Main

October 15, 2008

HW05 RC Narma

1) The feeling of immersion that my GUI is exactly is what I had in mind. I really wanted to give the player the feeling that he/she was piloting a big robot fighting machine. One way to do this was to build a cockpit as part of the design, but I felt it did not make sense because of the third-person view the game has. So instead, I tried to give it a more abstract cockpit feel.

The use of black to indicate a disabled robo-body part was something that was critiqued. Tomo Isoyama said that gray would probably be a better color. I absolutely agree. Honestly, the use of a black head was completely an accident. I never had intended for it to be disabled, but I accidentally turned it black and didn't have enough time to turn it back. So, I decided to just say that it was disabled.

2) The screen I used while creating my GUI dulled the colors, so when I actually saw my GUI presented in class, I was surprised how bright everything was. Overall, I would turned down the opacity and/or the saturation of all the GUI elements. I find it's a bit brighter and more distracting than I'd like.

Overall, I like the general size and shape of all of the GUI elements. I might like the "target view" that's at the bottom-center to be a bit bigger. It might be a too small to see the target clearly. At the same time, I don't want it to crowd the screen too much.

The GUI isn't symmetric, but I feel it's fairly balanced the way it is currently arranged and sized.

I think I might change the icon for the gun. It doesn't quite match the color scheme of the GUI. I might like it colored and simplified to match. The purple, blue, and green color scheme is meant to have a high tech and futuristic look to it, with just enough contrast between the different elements.

I think I would like little details added across the whole GUI. Maybe small indicators and texts as part of the existing GUI elements can further enhance the nature of its immersion. I think that more details could be added to the minimap, and its icons could be shown a little clearer. The different shades of green indicate distances across the map.

The gundam damage status is meant to indicate damage across the gundam. It's large in the GUI because it's important, and I think it's narrow nature limits it's intrusiveness. The different colors indicate different levels of health. Green is healthy. Red is very damaged.

The ammo and thruster meters are nice and long to clearly indicate ammo and thrust. Their triangular shape is intended to both minimize their intrusiveness as well as to add to the GUI's angular design.

The target lock icon could be a bit bolder with more contrast and could look a bit a bit more interesting. Maybe a different shape might help enhance the immersion, as well.

3) I have good experience in Photoshop, but am not too used to using its vector tools. I'm more comfortable with Illustrator's vector tools, so I had a few minor problems when using them in Photoshop. I used the pen tool and shape tools primarily, and they worked well for me.

April 22, 2007

Community In Games

Since I can remember, Yahoo Games has had an active and consistent tournament schedule for nearly all of their multiplayer casual games. Players are encouraged to practice and earn rating points until they are ready to enter the tournaments. Yahoo keeps a complete list of tournament results for bragging rights etc. Player interaction consists only of traditional chat, and it is especially hard to keep to track of if you're talking with large game rooms of up to 200 people. Introducing avatars would make it easier for Yahoo Games players to remember and identify specific people within the community.

Because of the daily playing limit for Kingdom of Loathing, I did not get far enough to experience most of the social interaction mechanics of the game. I was able to try the very limited PvP, but did not make it to the chat, clan, or trade systems. The innovative part of KoL is also what limits it. Designed using barebones web technology, KoL cannot display multiple players or avatars on the map. Other than its technological limitations, Kingdom of Loathing provides a compelling community experience including a very active message board.

I'm curious to see if the final version of Puzzle Quest shows multiple avatars on the map. Although it is not built into the game, a clan structure will likely evolved as it does for all multiplayer RPGs. Given its casual emphasis and rock-solid single-player gameplay, Puzzle Quest does not appear to need any special event or tournament structure.

Developers and Players

The player community in WoW and Second Life (for this blog I am saying it is a game) functions differently than developer/ industry pro communities. For the players the community functions as a form of leisure or escape, it gives them a form of entertainment and they play it because they want to, players in these communities are more functioned with play, group bonding and relationships. On the other hand, the developer/industry personal community serves as a matter for research and analyzation to give the pupil in the industry the different perspectives of gaming. They work together, for the most part, to create newer and hopefully better games. This community differs from the other in that it serves not to play, but the opposite, work. So for the player community it functions for fun and in the industry community it aids and helps with work. They are complete opposite and the strange thing is that the same game can function from two different sides of the field; work and play, leisure and "homework". It is ironic that the two communities cover much of the same content and yet their areas of influence are very different. As a developer I would weigh the player community more heavily in my estimation, the reason why I say this is because the games are made for the players in the first place, the games are not made for the developers. The developers work for the players by making the games, it is the player that decides whether or not the game is worth playing, not the developer. The developer has to keep an open mind as to what interests the player and what keeps the player in "play mode" so that they would want to play the game. If it wasn't for the player, the developer would have no job, so therefore I would heavily weigh my decision on the player community. I believe in order to be a more open-minded, down to earth,and well rounded individual, you have to approach the game from all sides of the field. It is defiantly worth participating in both as a developer and player, the two are just as important. With no developer, who would make the game? The two are worth subscribing to, but I would have to say the player community if by far more valuable, however, it still is a good idea to follow the developer community as well, just to get a sense of who the people are and to see how they tick. It is always good to know how people tick, a good lesson in life. Unfortunately, yes, the 30th is our last class session. :(
I absolutely love this class. I love you guys, Great work. ^_^

April 16, 2007

Community Blog - Ryan Wilk

The article assigned for this week discusses how regular events are a crucial element of community building. It is interesting to note, and the article does this thoroughly, that online events and meetings closely mirror their real life counterparts. The article specifically mentions an array of support-oriented communities, such as iVillage’s allHealth, which use events as a primary means to continue interest in a specific program. These chat room events most closely replicate real-life meetings, introducing a moderator and/or specialist to answer questions and help those in need. Only late in the article are games discussed at length. In our discipline, communities are organized around games as the “main event” (271). Having a community centralize around an interactive game allows for a great variety of community structures.

