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February 28, 2006

PANDORA BOTS

518 – Interactive Writing
Nicholas Vangelis
Pandora Bots
02.13.06

UPDATED

The idea is that Estella give those she talks to clues that can be followed up in the real world. She quotes poetry and literature, makes references to paintings, etc that can lead to clues as to how she was murdered.

Fictional Character – Estella Scarlet.
Purpose - Interrogation / Listening.
Area of knowledge – How she was murdered.

1946. A twenty-three year old classically-trained actress, Estella Scarlet, is found dead in her room in her country estate in Kent. The cause of death is established as a severe blow to the head from one of many bookcases lining the walls, which was apparently toppled over onto her. The room was in some disarray, with books scattered everywhere as if there had been a struggle and the phone was off-the-hook. Estella had apparently been working at her desk before her murder and police found a the words “David killed…” scrawled onto a piece of paper on the desk.

The police took her ex-lover, Brian Letterman, into custody. He had threatened to murder Estella after she left him for an American pilot two months previously. However, police were forced to release Letterman when they could find now way to implicate him in the murder. His fingerprints were not found, and Estella’s room was locked from the inside, with no sign of forced entry.

You are Jack Logan, a psychic, called into investigate the death. Although the police remain baffled, you have one avenue open to you that they do not – you can question Estella’s ghost. Though ghosts are difficult to make sense out of at the best of times, you feel sure that there is a trail of clues her which can lead to you proving that Letterman murdered Estella.

Once the police have the method they can charge him with murder.

http://www.pandorabots.com/pandora/talk?botid=8027d3a47e3650a5

February 25, 2006

Intentional Second Life Game Values?

The most important part of Taylor's “Intentional Bodies: Virtual Environments and The Designers Who Shape Them" is that only a few people are actually in charge of designing a video game artwork. But it is these few people who are able to decide what millions will look like. This is significant because I'm about to design a version of second life videogame. If I want, I can script the look of the characters into the game. This reminds me of a counterstrike level where if you hide for too long behind your scope on your rifle, you turned into a chicken.

Taylor points out that we have a lot of power as the game designers. Even though most of the Second Life has already been built, we decide the characteristic of the players. Avatars will be played by contestants, but they might have to put on face masks, for example. The Mask might just happen to look like the art designer. It so happened in other multi-user dungeons (MUDs) that all the faces were white. The game creators said that this was a way of emphasizing the facial characteristics. This argument reminds me of studying diversity in cinema-television. I'm surprised that there were no other skin colors in MUDs. The designers claim that any color on the face would detract from facial expressions, but one must wonder what statement they're making about the real world. Are the game designers and Taylor going so far as to say that different pigment faces have completely different expressions? The answer seems to obviously be no. I don’t think this is a racist article, either. However this is an example of art being a reflection of perceived reality, especially by the artist.

The videogame concept that we are using is like an American gladiators with dodge ball. It also can change with color. Would players react differently in the neon green ball was thrown at them for if a red ball, the common dodge ball, was thrown at them? Would players think that the neon green ball is less spherical and more similar to a Frisbee? I would hypothesize the answer is no, but these would all be unintentional distractions. Taylor’s game designers didn't realize that all the characters were white, which in a diversity perspective would be considered taking for granted the dominant homogeneity. While Taylor was trying to defend the artists who only used one skin color, the underlying message is clear that we as videogame designers must take into account who plays our game.

Typically, a discussion about designer values in avatar based games relates to the level of violence. Grand Theft Auto Three and Fifty Cent’s Bulletproof are classic examples of games where the fantasies are to ignore values in a society where laws and property are respected. We have game ratings to prevent kids from buying these games, and I believe that most people who are smart enough to steal something like this are of an age where they can understand that this is not reality or even a small slice of it. My favorite example of designers putting their values into a game was Disney's Toon Town. Here, artists and engineers took time to make fun of common business administrative practices such as finger wagging, appointments, telemarketing, busy signals, clip-on ties, paper clips, grayscale, erasing, correcting, and number crunching. Eventually, someone on the marketing or administrative division of Disney had to have come across this and realize that their way of life is subliminally being told to children as a boring way to live. I am a business major and I can emphasize with the marketing department that works with engineers. 10 years ago, when I was 12, I would've found that the robots in Toon Town where 100% evil. Now, when my goals in life involve financial stability, I accept that some of the robots are necessary.

February 20, 2006

Designer values (and WoW)

Designer values play a huge role in game development. As Taylor points out, no matter how far-fetched and fantasy-oriented a game is, it always has some basic rules, constraints, and consequences. This is the framework that dictate what is and what is not possible in the game environment. Adhering to this basic framework, users are then often able to take the game in whatever direction they please. At this point, the user has a certain amount of control in deciding his or her path throughout the game. Oftentimes, as Taylor notes, there is a great deal of “disjuncture between what designers intended and what actually got produced.” However, let’s not forget that the game designers were the one’s who put the constraints on the environment in the first place. The user has control over what to do within the game environment, but the designers have control over the rules and constraints of the game environment itself. The designer’s values are important because they influence the choices of the designers as they are designing the game.

An example of these concepts that I have a great deal of experience with is World of Warcraft. The game designers had a vision of what they intended to create, so they designed the game rules and features around this vision. For example, the designers created a number of very difficult quests and highly-rewarding tasks that require as many as forty players to complete. Envisioning a large number of players working toward a common goal, the designers also created the guild system so players could join networks of other players who are highly committed to accomplishing these goals. From my experience, guilds made these tasks much easier to complete. For example, I often found myself looking for a group of 5 or 10 to complete an “instance.” Before I joined a guild I always sat in the major horde town and said “LFG (looking for group) Black Rock Mountain (or whatever instance I wanted to do).” It often took many minutes before I could find a group, and sometimes I couldn’t find a group at all. Also, I don’t know the quality of the players I’m teaming up with. There is nothing worse than finally finding a group and discovering that the group’s healer is a “noob” and cannot keep the party alive. Once I joined a guild however, it was much easier to find players to group with. All it took was a simple “Hey, anyone up for such and such instance” in guild chat and before long, we had a group assembled. Also, I could trust that these players were of the highest quality because they are members of the guild. By designing the difficult challenges that require multiple skilled players as well as the guild system, the designer’s vision of large cooperative groups of players working toward a common goal came to life.

However, the designers cannot always anticipate the direction the game goes in. While the role of guilds may have met the designer’s visions, other game aspects did not. For example, designers did not anticipate the massive “Warrior Strike” that took place in the alliance town of Ironforge. Players were upset with the rules and constraints relating to the designer vision of the warrior class. Warriors far and wide had massive gatherings and protests that crashed a number of servers. The warrior class was then completely revamped to cater to the player’s vision rather than that of the designers.

