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Video games are a waste of time for men with nothing else to do
-RAY BRADBURY, Salon.com, Aug. 29, 2001

Mmo Gaming News

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September 6, 2008
» 'Debunking the Stereotypical Gamer Profile' [Academia]

Via Terra Nova comes word that a new series of academic articles centered around Everquest II has just kicked off, starting with an article on 'who plays, how much, and why' (with a couple of 'oddball' gems scattered throughout the data). The results weren't always what researchers — or the general public — would expect. While there have been other studies done in MMOs, this group was the first that took place in the game engine had the full cooperation of a company like SOE. What are they going to be looking at over the course of the study?:

Are these findings representative of all virtual worlds, or all MMOs, or all fantasy titles? I have my own speculations (pretty solid for fantasy diku games), and I welcome yours. Of course, until other developers open their doors in a similar fashion, it'll all remain speculation.

What can you expect from future reports? Our subsequent papers will involve research on gender differences, role players, economic modeling, social networks, group success and failure, raiding, detailed player behavior metrics, trust and community, and many others currently in the hopper. As we develop more and more metrics from the player behavior data, we will be merging these with the psychological, demographic, and attitude data from the survey. In other words, for the first time we will know who they are, what they think, and what they do on a truly systematic level.

The article itself is a quick read, and the data is condensed in charts if you're too lazy to read the full article. I'm looking forward to 'future installments' — what other oddball stats will crop up?

"Who plays, how much, and why? A player census of a virtual world" [Wiley InterScience via Terra Nova]


September 4, 2008
» Multiverse Launching Buffy, Titanic, Second Life-ish Titles [Buffy]

Multiverse were working on a Firefly MMO. We say "were", because as of today, that project's been "delayed", which in light of the following sounds a lot more like "cancelled": the company have announced they're working on a Buffy title, a Titanic title and a Second Life clone. The Buffy one sounds like the fleshiest of the three, promising to be an MMO, albeit a messy one, since they say it can be played "either as a fully immersive 3D environment or as a Flash-based 2D game". They're also working on a free Titanic "title" (ie not a game), based on Jim Cameron's movie, that lets you explore the ship and-zzzzzzzzzzzzz................urk, sorry. Lastly, they announced Multiverse Places, which is basically Second Life, just made by a different company.

Buffy the Vampire Slayer MMO announced, Firefly MMO 'delayed'
[Massively]


September 3, 2008
» Hello Kitty And Friends Talk Hello Kitty Online [Hello Kitty Online]

Seeing as I was once an unofficial spokesperson for the game, I thought it best if I present you with the first official trailer for Hello Kitty Online. As was expected, there is plenty of pink, an abundance of cute little mouthless critters than somehow manage to talk anyway, and fun for the whole family, whether they like it or not. I especially like the idea of Hello Kitty makeovers for all of the major cities in the world, though Tokyo seems a rather redundant choice.


September 2, 2008
» RudeVirtual.com - For All Your Digital Sex Puppet Needs [Rudevirtual]

Advert-heavy online smut shed Rude.com (warning: NSFW) is making a tentative foray into the realm of online virtual worlds.

With the help of developers Utherverse — previously responsible for Red Light Center (warning: NSFW) and, er, Virtual Vancouver [warning: Canadian) — Rude have come up with Rude Virtual (warning: NSFW, obviously).

A happy, carefree place where you can watch an angular 3D avatar from waaay down insde the uncanny valley "anonymously engage in their wildest social and sexual fantasies, all while in a completely safe and protected virtual environment", Rude hopes to flog various extra personal services such as private rooms and 'intimate encounters'.

Utherverse Announces RudeVirtual.com for Rude.com [Virtual Worlds News]


August 27, 2008
» Buy Your Way Into The WAR Open Beta

The debate over RMT (real money transactions, or real money trade, or “Hey Mom! Can I borrow the credit card? I need ten gold and a mount!”) has been going on for quite some time, with both sides firmly entrenched in the foxholes of their position. I’m not here to attempt to change anyone’s mind, but this has to be the most interesting (and ridiculous) thing I’ve seen so far…interesting and ridiculous enough to make me break a long-standing rule on this site, and actually link to a gold-seller’s website. I’m going to do this only because you’re not going to believe me until you see this.

