nintendo. Aspects the author will include in their own game are standardized NPC designs from Zelda II, Undertale's side-scrolling view and hidden areas, Final Fantasy's battle mechanics, and dialogue systems from Toonstruck. A bibliography lists details on the four analyzed games.
1) Online gaming provides a form of social networking that allows people from around the world to connect through playing games together. Popular online games like World of Warcraft have over 11 million players worldwide.
2) Voice communication features on consoles and computers make gaming interactions more personal by allowing real-time conversations between players. Competitive gaming websites also facilitate organized tournaments and matches between skilled players and clans.
3) The third installment in the Gears of War franchise continues the epic sci-fi battles against invading aliens. The campaign and multiplayer modes enhance the tactical squad-based combat and intensity of previous entries in the acclaimed third-person shooter series.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
Keynote "Expression and Narrative in Minigames" at the symposium "Microstories and other Microforms" on the 6th October 2011. http://www5.ilch.uminho.pt/mconto/index.php/simposio
Online gaming can take many forms including massively multiplayer online games accessed through websites or downloaded games. There are several main genres including action, fighting, adventure, role-playing, simulation, strategy, shooting, racing, sports, rhythm, and puzzle games. Games are promoted through word-of-mouth, online advertisements, television commercials, and billboards. Payment options vary by platform but include purchasing codes from stores, using credit cards, mobile payments, and PayPal. While gaming has pros like high-quality experiences, it also has cons such as high up-front costs and potential for eye strain on small screens.
Online games can be played over a computer network like the internet. They allow for multiplayer gameplay as well as single player games. Many online games are free to play. Online games offer a variety of options for all types of gamers and allow people to play whenever they want. However, online games can also lead to negative consequences like time wasting, addiction, aggressive behavior, and cyberbullying. Different types of online games include arcade, board, card, casino, strategy, sports, shooting, and puzzle games.
Creating a new kind of social browser game: AdslifePietro Polsinelli
Adslife is a social browser game created by Pietro Polsinelli that aims to blend gameplay with interactions on the real web. Players create ads for real companies they find online and can view winning ads or their agency page on the game's website. The game also facilitates sharing to Twitter to further connect the virtual world with the real one. Polsinelli believes this type of game deserves more attention as a new form of social play that is truly social through its connections beyond just the game environment.
A presentation introducing students to the concept of Games and their importance in modern life. Non-technical, and suitable for use in a 'soft skills' module.
Here are some potential risks I see and ways to mitigate them:
- Working with equipment like cameras, microphones, etc. could pose risks of electric shock or injury if not handled properly. Make sure all equipment is in good working order and safely stored when not in use.
- Recording sound effects outdoors could expose you to weather risks like sun, wind, rain, etc. Plan indoor backup activities and dress appropriately for the weather.
- Using props like sticks or bottles for sound effects could pose risks if swung around carelessly. Ensure any props are used safely and away from others.
- Having others help with the project increases risk of injury or accidents. Clearly communicate safety procedures and get permission slips from parents if
The document discusses how the video game Grand Theft Auto 4 interacts with consumers according to media theorist Dennis McQuail's four ways media interacts with people: information, entertainment, personal identity, and social integration. It provides examples of each from the game, such as conveying real-world themes, allowing escapism, letting the player progress their character's social status, and including an online multiplayer mode.
This document provides an overview of Playdius' lineup at Gamescom 2017. Playdius recently renamed its publishing branch and acquired The Sidekicks game label. At Gamescom, the merged Playdius and Sidekicks teams will introduce a diverse lineup of upcoming PC, console and mobile games ranging from visually impressive titles like Away and Edge of Eternity to narrative mobile games. Playdius will use Gamescom to announce new partnerships and 2018/beyond games. With the merger, Playdius' lineup has grown and starting in 2018 they will focus on releasing 5-7 high quality handpicked games per year exploring unexpected gaming experiences.
The document discusses the evolution of online and multiplayer games from the 1970s to the present. It describes early multiplayer games that allowed players to connect over networks and dial-up services, as well as the development of massively multiplayer online role-playing games (MMORPGs) in the late 1990s and 2000s. Popular MMORPGs like EverQuest and World of Warcraft are discussed in detail. The document also covers emerging genres like augmented reality games and pervasive/alternate reality games that blend digital and physical worlds.