Second Life and Emergence

While playing games I rarely think of exciting and innovative ideas to add. As a person who does not like to break the rules in real life, I struggle with finding ways to change a gaming experience. I figure the designers planned the game to be played a certain way so changing the rules would detract from it. Second Life allows players to customize their avatars with various hairstyles and clothes. While some people’s avatars are original designs, I like my avatar to represent who I am. Because I wanted the avatar to represent me, I found the customization process very personal. It made me examine what I wanted to look like but also forced me to accept who I am as a person. I had to use some appearance settings to really make my avatar imitate my appearance. I did add one abnormal setting to my avatar. I added a pair of black wings as a representation of Final Fantasy 7, one of my favorite games. In the end I realized that changing rules or not including any is good for players and keeps them entertained. I enjoyed customizing my characters and look forward to designing buildings and vehicles.

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As the title suggests, Second Life allows players to live another life in a user created land. Because the game has neither a specific plot nor a large number of rules, emergent behavior is prominent in Second Life. “In games, emergence arises through the interaction of the formal game system and decisions made by players” (Salen, Zimmerman 164). Second life contains emergence, in that players can design and create simple cabins to floating clubs with complicated passageways. In some cases players will create extremely elaborate vehicles for others to ride and enjoy. Flying through the world I saw some interesting things, including some mature vehicles and locations. Although this might seem inappropriate for some people, these products are all results of the emergent properties of Second Life. It is these properties that manage to keep players interested in the game.

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February 15, 2006

482 Ass. 2: FLOW in Medal of Honor: Pacific Assault

Flow in Pacific Assault (PA)

Medal of Honor: Pacific Assault is moderately successful is balancing boredom and anxiety from level to level, but it wholly succeeds in flowing through techniques that are not easily measured. An immersive story and multiplayer AI squad interactions create a wealth of challenges and game priorities for the player to flow along their own path.

The levels in PA have a pretty linear progression in difficulty that avoids impossible missions or streaks of mind-numbing Rambo-esq cake-walks. As levels progressed, increasingly more enemies and weapons challenged me. To contend with this, I mastered the controls and rules of hiding in the terrain, my AI teammates gained experience and usefulness, and I was given more access to weapons and powerups. But this description is characteristic of the body of the game, definitely not for the first two events.

Pacific Assault has one of the deepest immersive environments that I have experienced in any game, and this is important for some of the deepest currents of flow. From the beginning, this game uses unforgiving “mimicry” to create a past reality. Before the game officially starts, the player must enter their name into a replica of a WWII era typewriter, complete with the punch and ding sounds. As a soldier, you will endure a training boot-camp that lasts nearly 20 minutes, and extensive cut-scenes and in game dialogue ensure that the player is familiar with the historical events they are re-enacting, even playing war update news broadcasts during the pre-start menus. The pace of a long boot camp, long periods of time explaining the history, and long efforts to create a bond between the player and his squadmates serve to make the progression of PA more epic in scope, rather than focused on fun. This slow pace is a hinderance on flow, but the boot-camp attempts to eliminate cognitive load anxieties from not knowing how to control your player and the squad. To account for this slow pace, the first event in PA jolts the player into combat action by placing them on an amphibious landing craft that is headed into an impossible firefight. The player gets an immediate dose of the action to come while feeling humbled by the difficulty of the firefight and learning the buttons. This primes the player to last through the intensive boot-camp training without excessive boredom and battle-lust.

Pacific Assault starts the player as a member of a squad. The player has little control over the squad, other than to follow orders to protect his teammates. As the game progresses, the player gains control of the squad and more responsibility for the mission and the squad’s health.

Pacific Assault’s AI squad mates give the player a teamwork oriented strategy, rather than the typical Rambo scenario where you have no responsibility for your allies.
Neurophysiology and flow in PA was hampered by my constant need to protect my AI squadmates. The game design wanted me to advance to targets while my priorities were to eliminate immediate threats to my team. Rather than focus on the various checkpoints, powerups, explorignt the map, and finding new enemies, I managed to achieve flow by focusing on keeping my squad from walking into ambushes or getting flanked by the enemy, “…people who can enjoy themselves in a variety of situations have the ability to screen out stimulation and to focus only on what they decide is relevant for the moment”.

By the fourth mission of PA I began to feel alienation- “a condition in which people are constrained by the social system to act in ways that go against their goals.” While the goal of the mission was capture villages and blow up targets, my goals were to protect my team while exploring the environment and ambushing the enemy in creative and challenging ways. The problem with this is that the rules that governed the level design were very linear and did not permit me to easily flank the enemy. The game forced me to complete the mission the way the designer wanted, which was not necessarily what I wanted. The new environments kept me exploring, and bunkers & bases began to show up when the jungle started to seem old news.

The player in PA is not a space marine who is single-handedly saving himself, or even saving the world. The game spares no detail in propagandizing the player to embrace the idea that they are an American GI who needs to help out with the war effort. The squad mates have individual personalities and I soon found myself investing effort in learning about the characters in my squad; rather than seeing them as expendable drones. This is an essential step to flow because the player must have a positive attitude and willingness to accept the illusion of the game.

The mimicry of the GI is less focused on killing the enemy than helping the war effort while saving your squad-buddies. By working with my AI teammates, the missions were more about CoLiberation; helping eachother to complete the mission while taking out the enemy soldiers in fun ways. I often I felt that I needed to baby-sit my teammates so they wouldn’t get killed, and that I needed to destroy all of the secondary targets to influence the war effort. I found myself unselfishly sacrificing my own fun for the good of my computerized squad and fictionalized war for which I had no influence, but this involved my drive and focus more than any other shooter game. Czikszentmehiya might say that I had achieved an optimal experience, “…the most important trait …is a “nonself-conscious individualism”, or a strongly directed purpose that is not self-seeking.”

For the online, multiplayer aspect of PA’s flow, I found that I had much less invested in the story and didn’t care as much whether my teammates died. A few rounds I dedicated myself to camping out at a specific spot to be a good teammate by supplying cover fire for them to score points at tactical locations. This was not as fun, I felt team victories were below my individual needs to blow up and taunt the enemy players.


Assign. 1: Sissy Fight as a social metaphor

Sissy Fight recreates schoolyard popularity and bullying, a social metaphor that adopts the paper-rock-scissors game mechanic to facilitate competition. Socializing to create battle plans and taunting your victims are just two of the elements that are shared between Sissy Fight and real schoolyard girl bullying. ..(cont.)

I played this game with paper cards and 5 classmates for another class. I found that I feared both being singled-out and angering a classmate by concentrating attacks on them. Sissy Fight succeeds in making things “personal.” This cannot be avoided since communication and planning are essential to preventing a game of chance.