A gold-seller is giving away open beta keys for Warhammer Online.

Now, normally this would provoke a few cries of “What th’?!?,” a few comments along theold-shool-gold-farmer-zoom.jpg lines of “They just bought 50 copies of the game to use for their ‘business’, and are giving away the beta key part,” or “Cool! Where do I sign up?”.

I’ve seen all three.

However, even that isn’t what I’m in complete amazement about here. No, the fact that’s caused my brain to melt is the fact that this gold seller is also selling open beta keys for $23.99.

Yes, that was enough to make me link to their site.

Now, the page linked to is somewhat unclear; I can’t tell if you’re actually buying a pre-order, or just a beta key. However, either one would be odd in the extreme:

  • If you’re buying a pre-order, you’re getting a $50USD game for $23.99USD
  • If you’re buying a beta key only, then EA Mythic is going to have their guts for garters.

247_gold09.jpgMy theory is that they’re basically buying a full pre-order for everyone that places a $23.99USD order, but only giving them the beta key. Then, they can use the “live” account to grind their gold for resale, having basically gotten it for half-price. Of course, it could just simply be a pre-order payment for a legitimate purchase of the game, like the $1 you can pay for a preorder at Target, or the $5 at Gamestop, etc.

Yeah, ri-i-i-i-i-g-h-h-h-t.

I sent an email to their customer support asking just that question…does the $23.99 get you the entire game, or just the beta key? If you need me, I’ll be over in the corner holding my breath until I turn greenskin.

August 26, 2008
» Bringing Sports Psychology to the Realm of Video Games [Psychology]

It probably wasn’t coincidence that Shane Murphy returned my call just after I’d thrown my third interception in NCAA ‘09 and punched off the machine in full perfectionist disgust. Murphy, a professor and researcher of psychology at Western Connecticut State, would later explain that I exhibited classic high-ego, low-task gamer behavior. That is, I am fixated on being seen as a winner, and not the process of becoming one.

Murphy approaches video gaming as a sports psychologist, with 30 years of experience in that field. The American Psychological Association’s annual convention this month already discussed research showing the benefits video games deliver in learning and problem solving. Also at the convention, Murphy gave a presentation advocating for the study of competitive and cooperative behavior in gamers.

I had called him out of curiosity about my own approach to video games, whether it was shared in great numbers by others, and what that may say about the gaming community. We ended up talking more about competitive behavior and performance psychology, how it can help define gamers, and be deepened by studying them.

Video games are not treated as seriously in studies as they should be, Murphy argues. He considers that gamers’ behavior can be studied in the same context as participatory athletics, and that researchers might find that online play can deliver the same benefits. Colleagues elsewhere think that the lessons taught by online cooperation and competition could deliver similar payouts in assertion and self-esteem, and are worth a serious look.

“The gamer generation tends to be less risk averse and more willing to try things, even in the face of overfailure,” said Nicholas Yee, a research scientist at the Palo Alto Research Center, whose Daedalus Project studies behavior in MMORPG players. “It’s not the main focus of the field, yet, but there is a little data we can extrapolate from it.”

In his presentation at the APA’s meeting, Murphy laid out the case for the study of video game behavior by sports and performance psychologists. He pointed out that video game play rivals youth sports as the social competition venue for young people. Video games also offer advantages in that lab study can capture real-time behavior and decisions in ways that studying athletes can’t. There are also extremely large populations that are easy to find (such as World of WarCraft’s 8 million gamers). Finally, it’s another way to test sports psychology’s theories in a new area of behavior.

Broadly speaking, sports psychology has identified two orientations we all have toward competition and goal-setting. “One is ego orientation: You want to beat others,” Murphy said. “The other is task orientation: I want to get better, I want to learn the skills and improve them.” It’s not an either-or proposition, even though it showed up that way in my behavior with NCAA ‘09. Among gamers, you would probably find these four types:

• High ego, high task: Extremely committed to skill development and want to be recognized as winners. Highly competitive.

• Low ego, high task: Strong team players in cooperative games and environments, and motivated to complete single-player titles.

• High ego, low task: Strong desire to be a winner, but not that invested in developing the skills necessary. In other words, rarely reads the instruction manual.