This document provides an introduction to a cultural analysis of massively multiplayer online games (MMOs) as a form of sport. It discusses how MMOs allow millions of users to interact through avatars in a virtual environment in team-like and sporting ways on a daily basis. The introduction examines previous research on gaming and argues that MMOs deserve unique study due to their social and persistent virtual worlds where cooperation and competition between players is important.
This document discusses gaming and sociability. It begins with an introduction on multiplayer online role-playing games (MMORPGs) and their history from 1978 to 2004. It then examines whether MMORPGs can function as new "third places" for social interaction, similar to real-world social spaces. Some key characteristics of third places include being a neutral ground, leveling social status, facilitating conversation, and having a regular group of visitors. The document concludes that MMORPGs are well-suited to forming casual social connections but can also support stronger bonds between long-term guild members.
A brief introduction to some of the issues around ethics in Virtual and Augmented Reality. For developers and users, what are the ethical issues around the business, commercial and entertainment uses of VR/AR?
An online study found that:
1. Online games are growing four times faster than the internet and are worth $164 USD per second currently.
2. Games have evolved from single player "Games 1.0" to more social "Games 2.0" that allow multiplayer interactions.
3. Popular online games include massively multiplayer online role-playing games (MMORPGs) like World of Warcraft as well as social games on Facebook.
This document provides an overview of Rachael Huitson's final year project titled "Traditional Meets Technical". The project aims to create an Oblivion mod called Aeternum that combines traditional concept art and design with technical game development. The document outlines research conducted on medieval towns, castles, and similar RPG games. It also lists the planned contents for Aeternum, including the level layout, interiors, quests, NPCs, and more. The objectives are to fully design and build and interactive medieval town environment within Oblivion using hand-drawn concepts and assets.
Call of Duty: Black Ops was a first person shooter video game released in 2010 that sold over 25 million copies. It took place during the Cold War focusing on CIA clandestine operations. An extensive marketing campaign was used including trailers on sports games, partnerships with celebrities and Chrysler, and downloadable content to keep the game popular. The campaign aimed to reach the target demographic of young adult males and maximize sales through widespread promotion across media platforms.
The document discusses principles of pervasive game design. It defines pervasive games as games that expand the traditional boundaries of games spatially, temporally, or socially. Examples are provided of how pervasive games can involve the whole world as a playground, renounce discrete play sessions, and involve players outside traditional games. Mobile technologies that can support pervasive games are also listed. The document concludes by discussing challenges in developing pervasive games that are literate, ethical, and profitable.
Beyond the Screen: Principles Of Pervasive Game Designkiviruusu
The document discusses principles of pervasive game design. It defines pervasive games as games that expand the traditional boundaries of games spatially, temporally, or socially. Examples are provided of how pervasive games can involve the whole world as a playground, renounce discrete play sessions, and involve players outside traditional games. Key challenges discussed include literacy, ethics, and profitability. Mobile technologies that can support pervasive games are also listed.
This document provides a summary of the history and evolution of computer games. It discusses early experimental games in the 1940s-1960s, the rise of arcade games and consoles like Pong, Atari 2600, and Nintendo Entertainment System in the 1970s-1980s, the growth of PC gaming and genres like interactive fiction, and the modern gaming market dominated by consoles like PlayStation, Xbox and Nintendo Switch. It also covers topics like the impact of games, genres like casual/social games, monetization strategies, and debates around using games and gamification to solve problems and improve intelligence and skills.
Murray analyzes the potential of digital environments for immersive storytelling in her book "Hamlet on The Holodeck". She discusses four essential properties of digital media - procedural, participatory, spatial and encyclopedic storytelling. Murray also examines how immersion and agency can be achieved through virtual world design, and argues these spaces may transform from places of gameplay to constructive collaborative environments for collective world-building.
This document summarizes and analyzes features of four existing video games - Zelda II, Undertale, Final Fantasy, and Toonstruck. It identifies common features such as being made before 2000 and by Nintendo. Aspects the author will include in their own game are standardized NPC designs from Zelda II, Undertale's side-scrolling view and hidden areas, Final Fantasy's battle mechanics, and dialogue systems from Toonstruck. A bibliography lists details on the four analyzed games.
1) Online gaming provides a form of social networking that allows people from around the world to connect through playing games together. Popular online games like World of Warcraft have over 11 million players worldwide.