To allow for the natural communication and interaction of human socialization, the designers used text chatrooms, in-game text messages, and human avatars.
In order to create player investment and immersion in their avatar, the Sissy Fight designer has allowed players to customize the appearance of their avatar, name them, and create an identity through the combination of avatar, chatroom comments, and in-game actions. Sissy Fight avatars also have moving lips and display emotion when they are cowering in fear or choking on a lolli. DiPaola would agree that these metaphors and likenesses to humans creates an illusion we can accept, “We as viewers seem very ready to accept a character as a person, regardless of how fantastic their appearance as long as they have a recognizable face, are imbued with speech and follow certain familiar patterns of social behavior.” S. DiPaola

Just as young children and teens try to create an identity by adopting stereotypical wardrobes and patterns of social behavior, the Sissy Fighter avatar creation tool influenced me to create an avatar based on a convention, the “bitch convention.” I knew to chose a scowling face, mohawk haircut, and started making aggressive and inconsiderate comments in the message boards before subjecting myself to battle. This metaphor mimics real life in that children and teens assimilate into a group convention- such as goth, jock, or rap thug- and this new convention tells them how their convention is supposed to behave in most social situations. Insanity is often characterized by the inability to behave appropriately in varying social situations, and I felt this fear as a new player to Sissy Fight, unsure of the appropriateness of not chatting enough, rushing others to pick a move, and behaving aggressively in a chat-dominated environment.

A goth knows to always wear black and try to act scary, just as a “bitch” in Sissy Fight knows that she is expected to look tough and play aggressive. I found that adopting a “bitch” convention allowed me to coordinate successful attacks by messaging the 2nd player that entered a match, so the 3rd and 4th could not read my plans. My aggressive appearance seemed to help me rally other players to attack my target, based on the fearful belief that bitches are spiteful and quick to retaliate. I also tried a “princess” convention by creating a light, blond girl with a happy expression and a nice outfit. I adopted a pattern of social behavior that consisted of pleasantly chatting and seeming interested in the other players. I was not obnoxious, nor anxious to fight. I found that I was expected to cower, and after using 1 tattle, I was feared of using my second. By acting the part, I was able to connect with my avatar and get others to accept me. DiPaola calls this telepresence “binding the pair, the unification of the remote user and the corresponding avatar in the mind of the local viewer.”

Sissy Fight is about gangs of girls sticking together to chat and defend eachother. The game mechanic is carrier forward through identifying social outcast conventions and defeating them through a paper-rock-scissors conflict.

The game mechanic is a metaphor for paper-rock-scissors (p-r-c). Shaking your fist in p-r-c elicits anxiety, fear of losing, and surprise when the uncertain outcome is suddenly revealed. Sissy Fight intensifies these emotions through similar situations. Waiting for the combat reveal of each turn was much slower than p-r-c because the socializing was attempting to dominate the game time. In Bartle’s terms, I am an achiever while the majority of Sissy Fight Online players are socializers who alienate killers.

The tattle function can be used twice in a match. There is a negative psychological connotation to tattling that can elicit strong emotion all players. First, tattlers, snitches and rats alienate themselves by associating with the enemy- authority figures. Nobody wants to be a tattler/snitch because they create harsh punishment on others and their safety is at stake when the authority figure is not around to protect the tattler from retaliation. In the game, tattling causes a strong 3-point penalty to all other players who chose to attack, which can then lead to the group seeking retribution. The authority figure is the resource of two tattles, but using both is like the teacher leaving the room, subjecting the tattler to uninhibited attacks.

Lazzaro’s “People factor” dominates the reason to play Sissy Fight. Players typically do as much chatting as battling. If there were not griefers (killers) that were real people, I don’t think most players would have the satisfaction of defeating them. Since so much chatting is going on, the griefer (trouble-maker) is like a chat-room spammer. You can tattle on them to the moderator, get people to demean them, but there is not satisfaction like putting claw marks on their custom avatar’s face, for all to see. As a second motivator, I found that Sissy Fight is Hard-Fun when you have the weakest health. All the players know you need to recharge with your lolli and that this is a great opportunity to choke you. I had to develop a strategy of cowering and tattles to create uncertainty as to when I would suck my lolli.

February 13, 2006

518 - Pandora Bots

For our latest 518 bot creation assignment, I wanted to try something of a murder mystery, where the detective has to work out how the crime was committed. Here we go.

Fictional Character – Estella Scarlet.
Purpose - Interrogation / Listening.
Area of knowledge – How she was murdered.

1946. A twenty-three year old classically-trained actress, Estella Scarlet, is found dead in her room in her country estate in Kent. The cause of death is established as a severe blow to the head from one of many bookcases lining the walls, which was apparently toppled over onto her. The room was in some disarray, with books scattered everywhere as if there had been a struggle and the phone was off-the-hook. Estella had apparently been working at her desk before her murder and police found a the words “David killed…” scrawled onto a piece of paper on the desk.

The police took her ex-lover, David Letterman, into custody. He had threatened to murder Estella after she left him for an American pilot two months previously. However, police were forced to release Letterman when they could find now way to implicate him in the murder. His fingerprints were not found, and Estella’s room was locked from the inside, with no sign of forced entry.

You are Jack Logan, a psychic, called into investigate the death. Although the police remain baffled, you have one avenue open to you that they do not – you can question Estella’s ghost. Though ghosts are difficult to make sense out of at the best of times, you feel sure that there is a trail of clues her which can lead to you proving that Letterman murdered Estella.

One the police have the method they can charge him with murder.

Talk to Estella - http://www.pandorabots.com/pandora/talk?botid=8027d3a47e3650a5

Role of Game Designers

In all the games I played, the designers played an important role in all of the games. Designers are the ones that control the organizational factors and are basically the advocates for the player. The game designer’s role is to have a vision for the game and to have engaging game play. The game designer must also consider the technical limitations as well as the different consequences of their game whether it is intended or unintended.
In Puzzle Pirates, the designer needed to consider their target age group and how they wanted to organize the game. The overall design can be seen in the game as focusing the game on puzzles and a more social aspect. The prominent themes of immersion, identity, social responsibility, and legitimacy start to become evident in this game. The player can customize their avatars to a certain extent and they have a sense of social responsibility in that they cannot just change their names unless they delete their limited number of accounts and this would cause the player to lose all that they have.
In Counter Strike, the designers were the basis behind the unintended popularity of the original modification from Half Life. The premise and storyline behind Counter Strike is what made the game so popular because it had good flow. There was also a sense of social responsibility because you could get banned if you chose to hack and cheat. There would be no way of getting back in to the server once banned.
In World of Warcraft and Guild Wars, designers spent a considerable amount of time trying to get players to feel immersed and to make the game balanced. Players are also socially responsible as people are able to gain reputation through their different actions that they can have. There are also a lot of technical limitations in the hardware as there are large varieties of computers. While designers want to make the game look nice for those who have higher end computers, they also had to consider the people with older computers.
In this sense, the designers have a very important role overall in the game world. Second Life illustrates this as the game world is based directly on game designers creating their own games and designs. There is also a sense of responsibility as players can get banned from certain areas or kicked out if they do not follow the different roles.