• Low ego, low task: Participates in a particular game as primarily a social activity among friends, doesn’t want to be left out.

It might surprise you that high ego, high task is the largest group among gamers, according to Murphy. All other groups were equally distributed. That, taken with Yee’s point that gamers are less risk averse, paints a more positive picture of gamers than perpetuated by cultural stereotypes, that of the antisocial loner who prefers virtual interactions in the comfort of his parents’ basement.

As a man who grew up in the analog 1980s, gaming came nowhere near the kind of legitimacy that physical athletic pursuits had for setting goals or achieving them, or certifying you as a well rounded person. But properly researched, it’s possible that it could be seen in that light.

Murphy drew this analogy: Participation on athletic teams is believed to offer lessons of leadership or problem solving elsewhere, and experiences with video games can help gamers set up structured expectations and results in real world pursuits.

“The young, college-bound population that have played lots of different types of video games, it may have caused them to develop some sort of general skill sets to figure out the lay of the land in a complex, challenging environment,” Murphy said. “Because they’ve done that in games, they’re good at seeing what is the goal, and how do you win at the game?”

The game might be one’s high school or college career. “If the game is to get a high GPA, so, how do you do that? What are the strategies? It was an eerie conversation to have,” Murphy said, for gamers seemed able to zero in on the bottom line result, on the expectation that certain choices or conditions would objectively increase one’s progression toward that goal. Clearly, that kind of refined approach can have its benefits in life after school.

It’s not the only way a game can be framed in terms of the real world. Yee’s surveys have shown a relationship between gamers and the avatars they choose — and also the roles within an MMO guild they accept. “People create avatars that idealize or express who they are, and oftentimes they choose characters whose features are exaggerated., So it has a kind of multiplication effect, your avatar has more of those traits that you want, and then some of those effects persist outside the game environment.”

For example, someone creates an avatar that is physically taller or more imposing. Studies have shown that taller persons exhibit more confidence and show more assertive negotiations. Through his research, Yee has observed some carryover to those who choose these kinds of avatars in MMOs, Yee said, less so in real life than in online relationships. Where participating in a guild, for some. might be a crutch alternative to physical interactions with friends, it can also offer new experiences.

“People will say, ‘I never thought of myself as a leader in life, and then they become a guild leader, and they got something out of that,” Yee said. But, “It’s really dependent on what a player brings to a game.”


» Get Married In Fiesta, Win A Toaster [Fiesta]

All the rules dictate that I should start this post with something like "Love is in the air at Outspark!", but to be honest I have no idea if love is involved. To me, the idea of getting married in a game is a man-sized portion of daytime talkshow weird with a side order of emotional issues.

Regardless, Korean import specialists Outspark have decided to 'celebrate' (i.e. promote) the fact that players of the MMO Fiesta can now get hitched in-game by giving away that all-purpose wedding gift, the toaster.

For the next few weeks, all couples who choose to celebrate their love in Fiesta will be eligible for a draw that could see them taking home a shiny, real-life bread charring unit.

Couples who tie the knot in Fiesta also get a 'Power of love' spell, a wedding pet, the ability to summon their spouse from anywhere in the game and the satisfaction of knowing that they have left normal life far behind and are now sailing uncharted waters of human experience.

Toasters are good! [Fiesta.Outspark.com]


August 25, 2008
» More Final Fantasy XI Changes To Balance Out Player Levels [Final Fantasy XI]

With an established MMO full of powered-up highlevel characters, it must be tricky to attract new players. Word of mouth is usually a great way to bring in new blood, but it's no fun joining your mates if they are all demi-gods and you are just a lowly serf who can barely lift a sword.

With that in mind (and perhaps with one eye on the 18 Hour Boss Battle debacle) Square Enix has revealed plans to make Final Fantasy XI a bit more fun for newer players and to rebalance the game so a to allow experienced characters to stand side-by-side with newbies without it being completely embarrassing.

The "Level Sync" system is a way of powering down high level characters so that they can form parties with new players and everyone can play on a field that might be completely level but which is only a bit bumpy.

New Level Sync Feature to Change the Way You Party![PlayOnline - Thanks to Cayce White for the tip]