2) Voice communication features on consoles and computers make gaming interactions more personal by allowing real-time conversations between players. Competitive gaming websites also facilitate organized tournaments and matches between skilled players and clans.
3) The third installment in the Gears of War franchise continues the epic sci-fi battles against invading aliens. The campaign and multiplayer modes enhance the tactical squad-based combat and intensity of previous entries in the acclaimed third-person shooter series.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
Keynote "Expression and Narrative in Minigames" at the symposium "Microstories and other Microforms" on the 6th October 2011. http://www5.ilch.uminho.pt/mconto/index.php/simposio
Online gaming can take many forms including massively multiplayer online games accessed through websites or downloaded games. There are several main genres including action, fighting, adventure, role-playing, simulation, strategy, shooting, racing, sports, rhythm, and puzzle games. Games are promoted through word-of-mouth, online advertisements, television commercials, and billboards. Payment options vary by platform but include purchasing codes from stores, using credit cards, mobile payments, and PayPal. While gaming has pros like high-quality experiences, it also has cons such as high up-front costs and potential for eye strain on small screens.
Online games can be played over a computer network like the internet. They allow for multiplayer gameplay as well as single player games. Many online games are free to play. Online games offer a variety of options for all types of gamers and allow people to play whenever they want. However, online games can also lead to negative consequences like time wasting, addiction, aggressive behavior, and cyberbullying. Different types of online games include arcade, board, card, casino, strategy, sports, shooting, and puzzle games.
Creating a new kind of social browser game: AdslifePietro Polsinelli
Adslife is a social browser game created by Pietro Polsinelli that aims to blend gameplay with interactions on the real web. Players create ads for real companies they find online and can view winning ads or their agency page on the game's website. The game also facilitates sharing to Twitter to further connect the virtual world with the real one. Polsinelli believes this type of game deserves more attention as a new form of social play that is truly social through its connections beyond just the game environment.
A presentation introducing students to the concept of Games and their importance in modern life. Non-technical, and suitable for use in a 'soft skills' module.
Here are some potential risks I see and ways to mitigate them:
- Working with equipment like cameras, microphones, etc. could pose risks of electric shock or injury if not handled properly. Make sure all equipment is in good working order and safely stored when not in use.
- Recording sound effects outdoors could expose you to weather risks like sun, wind, rain, etc. Plan indoor backup activities and dress appropriately for the weather.
- Using props like sticks or bottles for sound effects could pose risks if swung around carelessly. Ensure any props are used safely and away from others.
- Having others help with the project increases risk of injury or accidents. Clearly communicate safety procedures and get permission slips from parents if
The document discusses how the video game Grand Theft Auto 4 interacts with consumers according to media theorist Dennis McQuail's four ways media interacts with people: information, entertainment, personal identity, and social integration. It provides examples of each from the game, such as conveying real-world themes, allowing escapism, letting the player progress their character's social status, and including an online multiplayer mode.
This document provides an overview of Playdius' lineup at Gamescom 2017. Playdius recently renamed its publishing branch and acquired The Sidekicks game label. At Gamescom, the merged Playdius and Sidekicks teams will introduce a diverse lineup of upcoming PC, console and mobile games ranging from visually impressive titles like Away and Edge of Eternity to narrative mobile games. Playdius will use Gamescom to announce new partnerships and 2018/beyond games. With the merger, Playdius' lineup has grown and starting in 2018 they will focus on releasing 5-7 high quality handpicked games per year exploring unexpected gaming experiences.
The document discusses the evolution of online and multiplayer games from the 1970s to the present. It describes early multiplayer games that allowed players to connect over networks and dial-up services, as well as the development of massively multiplayer online role-playing games (MMORPGs) in the late 1990s and 2000s. Popular MMORPGs like EverQuest and World of Warcraft are discussed in detail. The document also covers emerging genres like augmented reality games and pervasive/alternate reality games that blend digital and physical worlds.
This document provides an introduction to a cultural analysis of massively multiplayer online games (MMOs) as a form of sport. It discusses how MMOs allow millions of users to interact through avatars in a virtual environment in team-like and sporting ways on a daily basis. The introduction examines previous research on gaming and argues that MMOs deserve unique study due to their social and persistent virtual worlds where cooperation and competition between players is important.