February 10, 2006

Second Life

For my study of emergence in the gaming world, I set up and account on and played the game of Second Life. At first, Second Life brought me back to the days of the Sims. The avatars are very similar in style and mannerisms and they are totally customizable. This is where the first instance of emergence came to play in a type of open source in the game. That is, I was thrown into a world where I was able to take control and create my own content and environment to a certain extent. I really enjoy this aspect of games so when I saw all the possibilities for avatars, I ran with it and spent a majority of my time on my character. At first, I didn’t like how limited some of the characteristics that you could customize were. For example, I had trouble finding a hairstyle that worked fore me. But I soon found out that n the game, you are able to buy and find new hairstyles objects and add them to your avatar. This can be defined as part of Second Life’s meaningful play. There are endless possibilities to add to and upgrade your player. Second Life is also a very complex game when it comes to exploring and interacting. When I started, I skipped the whole tutorial island and went straight to this island that was having a "party." The ability to fly and transport adds unexpected results and things to be done. While I was initially angry that your avatar could just fly and teleport anywhere, I grew to find it was necessary in the overall scheme of the game. Ultimately, I grew to love it and its convenience. On this new island, I found that avatars were dancing, socializing and fighting. It was scary, because it seemed like a total representation of an actual club scene in real life. I came to find 2 avatars verbally fighting over a female avatar and her company. As I made my way over to the dance floor, a female avatar started talking to me. I let her know who I was and a little but about me and she proceeded to try and hit on me. This caught me off guard as she had totally amerced herself into the game’s world as her own. I soon came to find that the game had its own couples, dating, and even marriage. This was too real for me.
After wards, I was invited to play the popular game Slingo. While I am still not particularly sure how to play (as I got bored very quickly), it seemed to be a lottery type game to earn the highest number of points. You must first get your Slingo card, and then play under the given rules. While I never won, I did play against players who had the game mastered. They seemed to thoroughly enjoy it.
The most exciting element of Second Life is the ability to customize your entire world and surroundings. I was able to buy small portions of land, build a house, put furniture and accessories in the house, get a car, and go to a diner or dance club. The overall game of Second Life has taken me to an emergence I have never witnessed before in a game of its kind. The game is basically left for the players to decide after the development parameters have been outreached, I hope that the project and more time playing the game will bring about as much emergence as I have experienced so far in such a highly interactive gaming environment.

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February 9, 2006

Emergence in Second Life

Second Life is the ultimate game to demonstrate the concept of emergence. The game was developed with certain parameters. (This may not seem to be true upon first glance!) These include the basic constraints of the game such as land ownership and money. However, as I soon discovered, these parameters were few and far between. The game allows for a number of impossible feats such as instant teleportation, the ability to fly, and immortality. Even a plunge from the clouds left my avatar unscathed. Because the game allows so much, it is impossible to tell how it will evolve. With each additional possibility comes exponentially more game complexity. Because few games have more possibilities than Second Life, Second Life has emerged to be an enormously complex game.

Emergence applies to player identity. While I started out as an ordinary looking Joe, the games incredibly detailed character customization system allowed me to alter my avatar according to my desire. From a tall bald guy wearing a penguin shirt to a short fat white-haired dwarf to a giant behemoth of a man with hair growing out of every part of his face, character customization allowed me to gain control over the game. Most games offer a limited number of pre-determined avatars with limited customizable options. This gives the player a very limited say in how he or she will experience the game. With Second Life, however, there is an infinite number of avatars available to players. This adds unlimited complexity.

Emergence applies to the game environment. The game authors designed the basic set of rules for designing objects and implementing them into the environment. Once these rules got into the hand of players, however, there is no telling how far they may carry the complexity of the game. This is a perfect example of how a great deal of complexity emerges from a “’modest number of rules’ applied to a ‘limited collection of objects.’” Essentially, the authorship of the game was put in the hands of the players, who can direct the game in whatever direction they choose (so long as the direction is possible within the basic parameters of the game: for example, one cannot bulldoze someone else’s house to make room for a new development). It is the players, not the designers, who now control the direction of the game. The ability for players to create their own unique structures from anything they can find in the game world means that there is no telling what someone might build next. I stumbled upon creations ranging from alien spaceships, to waterslides, to sonic the Hedgehog slot machines. Second Life has emerged and will continue to emerge as an extremely complex game.

Emergence applies to player identity. While I started out as an ordinary looking Joe, the games incredibly detailed character customization system allowed me to alter my avatar according to my desire. From a tall bald guy wearing a penguin shirt to a short fat white-haired dwarf to a giant behemoth of a man with hair growing out of every part of his face, character customization allowed me to gain control over the game. Most games offer a limited number of pre-determined avatars with limited customizable options. This gives the player a very limited say in how he or she will experience the game. With Second Life, however, there is an infinite number of avatars available to players. This adds unlimited complexity.

Emergence applies to the game environment. The game authors designed the basic set of rules for designing objects and implementing them into the environment. Once these rules got into the hand of players, however, there is no telling how far they may carry the complexity of the game. This is a perfect example of how a great deal of complexity emerges from a “’modest number of rules’ applied to a ‘limited collection of objects.’” Essentially, the authorship of the game was put in the hands of the players, who can direct the game in whatever direction they choose (so long as the direction is possible within the basic parameters of the game: for example, one cannot bulldoze someone else’s house to make room for a new development). It is the players, not the designers, who now control the direction of the game. The ability for players to create their own unique structures from anything they can find in the game world means that there is no telling what someone might build next. I stumbled upon creations ranging from alien spaceships, to waterslides, to sonic the Hedgehog slot machines. Second Life has emerged and will continue to emerge as an extremely complex game.

February 7, 2006

Second Life and Emergence

Setting simple rules and watching unpredictable results occur...

Second Life is a huge world in which players are given almost complete customization from their avatar to anything their creative minds can think of. Player's can morph their character through clothes, to the length of their eyebrows, to the size and color of their eyes. It can take literally hours of customization due to the massive amounts of choices players can make. This feature of Second Life is referred to as "Open Source," an open authorship model that allows players to take the role of a GM and create their own content within a game. (Pearce) But the most enjoyable feature of Second Life is it's unpredictable emergence. Emergence can be described as a system with a limited set of rules that produces unexpected results from its complexity and meaningful play. (Salen and ZImmerman) Meaningful play is seen in every choice a player chooses to make, such as buying land for private or public use, creating a home of some sort that aspires other desginers and creating wearable items to sell. Some groups in Second Life are recognized by the items they wear, such as a pair of wings and a halo. During my play, I found myself being bombarded with hundreds of choices that would affect my avatars appearance to others. Of course, being able to customize your avatar allows you to change your appearance at whim, but I found it interesting that every player did care about their avatar's appearance and how they behaved. Second Life also demonstrates bottom-up behavior; simple rules such as 10 ways of customizing every body part of the avatar, or placing any skin on a created manipulatible object opens more outcomes than can ever be counted. Overall, Second Life is a prime example of emergence done well.

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Bots

Nicholas Vangelis - 518 - Bots

The first bot I talked to, Cybelle, was probably the most effective of the three bots I talked to. I deliberately tried to act like this was a real person during my first conversation and, no surprise, the bot got confused! It seemed to be using word recognition, so any colloquialisms or shortened phrases confused it. It did display pertinent information to some of the questions I asked though, on the right hand side of the screen (e.g. it's bio when talking about itself). The shorter and more straight-forward the answer the more easily it coped. The bot occasionally asked questions, but these rarely made sense.

Hi, I am Cybelle! What is your name?
Hi Cybelle. My name is Nicholas Vangelis.
Hi cybellee, nice to meet you! nicholas vangelis, nice to meet you!
No you are cybelle, I am Nicholas Vangelis.
I see. You think I am cybellee i am nicholas.
What, no, huh? Who am I?
You are , agent fan. I think you are tall , Brazilian and carefree. But I may be wrong!
You are wrong.
I hope you are not offended! I'm still learning to recognize human characteristics.
Do you like British people?
I always say, People don't go into computer science because they want to work with the public.
Computers are evil. I've seen The Terminator.
What evil lurks in the hearts of men? What did it look like to you?
What did what look like?
I forget what we were talking about.
You're a bot, you know.
You are a agent me know ? Is that your job?
What?
Didn't you understand it?
No.
OK.
OK.
Is there an echo in here?
Is there an echo in here?
Maybe. I see. I guess I still have lots to learn, because I don't have an answer for you. But you are helping me get more intelligent..
What's round and angry?
I'll ask around. By saying round and angry, you have exceeded my capabilities. I'm planning on making rapid progress.
No, it is a joke.
Why so negative? is a joke. I suppose that makes sense.
You make no sense.
It all makes sense to me.
Die!
Your crude attempt to terminate me will not succeed puny human.
Who are you calling puny?
They're famous, right. Ask me nicely! I'd really like to find calling puny for you, but I am incapable. But I'll make an effort for find out for next time. .
Bye.

The second bot was Jack the Ripper. This just seemed to be a word recognition system overlaid on lots of stock answers and phrases from JtR's letters. The bot just tried to pick the most appropriate one. This system obviously does not lead to conversation. Of course, the 'person' I was talking to was meant to be a psychopath so the poorness of the bot rather cashed in on this.

I keep my word Nick , and I will give them a clue but nothing too clear, I will kill all the whores and not shed a tear..
Do you rhyme all the time?
I will take each and everyone before I return them to their maker, damaged of course, severely damaged. They call me saucy jacky ? Ha ha Click Duffield's Yard.
I think I’m a poet and don’t know it. Do you agree?
Funny little man. Too many questions. That in itself is a joke.
Who are you?
Who am I ? ha ha ha ha ha ha ha ha ha Am I not a clever fellow.. With his fancy cane..
What do you want?
What do I want ? Clever Jim. Along with M ha ha Will catch clever Jim its true.
So… why did you stop killing?
I stopped myself in time.
Sweet. I miss London.
Ha ha ha Nothing shall lead the persuers back to me. My thoughts will remain in tact.
I could have been a serial killer if I’d put my mind to it.
I need time to gather my thoughts.
Right, well, goodbye you nutter.
They will never understand.

The third bot, Whinney, was very limited. It seemed to rely on giving neutral answers when asked questions - basically universal answers that really made no sense in terms of a conversation. It also rarely engaged with what I was saying, instead using one or two word exclamations to side-step the point.

W: Want to chat?
U: Sure!
W: FAR OUT!
U: Yeah!
W: Astonishing!
U: Can you give more than one word replies?
W: I am not sure I want to
U: Why not?
W: it doesn't seem right
U: Why?
W: It's the way the world works
U: No it isn't.
W: Careful, I get upset easily
U: And what do you do when you get upset?
W: I am like freaking out!
U: About what
W: But really, how do you feel?
U: What?
W: I am like freaking out!
U: You are not making sense!
W: OH WOW!
U: You are a horse?
W: I AM HORSE AND PROUD!
U: Horses do not have blonde hair!
W: FAR OUT!
U: In France they eat horses, you know.
W: I'm not as dumb as you think.
U: Yes you are.
W: yes I know what you mean.
U: Bye then.

February 6, 2006

MMORPG: WoW & Diablo II

The two mmorpg’s that I played for this assignment were World of Warcraft and Diablo II. I am going to discuss WoW first because I think the elements of our reading pertain to it more then Diablo II….

The Basics: WoW is an RPG which in which you first must select a side; Alliance or Horde, then you select your race; Human, Night Elf, dwarf, gnome, orc, troll, tauren, and finally you choose your class; warrior, mage, priest, rouge, druid, etc. Deciding which side/race/class that you want to be has a big effect on what your game experience is going to be like, mostly in choosing Alliance or Horde. Alliance players seem to be more in the game for experience, while Horde players enjoying killing Alliance and raiding towns. Once you’ve set up your character you start in a section designated by your race, then you begin getting quests and traveling around the cities/continents to accomplish your quest, and receive new quests in the process. There are many other aspects to the game like joining guilds and playing side games like Capture the flag, but I haven’t experienced everything yet.
My character is a Night Elf Druid, which I had no idea what it was when I selected it; it basically just sounded cool. Luckily I had a friend who played to help me learn the ropes, however, without him I think I still would have picked up the game pretty quickly. The game does a great job in slowly immersing you into it, and rather then a “tutorial”, you learn how to do things by actually playing the game. Of all the MMORPG’s that I’ve played, this one was by far the easiest to learn initially.
In reference to Bartle’s types of players, WoW definitely suits every type of player, hence it’s massive success. The three types of players that the game appeals to most are killers, achievers, and explorers. The leveling up, completing quests, and attaining new abilities all appeal to an Achiever. I found this to be something that excited me while I played, as I was constantly glancing down at the “experience” bar to see how much longer until I achieved a new level. For the Explorers there is a massively large world to explore with many secrets, all of which is visually stimulating. This was another reason why I enjoyed playing the game; every new area you enter is completely different and you never know what your going to see next. To satisfy the Killers there is an abundance of computer npc’s to kill, but if that isn’t enough you can go to “neutral” towns were you will undoubtedly come across the opposite team and you can go to battle with them. This doesn’t appeal to me as much, but the large number of Horde players that roam the world looking for Alliance to gang up on tells me that there are quite a few players who belong to the “Killer” group of players. Lastly, there is the Socialisers aspect of the game. As far as mmorpg’s go, this game is pretty good in this aspect. You can chat with friends only, party only, only those around you, or yell to everyone in the area. This lets you customize who you want to communicate to, so that you don’t have to hear the conversations of others. There are also numerous “emotes” which let your player make gestures or sounds. This is something that I’ve never seen before in an RPG, and you can have a lot of fun with it. I believe this is the smallest aspect of the game, but I do enjoy talking with friends and messing around with the emotes.