This document discusses gaming and sociability. It begins with an introduction on multiplayer online role-playing games (MMORPGs) and their history from 1978 to 2004. It then examines whether MMORPGs can function as new "third places" for social interaction, similar to real-world social spaces. Some key characteristics of third places include being a neutral ground, leveling social status, facilitating conversation, and having a regular group of visitors. The document concludes that MMORPGs are well-suited to forming casual social connections but can also support stronger bonds between long-term guild members.
The document discusses different perspectives on analyzing games. Narratologists argue that games can be interpreted like literary texts due to their underlying narrative structures. However, Ludologists assert that a game's meaning is expressed solely through its rules and mechanics. They believe games should be studied based on their formal systems rather than representational elements. There is also discussion around cultural contexts of gaming, immersive experiences, and world building within games. The document touches on various game design principles and patterns as well as research skills relevant to studying games.
This document summarizes research conducted on the global fanbase of the Megami Tensei video game franchise. The researcher conducted a cyberethnography study, which included participant observation on social media, surveys, interviews, and analyzing qualitative responses. Key findings include:
- The fanbase is spread globally but remains small compared to other JRPG franchises. Fans commonly interact online.
- Most fans are between 18-30 years old and were first exposed to the games online through wikis, playthrough videos, and fanart.
- Players enjoy the diverse gameplay styles, storylines, and challenge of different games in the franchise, though some prefer the newer Persona subseries.
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1. The document discusses applying game mechanics and principles from game design to web communities to make them more engaging. It outlines 10 specific game mechanics that could be applied, such as collecting items, feedback/status, obstacles/resources, and customization.
2. Game mechanics are described as patterns and interconnected feedback loops that produce enjoyable games. Web communities are seen as similar to games in that they are virtual places for social interaction and exchanging information.
3. In conclusion, web communities can learn from game design principles around engagement and entertainment, though a direct conversion is not possible and adaptation would be needed.
More information for the paper can be found at: https://www.academia.edu/12323458/The_Connective_Play_of_MOBA_Spaces_How_Player_Streams_Speak_to_Influence_and_Direct_the_Actions_of_Wider_Play_Spaces
The document discusses alternative and augmented reality gaming concepts including the "magic circle" and how games blur the boundary between fantasy and reality. It provides examples of alternative reality games that took place in public spaces and used real world locations, as well as augmented reality games that combined virtual and physical worlds. Key concepts mentioned include pervasive gaming, location-based gaming, and alternative reality games that surrounded players in their daily lives.
"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 3 Lecture on the cultural and social dimensions of games, with study emphasis on the Paratext theory, and on the paratextuality of games.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
This document provides an overview of role-playing games (RPGs) and their potential benefits and implementation in libraries. It discusses what RPGs are, different types of RPGs, parts of an RPG system, a brief history of RPGs, why RPGs could be useful in libraries, examples of free and popular RPGs to use, basics of preparing and running RPG programs, and ideas for expanding RPG offerings.
The Psychology of the Player & Game Character Design and Representation by Sh...Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
Liz Danforth and Don Dehm will give a presentation at the Arizona Library Association Annual Meeting about gaming beyond traditional board games like Monopoly and Rock Band. They will discuss the wide variety of game types from tabletop and role playing games to digital games on different platforms. They will also discuss the benefits of gaming, including developing academic and life skills as well as using games to explore topics like literacy, mathematics, and digital citizenship. The presentation aims to show libraries how they can use games to benefit their communities.
Massively Multiplayer Online Role- Playing Games (MMPORPG):A Look into Worl...Danica Christidis
Assignment 3: Web Play, Online Games & Gamification 302
Ever wanted to find out more about massively multiplayer online role playing games? Say no more, everything you need to know is right here!
This document discusses online gaming and social interaction. It covers Massively Multiplayer Online games (MMOs) like World of Warcraft and Second Life, which allow users to interact through avatars. MMOs provide a space for social interaction beyond home and work. Relationships can form in MMOs, even between family members playing together. Avatars give a sense of protection and allow users to escape everyday roles and statuses. However, analysis of game data found excessive profanity, sexual references, and racial slurs commonly used in online discourse and verbal interactions between players.
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...Sebastian Deterding
1) Procedural rhetoric uses in-game processes to persuade players, but different players can come to different understandings of the same in-game logic.
2) The games Train and Playing History 2 used procedural rhetoric to address controversial topics like the JFK assassination and slave trade, but were received very differently by audiences.