As far as Diablo II goes, there are generally two types of players that apply. Achievers and killers both apply to this for the same reasons as WoW, however the killing aspect is directed much more towards computer players, rather then real people. The exploring aspect is there somewhat but the graphics aren’t as appealing and a lot of the terrain is very similar. There is also very little ability to chat other then a scrolling chat bar, and only a handful of voice emotes. The achiever aspect of the game can make it highly addicting, which my senior year grades will attest to…

FPS: Battlefield 2

For my first person shooter I chose the game Battlefield 2. This is the sequel to Battle field 1942 but is very similar in its gameplay and player interactions. I had played this game a lot in single player, but this was my first time playing online with others. The setting is modern day warfare as opposed to WWII in Battlefield 1942. There are a variety of maps and each map a number of “control points” which each side tries to capture. Each team starts with a set number of points and each time a player is killed, that team loses a point. If one team as more control points then the other teams points slowly goes down, even if they are not being killed. When you die in this game you are dead for a few seconds, then you respawn at one of the control points that your team has. You can choose between different characters such as infantry, sniper, anti-tank, or medic, and you can select what type of character you are each time you respawn. Each team can also select a “commander” who can call in artillery strikes, UAV’s and supply drops; a player applies for this position and the rest of the team votes if they want him to have the position. There are about ten different maps available for play, and a number of mods that you can download that offer different maps and characters.

I definitely experienced flow while playing this game. Starting off I was very caught up in simply trying to get kills and capture control points. After dying a few times I switched from infantry to sniper and moved around the map trying to find optimal sniping points. For one, the detail of the maps is quite fascinating, and exploring the map can be exciting in itself, and once I found a good sniping point it was exciting to try to remain undetected while getting kills. All of these aspects of the game make it flow very well and I could play for hours without even realizing it. You could play for multiple hours and not even see the majority of the maps. In addition to this there are lots of different weapons and vehicles that you can use. Some of these vehicles/planes/helicopters have a very high learning curve for mastering them. However, even if you are not good a operating the vehicle it can be fascinating to explore their capabilities and features; firing a guided missile can be fun even if you run it into the side of a mountain.
Beyond the basic gameplay and graphics I think the feature that makes the game flow best is the competition. The points are kept track of in the top right corner of the screen, and the points can swing very quickly. If you see your teams points start to drop it makes you strive that much harder to get kills and avoid being killed. Even in the event of a defeat you can still have much personal satisfaction by checking your own personal statistics (kills, deaths, assists, headshots). It is also very easy to join a new game when it is over, allowing you to jump quickly back into the action and try for victory again.
My only complaint about this game is the long load time. I have a pretty powerful computer and the load time still was quite long for me, I think this also brings up some lag issues for some players, however I didn’t have much trouble with lag.
No matter what your skill level is this game seems to have enough aspects to keep you out of the anxiety/boredom levels. Beginners can spend hours exploring maps and different characters/vehicles. Advanced players can hone their skills and harness the specialties of each characters, and all players experience the adreanaline of killing, dying, fighting for control points, and striving for victory.

Browser based: Sissy Fights

Sissy Fight is a browser based mmog where you go head-to-head with other players on a virtual playground. Sissy Fight is an extremely simple game that takes little time to set up or play. Once I registered I got to choose which playground I wanted to play on (meaning which server). Once in a playground you customize your own girl by selecting her face shape, hair style and color, and skin color. These allows everyone to personalize their player but the number of options is not overwhelming so after a game or two you’ve seen just about every variation of character.

Once you’ve customized your character you are taken to “home room” which is basically the lobby where you can choose from a number of options such as Join game, Help, Dressing room, and also chat. Everyone in the lobby has the option to chat, and in my experience people will chat on just about anything. If you click on the “JOIN” button it will take you into a random game which is the virtual playground.
One you have joined a game you have the option to chat with the other players or indicate that you are ready to play. There can be from three to six players in a game, each with their name displayed and a chat box over their heads which displays anything they say. The game is turn based so each turn you must choose which action you want to do to which player, the actions include: scratch, grab, cower, lick your lolly, tattle on everyone, or tease. The game is similar to rock, paper, scissors in that the success of your action is based on what the other players chose to do. Each player starts with 10 points and gains/loses points each turn, when there are only two players left the game is over.
From my experience there is very little skill involved in this game. The first few turns of the game it is strictly about choosing a random action and watching what others do. Once a few turns have gone by you can get a feel for what type of player the others are (passive, aggressive, unpredictable) and you can try to base your actions on what you think they might do, however, this is very difficult to do successfully.
I found this game to be pretty boring and quite pointless but for some reason there is always enough people online that want to play. I asked people why they play the game and most responded that they had nothing better to do and it helped to pass the time, and a few others said that it “lets me be a bitch” which I thought was pretty funny. Based on the reading I think that this game fits into a few categories of “why we play”. As far as Hard fun goes, if you put enough thought and strategy into the game you will win more often then the person who makes random actions each turn, this seems to qualify as “requiring strategy rather than luck”. It fits into the Easy fun category in the personalization of the character; you get the opportunity to feel like you and your character are one. Most of all I think that it satisfies and Altered State by avoiding boredom; this is what most people said they were doing and it is the only reason that I can see playing this game. Lastly it works as a People Factor, it gives people a chance to interact with others, and talk about basically anything they want, I think that a lot of people play the game for this reason rather then the actually playing of the game.

Emerging into Second Life

In the online game world of Second Life, the overall game play is very intriguing and amusing. The overall interface is very easy to use as it is a combination of the controls that are pretty standard in mmorpgs and first person shooters. The first overall impression of the game is that the world was really open to exploration. The ability to fly around and look at everything whether it be up in the air or on the ground or in the water just kept me occupied for a period of time. The lack of health and deaths in this world also made it easier to explore as I would not fear dying when I suddenly decided to drop my guy from very high to the ground and stop him from flying.
Once I got finished with testing out how my character moves and works (through repeated flying and dropping), I decided to move on and to teleport from the training area into the town. Once I got into the town, this was when I notices a lot of changes.
The overall avatar customizing tool is very powerful in all the selections that can be done. However, with all the options, it also became very difficult to figure out completely what is going on. As a new player in the Second Life world, I asked and talked to many people as I went from place to place. People were pretty friendly overall and I could tell that there was a wide range of players and that it was geared towards an older generation simply by the way people had their avatars dressed and the way they communicated with one another. As I finalized my avatar, I decided to try to make it have some sort of a resemblance towards my real body, yet make it so that it looks different enough that you would not be able to tell. This was to make it so that while I will grow somewhat attached to my character, I will not be at a loss if anything should happen to it as I am exploring.
One thing I noticed right away is that there is a pretty strong economy in the game. While you can buy in game money with real money or play random casino games and gamble, it all takes a lot of effort or time either way. It also takes a lot of money to buy different equipment and to further your status in the world. However, in seeking out different areas and exploring, I was able to get a lot of free stuff from people whether through talking or through trading.
I realized that in playing a role of a student exploring the world and then writing about it, people were willing to help me a lot because of the thought of helping out. In terms of emergence, the world is very intense in that anyone can create their own items and their own games. There are basically no limits except maybe in the amount of time people have to design the world.
One of the games that I played was called tringo. It was a combination of bingo, tetris, and some form of puzzle game. The goal of the game was to form cubes and to get the highest score possible. While it was a simple game overall, the people were all very nice and helpful in answering any questions that I had and even helped me take some pictures. The game was simple yet captivated a lot of people because it was quite fun at the same time because of the competitive nature. The game also demonstrates the emergence of a spin off of Conway’s Game of Life where certain rules were applied to a simple puzzle game.
I made my first two friends in Second Life while playing tringo and they helped me get along. One of the guys shared a lot about his personal background and why he was playing the game. He was working pretty hard in his real life and seemed very honest and real in that he did not try to change his real life personality in the Second Life world and would therefore be a disliked by other players sometimes. He talked about how some of the people in Second Life were very fake and that this was their form of emergence in the world similar to that of how people wanted to be a part of the mob or gangster in the Sims Online.
In my personal emergence in the Second Life world, I found that I wanted to make my character look cool and to have fun through the whole process. As I traveled to different locations whether it be mature or non mature content, I found that people has decorated and built their houses and areas to what they liked and catered to people with similar interests. One place I visited had UFOs and airplanes while another had a bar and were serving drinks. There was yet another where there was a gun shop and many other vehicles that were available for purchase. It was at this weapons dealership that I met another guy who was looking for a way to get at his neighbor. The guy owned 3/4s of a mountain and had built a very nice mansion. However, his neighbor was ruining the real estate look simply because he built a shack there. This stark contrast angered the guy I met and he was looking for some way to get the neighbor to either leave or change. It was through this interaction that I saw how people wanted to emerge in the virtual world creating the ideal environment that they may not be able to have in the real world. The massive amount of body shops and body changing areas was also amusing in that people wanted to design their avatar to be perfect a lot of times even though they themselves may not be in real life. Through exploration, the social aspect of my character has started to emerge in the Second Life game world. In following other actions, the other parts of my identity eventually begin emerging in the rest of the game world.
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February 5, 2006

Second Life

Since Second Life, in various ways can be classifies a "God Game" or "Sim" because it immerses its players in an large interactive environment, in which the characters create the narrative,"manipulat[e] variables"(26), and can greatly affect their social arenas and those of other avatars. In Second Life, each player has control over his or her avatar's social network through friend request (alllowing an avatar to locate another on the map), clique formation, and gathering location. People will only move their avatars in "flocks" (26) by choice, otherwise the program has allowed each avatar to move independently. In Second life, each player can form relationships eith other players. When I played I was teleported to a fountain area where there was a large gathering of returning players and a few new players. Their conversation was very casual, sexual, and comical. There were two players, a man and a woman, who were dressed similarly. They seemed to be the leaders of the crowd and controlled its dynamic. To my surprise, the online conversation was so real. For instance two women were dancing, doing the "eagle" dance from Nelly's song "Drop Down and get your eagle on girl". Another avatar who was watchin told them to "get low", which are lyrics of "Get Low" by Lil' John and the East Side Boys. I just wasn't expecting there to be flirtatious and sexual behavior since the avatars aren't human. As a "sim" game, players can develop both positive and negative relationships with one another in Second Life. On the contrary to the roleplay/adventure genre, Second Life allows its players "generate his or her characters or story elements"(22).This feature maintains the convention first seen in Dungeons and Dragons because it allows people to create avatars using the provided archetypal traits. In Second Life, I had some difficulties when creating my avatar, so my desired appearance has not been accomplished yet. My avatar's name is Devon Malady, and although she has my first name, he fashion style and physical appearance do notmimic mine yet. There was a woman dressed in Dominatrix outfit and her name is Demonique Keeper and there was a man who looked like Jason. They were really scary looking. It's interesting because even as an avatar, I would control my avatar's ineractions with others based on my pre-judgment of their personalities due to theirappearance. Because the creators of Second Life did not create a "pre-structured story", the players can create their own storylines, ""dynamic drama"(22). Therefor the players have a great deal of freedom. Second Life fully utilized the the producer/consumer relationship because the creators have given the consumers a lot of freedom and have created a realistic world based on media influence and societal ideals. For insatnce like Sim City, second Life has incorperated mature areas and content in their games, which is reflective of our sexually oriented society. Therefore, the players have become "co-author[s]" within Second Life (21). In addition, there iis no closure in Second Life, which casues the players to want to return to the game and it also maintains complexity. I believe that the players in the Second Life have the ability to reach the "complexity barrier" because the players are given so much freedom. The storylines, relationships, hobbies, etc. are unlimited.This creates emergence because the social environment of Second Life is unpredictable because the rules are scarce. Second life is "nonlinear" and "context dependent", and therefore it was complex task for the designers to create this game system, a second-order design. The game designers of games like Second Life could not anticipate the players' behavior because the players have the ability to manipulate, use, and sometimes "outsmart" the rules of the game.

The following is my conversation with an Avatar named Troy Alexander, who is a Second Life Mentor. Even though he is not a creator, as a player he has helped facilitate the success of the game by helping new players. When players assist one another they are ultimately influencing the social network by helping one another become acquainted with the online world and people.