3) This difference can be explained by three factors: the genres framed the content differently and set different expectations; the games traveled through different media contexts outside their intended frames; and their visual framing in shared media shaped varying audience perceptions.
1. The document discusses pervasive performance through gaming and how gaming can be used for learning. It covers topics like ubiquitous computing, alternative reality gaming, and "supergaming" at massive scales.
2. Jane McGonigal is discussed as a renowned game researcher who argues gaming can build massively scaled online communities through ubiquitous technologies.
3. Supergaming is defined as harnessing players across public environments at massive scales for problem solving, going beyond traditional audiences to connect many individuals.
The document discusses the history and definition of MMORPGs (massively multiplayer online role-playing games). It describes how Richard Garriott coined the term in 1997 and how MMORPGs involve large numbers of players interacting in a persistent virtual world while taking on the role of characters, typically in a fantasy setting. It provides an overview of common MMORPG elements like character progression systems, social interaction, and character customization.
1) Online gaming provides a form of social networking that allows people from around the world to connect through playing games together. Popular online games like World of Warcraft have over 11 million players worldwide.
2) Voice communication features on consoles and computers make gaming interactions more personal by allowing real-time conversations between players. Competitive gaming websites also facilitate organized tournaments and matches between skilled players and clans.
3) The third installment in the Gears of War franchise continues the epic sci-fi battles against invading aliens. The campaign and multiplayer modes enhance the tactical squad-based combat and intensity of previous entries through new weapons, enemy types, and customization options.
Similar to An analysis of open world pvp in lotro’s pvmp (20)
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1. Toh Weimin
Department of English Language and Literature
National University of Singapore, Singapore
2.
3. Propose a methodological framework for
analysis of PvP in online games.
Case study of PvMP in The Lord of The Rings
Online (LOTRO).
Investigate some of the core systems of PvP
gameplay in open world sandbox PvP.
4. MMORPG released by Turbine, Inc. on 24 Apr
2007.
Set in fantasy world based on J.R.R Tolkien’s
Middle-earth writings.
Two main game portions
◦ Player versus Environment (PvE)
◦ Player versus Monster Player (PvMP)
Ettenmoors.
6. Learn how diverse forms of gameplay and
strategies attract players.
Study how simple rules contribute to
emergent behaviour.
Design better gameworlds to facilitate instead
of restrict gameplay.
7. Support for emergent gameplay.
Community attitudes towards players’
behaviour.
Gameplay examples based on own gameplay
experience.
Propose basic questions to analyse other
online games.
8. Open-ended gameplay.
Gameplay locations.
◦ Keep.
◦ Outpost.
◦ Non-Player Character (NPC) camps.
Dynamic gameplay.
Gameplay adapts to player population.
9. Free play versus negotiated fair play.
Points of interest.
Sustained group fights.
Divide and conquer.
Changing dynamics of the open ended
gameplay.
10. Free play or paidia dominates in group play.
◦ More unpredictable gameplay.
◦ Ludus is also present.
Ludus dominates in “planned” one-versus-ones.
◦ One-versus-one PvMP focuses more on fair play.
◦ “Designated” one-versus-one zones.
◦ Negotiations between players about rules.
11. Specific strategic locations where players
engage in PvE quests.
Provide setting for emergent PvMP gameplay.
Examples:
◦ Keeps and outposts
◦ PvE escort quests
◦ Special gameplay objects and bosses
Relics in enemy bases
Elite underground dungeon bosses
12. Originate from any location.
Spatial location extends to very wide range
and large group of players.
Duration of fights few hours.
Promotes social coordination.
Prolong gameplay experience.
13. Ability to organise large networks of like-minded
players in group play.
Requires tactical leader to coordinate
gameplay efforts of raid group.
Group leader draws upon previous game
experience.
14. Understand how simple rules interact with
gameplay mechanic to create emergent
gameplay.
Creep maps.
Outpost locations and resurrection points.
Class specific strategies.
15. How to design the game space to encourage
development of emergent gameplay?
How to design the game world to create
sustained group fights?
How to design game world to facilitate
multiple strategies in group coordination?
How open-ended dynamics of world PvP
create diverse emergent gameplay?
How free play and negotiated players' rules
occur in different types of online games?
16. Proposal of methodological approach for
analysis of online games.