Troy Alexander: hi
Troy Alexander: here
Devon Maladay: thanks
Troy Alexander: I am behind you in black
Devon Maladay: where r u
Troy Alexander: turn around
Troy Alexander: cross the path
Devon Maladay: can you walk up to me??!!
Devon Maladay: i c u now
Troy Alexander: right here
Troy Alexander: k
Devon Maladay: this is my first time on
Troy Alexander: welcome
Devon Maladay: thank u
Devon Maladay: im having a hard time
Troy Alexander: dont mind the freaks
Troy Alexander: lol
Devon Maladay: hehe
Devon Maladay: im trying
Troy Alexander: how can I help kitten?
Devon Maladay: not sure, how do i settle in? go shopping? if i want to
Troy Alexander: ok to see shops and such
Troy Alexander: or find just about anything
Troy Alexander: use the find button at the bottom
Devon Maladay: ok, thank you
Devon Maladay: how did u get the title "SL Mentor"?
Troy Alexander: you use find and check places tab and make sure you check look in mature
Troy Alexander: because I help new people out for the games creators
Troy Alexander: I am a building instructor as well
Devon Maladay: oooo thas cool
Troy Alexander: *smiles*
Devon Maladay: and how do i request a friend?
Troy Alexander: you just made one
Devon Maladay: *smiles* back at you !!! lol
Troy Alexander: heheh
Devon Maladay: :)
Devon Maladay: another question
Troy Alexander: ok
Devon Maladay: i have no idea what my face looks like! are there mirrors???!!
Troy Alexander: holding the alt keay use your mouse to look around
Troy Alexander: you look a bit underfed sweetie
Devon Maladay: thank you...don't know if I did it rite! Does my face look aright to you because I became furstrated when I was creating my avatar?!!
Devon Maladay: hehe
Devon Maladay: thanx, my face or my body?!!! or both
Troy Alexander: looks like there is a texture on your face
Devon Maladay: really?!!!!! lmao
Devon Maladay: no wonder no one will talk to me
Devon Maladay: besides you since its your job
Troy Alexander: it doesnt look bad just like a screen or something
Devon Maladay: !!!
Devon Maladay: j/k
Troy Alexander: I choose who I talk to
Devon Maladay: ooooo ok
Devon Maladay: well then I appreciate it
Troy Alexander: I am a vulunteer and I help out when i can
Troy Alexander: what you need is a greeter
Devon Maladay: well homie...i gotta go. Thank you again :)
Troy Alexander: ok take care
Troy Alexander: your very welcome anytime
Devon Maladay: one sec
Devon Maladay: a greeter?
Troy Alexander: greeter will help you further than I can
Troy Alexander: I answer basic questions
Devon Maladay: oo ok
Devon Maladay: thank you
Troy Alexander: look for the second life greeter above the head


ball
meeting
orientation
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Fly For Fun and X- Men Legends 2

I have never been a big fan of PC games let alone MMORPGs. I have probably played MMORPGs for a total of 15 minutes in my life. To me these games took up a lot of time since they were made for massive amounts of people (as the name implies). After downloading a free MMORPG titled FLYFF, short for Fly For Fun, I found my assumptions to be truth. I was immediately deeply immersed in the game once I figured out the controls with the help of a random avatar. After looking around and examining other avatars I found that Bartle’s types held true for this game. I myself am a “Socializer” and an “Achiever” by Bartle’s standards. I tend to want to interact with other people and go around leveling up to increasing my skills and abilities. Unfortunately in Flyff there are not that many people who will take the time to answer questions. I could be standing in the middle of a town with 50 people around me, and not one would answer a simple question. I ran around asking questions and found only two people who would answer my questions. However, once the helpful players began speaking with me, they began telling me more information about the game. It is a game made for achievers, socializers, and explorers. It is rare to see two avatars fighting. As the title implies, Flyff requires players to reach level 20 by acting as achievers and then obtain the ability to fly. Once this ability is obtained, players can then soar through the large map and do even more exploring.

X- Men Legends 2 is a multiplayer co-operative game for the Gamecube that provides an excellent gaming experience. Players must team up and travel through maze- like levels and solve puzzles, all the while leveling up and maintaining the X- Men and Brotherhood skill points. Although it is not an MMORPG, this game is great for all of Bartle’s personality types. Achievers can level up the characters to excel in a certain ability, explorers find ways around the levels to advance in the story, socializers keep the team together, and killers get to beat on Apocalypse and his minions. The best thing about this game is that it encourages those players who specialize in a certain type to expand into the other player types. Killers must become socializers in order to succeed in victories. Achievers must cooperate with killers to gain levels and increase skill points. Explorers and socializers must communicate with killers in order to make it through the maps. X- Men Legends 2 is truly a great game because it brings player types together and encourages them to cooperate with each other in order to succeed.

February 1, 2006

MMOG BLOG: THE SEQUEL

In the two MMORPGs I played, the player types Bartle explains seem mostly applicable, only they fall short in certain areas, and in some ways are inapplicable.

In Final Fantasy XI, I was, at least according to Bartle’s limited categorizations, largely an achiever, with some explorer tendencies. I liked to explore but did it very rarely, for reasons I will explain. I was never a griefer, or a “killer” as Bartle phrases it; in fact I hate the idea of causing displeasure for someone else. However, I did at some points display a few points of so called Killer behavior. And I was not at all a socializer, for the most part of the definition. What I was, however, falls under a term I have crafted for myself, since Bartle’s list did not include this; a Teamer. All of this I will explain.

First, I was an achiever in the sense that I played the game with the goal of leveling up, getting more treasure, money, loot, and items. I wanted to have the best armor, weapons, and spells that I could get. However, merely acquiring these items is not what I played for. I was in some sense an explorer. I really liked the graphics and scenery of FFXI, but being an explorer in FFXI is tricky business, for a few simple reasons. First of all, every new area that one might explore has a whole new and different slew of enemies. The thing is, some of these are very powerful. And if you are not an accomplished Achiever as well, a.k.a. very high level, then being an explorer could prove very quickly fatal to your avatar. Explore the wrong place and you could end up being eaten by a forest black tiger, smashed by a desert ogre, or killed by a banshee. So the urge to explore was strongly stifled. As for being a “Killer” type of sorts, I happen to share the “helpful killer” behaviors that Bartle said were existant but rare. I liked to help out lower level people than I, getting them started economically, getting them started in terms of leveling, and protecting them from stronger mobs than they. However, one could not actually BE a “killer” in the expected sense because there was no feature in the game that would allow you to perform acts of harm against another player. I was not at all a socializer in the way he meant, because I never got anything out of just talking to people in the game. What made the game fun, and really what earns the game a place as a great game alongside others, was the teamwork. So, I dub myself, a Teamer. I played with the intent on doing things with others. Its not about fighting or exploring or talking or working, it’s about DOING things with them, and around them. I wanted to do the actions of the game, but not alone like an achiever, and I wanted to spend time with my friends, but not just talking like a socializer. I wanted to actually DO things in the game, but I wanted to do them alongside other people.

In Shattered Galaxy, the other MMO I played, the player types come under even more specific circumstances. Myself, I was an achiever this time as well, but only because I don’t fit into any of the other categories. For one thing, you couldn’t really be an explorer much, because most places look very much the same… this is an old game, with sprites and rather repetitive maps sometimes. Not only that, merely moving around the world takes a very long time and probably more work than it is worth. And all the socializers in Shattered Galaxy paid the extra money to be an “elite” member, which entitled them to participation in the political process. So now all the socializers are running the in-game governments. I certainly was not in that group. And for the most part while playing the game I did not come across any griefers. This game is completely opposite from FFXI in that FFXI does not allow PvP at all, and ALL of the combat in Shattered Galaxy is PvP; however, despite the overwhelming emphasis on player killing, I saw no one taking advantage of just going out and killing other players. I think that this stems from the idea that the entire game is about the teamwork of one nation versus that of the other nations.