Focuses on core features of LOTRO’s PvMP.
Contribute to understanding formation of
emergent gameplay behaviour.
Enable game designers to understand how to
analyse other online game worlds.
Improve core features of other online games.
Facilitate emergent gameplay behaviour.
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Editor's Notes
I started playing LOTRO when it went free-to-play in 2009. My main toons are on Elendilmir and I have played all the 9 characters. This server has become less active recently as many players have migrated to Brandywine due to some social issues on the server such as a player trying to dictate what other players can do in PvP, e.g. designating the one-versus-one zones.
I started playing PvE first then proceeded to PvMP sometime in 2011/2012. During that time, I was trying to play in PvMP to get the PvP armour for my Captain which has good set bonuses to be used in PvE such as the 6 seconds countdown on rally cry that restores the group’s morale when used. Later, I got hooked in PvMP and my favourite character is the warg stalker which is rank 11. I also played a rank7 weaver and rank 7 defiler on Creepside and rank 8 champion, rank 8 loremaster, rank 8 burglar and rank 9 Captain.
Recently, I have become less active playing LOTRO due to getting tired of the game and my research work in PhD.
The main portion of LOTRO is Player versus Environment (PvE), which means the player controlled character fights against the computer controlled characters.
Player versus Monster Player (PvMP) is another portion of the game.
LOTRO's PvMP is open world and occurs in a large open map situated in a region known as the Ettenmoors. In this region, players can either play as their regular PvE player characters, known as Freeps or as Monster Player characters, known as Creeps. Freep is an abbreviation of the Free People of Middle Earth, while Creeps are the enemies of the Free Peoples of Middle Earth, who are bound to the service of the Eye, the Dark Lord Sauron.
Emergent gameplay refers “to the ways in which players make a video game their own by experimenting with (or even inventing) new forms of gameplay or in-game experiences that, in some cases, may not have been anticipated by the game’s developers” (Hutchison, 2008).
The emergent gameplay includes players' strategies as a result of players' skill and creativity to overcome the imbalance between the Creep and Freep classes. Since the players can devise novel strategies, they can overcome class disadvantages and exploit class advantages.
The same PvMP map has been used since LOTRO's first expansion pack, Shadows of Angmar. What is so engaging about the gameplay? Why do players still want to play the PvMP given that the map is largely unchanged?
Open-ended gameplay - The objectives that each player must strive to attain are defeating the players from the opposite side in combat, completing PvE-and PvP-driven quests, and maintaining control of several Keeps and Outposts. In attaining these objectives, players will be rewarded with points in the form of rank experience and commendation currency. But players do not have to adhere to these objectives. The gameplay encourages players to formulate their own objectives to have fun in the game such as stealing an enemy held artefact from under the enemy’s noses.
Gameplay locations - The areas of the PvMP zone provide adequate support for both attacking and defending players in order to encourage the stronger side to attack enemy locations. These locations can vary from a Keep, Outpost, or Non-Player Character (NPC) camps. Each location can be fought over for control and is a common meeting place for both sides. Keeps and Outposts do not remain permanently controlled by the players. When they are Freepside owned, they appear blue on the map, and when Creepside owned, they appear red on the map.
Dynamic gameplay - The players are not restricted from using the rules of the game to create their own gameplay rules. This constitutes emergent gameplay, in which players create conflict and tension between the opposite sides for PvMP gameplay. Emergent game systems empower players by providing them greater game control, the freedom to experiment which contributes to a sense of agency, and a less of a feeling of uncovering a path set for them by the designers.
Gameplay adapts to player population - The most popular areas depend on importance and player strength at the time. For example, Outposts are used more often when fewer players are online since they are easy to attack. But if more players are online, Keeps are attacked more often. In this way, the game world's action can be based on what the player population can manage at the time, instead of forcing them into a specific structure. This is one way in which emergent gameplay is supported in open game worlds.
Purpose – understand how players interact with simple rules in open game worlds to create emergent gameplay.
The group-based open warfare in LOTRO's PvMP is very unpredictable, and sometimes one group dominates in the killing, but at other times is hunted. Players devise many different gameplay strategies. Players can defeat all the players in the opposition among their own NPCs, take them to the open field fights and defeat all of them in the open field, or can resort to a divide-and-conquer strategy. In large raid groups, players can split up into smaller groups to defend or take Outposts or Keeps or defeat new Creep or Freep players who are engaged in the PvE gameplay.
Ludus refers to a structured form of play and is present in group play when group leaders implement rules that players have to adhere to such as kinship (for Freeps) or tribal (for Creeps) rules. Ludus also present when group leader coordinates group effort in defeating the opposition.
Negotiations between players during one-versus-ones about which rules to follow, such as which skill(s) to use during combat, contribute to more balanced gameplay. Since Freep and Creep players cannot communicate directly in-game, some of them who know each other can communicate out-of-game via external devices such as Ventrilo to negotiate the types of gameplay they prefer for a fair fight. This creates a more "structured" form of ludus in one-versus-ones.
Paidia is also present in one-versus-ones especially when the encounter between 2 players is unplanned. During unplanned encounters, players can use any form of strategies and skills which may contribute to more unpredictable and unbalanced gameplay.
Keeps and outposts – Players from opposite side fight for control. Grant specific bonuses, such as an increase in offensive abilities, to whichever side that controls them. One of the central PvE locations which support the development of emergent PvMP activities.
PvE escort quests – fixed linear path of NPC who needs escort. Easy location to set up ambush.
Special gameplay objects and bosses - By defeating the NPC bosses guarding the relics found in the two non-conquerable bases, players can access the two relics. These relics have to be carried by the players to their own base to earn a positive effect for all Creeps or Freeps. Relics create emergent gameplay by giving direct instructions about a goal for players to prevent the relic from reaching the enemy's base. Another point of interest is found in the huge underground dungeons in which players defeat certain elite bosses to obtain other positive effects to the Freep or Creep players. Killing the elite bosses grants the player's side a 30-40% boost to infamy/renown gameplay point gain. Underground dungeon elite bosses help to create emergent goals for the players to prevent the enemy from taking buffs which are positive player effects granted to the side which lands the killing blow.
Different from resurrection point campers where players just wait near the spot where the killed players respawn and kill them over and over again. Social aspect is absent from resurrection point campers.
Rewarding for several reasons –
longer fights provide larger gameplay rewards in the form of more points in the form of renown (Freeps) and infamy (Creeps) which is the currency system used to increase the players' rank.
larger scale fights promote the social activities as more players become attracted to participate as they are more fun compared to one-versus ones which usually last less than a minute.
large scale fights require intense concentration as players have to collaborate with one another to act as a single entity. Players who become involved in the experience come out from it feeling a deep sense of satisfaction as they feel a sense of achievement at having able to focus on a group task.
Previous experience of reading game guide strategies or the knowledge of play patterns from the previous gameplay experience.
In a group raid I was involved in, the leader formulated a strategy which involved feint attacking a Keep, which is not the actual objective. The feint attack served as a distraction while the main Creep group utilized the maps to teleport to another enemy-held Keep to attack. This strategy required careful coordination using either an external or internal audio communication device and also required quick and decisive action in which the main group quickly took the Keep while the opposition’s attention is distracted.
The implementation of simple rules, such as the dynamic property of Keeps, Outposts and resurrection points to change sides, interact with the gameplay mechanic of Creep maps to create emergent gameplay. Creep maps is a unique gameplay object possessed by Creep players that enables them to teleport quickly to fixed locations on the map.
Creep maps play a major part in creating Creepside identity and also change the entire range of tactics in the Moors. Since Creep maps allow Creep players to travel fast and have direct access to various locations, Freep players must be careful not to fight near these locations if they cannot win the fight.
Certain Outpost locations are dangerous to fight near when the player plays on one side. This is because of the gameplay mechanic where the resurrection point will be possessed by players who have captured the Keeps.
Due to the open-ended gameplay in the Ettenmoors, some strategies that specific player classes adhere to will not work when other classes adopt them. For instance, Freep classes which cannot go into stealth or are unable to track other Creep players, such as the Champion class, generally adhere to the strategy of not fighting near a Creep teleport location if a Keep is red (Creepside owned), and when the Freeps do not have enough people. This is because the teleport location is a hotspot of traffic for Creeps to gather. On the other hand, Freep classes like hunters can track other Creep players, using their tracking skills as a tactic. They can remain in stealth in specific teleport locations to ambush a greater foe or remain around an area of importance, such as the Creep's teleport point to pick off ungrouped soloers, and quickly use their specific class skills to escape when the action escalates.