Yahoo! Games may be considered a very casual gaming community. Surely gaming is the primary event, but the website utilizes its casual, unorganized nature to regain players over time. In other words, a majority of the Yahoo community does not necessarily need, or want, a regular schedule of events to retain interest. This is not to say Yahoo ignores its community. It allows for chat in each of its games. This feature could be labeled as topical chat (it is intended to serve the game at hand), but because players are often on during casual hours, the chatting spreads into general conversation. In addition, Yahoo organizes tournaments to strengthen preexisting community and encourage new players to take part. Overall I think Yahoo does an adequate job considering their overarching casual goals.

Puzzle Pirates offers the most immersive community we have analyzed this semester. The game covers many of the community requirements outlined in the reading. There is always a casual place to chat, allowing players to discuss the game or unrelated topics. In addition, the game embraces greeters, assisting new and inexperienced players, and OceanMasters, who are admin type leaders able to assist in most online situations. In addition to this welcoming help, the game allows the player to develop a unique avatar and home (the player can physically see his position within the community), and an easy-to-use friends list. Lastly, Puzzle Pirates is an active, event based community. The main game screen, for example, has an events tab which is always full with community events, competitions, and tournaments. This variety of events gives players numerous options for involvement, creating a diverse and approachable community. Overall, Puzzle Pirates makes an effort to include a variety of players, from socializes to achievers, into its numerous community events.

April 14, 2007

The Game Community

In terms of community, Toon Town and Kingdom of Loathing to an excellent job of uniting players together. The players have to opportunity to chat with one another and come together as a group in guilds, it gives the players a sense of belonging as if they were in a family. They also do an excellent job of hosting events for their players, especially Toon Town. The thing that makes games like Toon Town and Kingdom of Loathing really terrific is that they give their players the opportunity to have something to look forward to is a real treat, it gives you a meaning to live out life to its fullest, even though it is a game. Games have a community and in these communities people can find their own fulfillment. It provides a haven a home away from home to those players that are stuck in unfortunate circumstances in their real lives and it gives them another sense of reality that is positive. Most of all these communities in games gives these types of players hope.The parts of the games that are innovative, specifically Toon Town, is how the creators were able to incorporate mini games within the environment, which gave the players a chance to bond with other players in the same community. A game that would be lacking in community would be Bejeweled and the reason why is because Bejeweled has no community. There is no community in Bejeweled because Bejeweled hasn't gave any of its players the opportunity to interact with one another. This interaction is essential because with out it, there would be no community. A way that Bejeweled can improve is by incorporating a community mechanic. They can do this by adopting the way Puzzle Quest uses versus mode. By applying the same method of game play, Bejeweled will develop player interaction and with the start of player interaction marks the beginning of a community. They can even take this a set farther by hosting a tournament. By hosting a tournament, like the ones hosted for Quake, there will be more hype around Bejeweled and more players would want to play the game. They can even give out prizes to the players that out performs the rest and they can even give out a grand prize to the champion of Bejeweled.

April 2, 2007

Puzzle Quest Demo

Puzzle Quest Demo is a very addicting game. I love the fact that the game incorporates bejeweled as a way to level up. It feels like you're playing multiple games, because there is the story material, then there are bejeweled puzzles. The game has alot of dynamics and it is hard for the players to get bored of it. I am a huge fan of japanese animations and comics, and therefore I like the graphics alot in this game. The heroes are all typical japanese characters. One negative thing about the game is that I feel extremely 'alone' when I'm playing the game. If it is possible, maybe a multiplayer aspect can be added into the game. Perhaps, there can be group quests, or bejeweled puzzles that require more than one person to solve? The character design is plain in this game, but for some reason, I see that as a positive feature. You do not get the chance to move your character around in this game, and also due to the single-player aspect of the game (no interaction with other players), it would be a waste of time if the game lets you perform really detail character customization when no-one, including yourself, will look at the characters at all. The main purpose of this game is the puzzle, not really the appearances of the heroes.

The theme and mechanics go along well, but as other people have already said, the theme does not really have to be relating to the medieval era. The theme can be changed to any other reasonable themes, such as ancient characters, modern characters, futuristic characters, and that will still fit the mechanics just fine. I believe the names and the characters aren't really the main reasons why people would consider playing this game. The mechanics of the game is the most important element and therefore should not be changed because it is the mechanics that make the game what it is. However, maybe the designer can think about changing the amount of text in the game. after playing for about 15 minutes, I started skipping all the text so that I can get to the bejeweled part as soon as I can. Perhaps a more effective way of conveying the story has to be implemented to even further improve the game.

Puzzle Quest Blog - Ryan Wilk

Puzzle Quest is a very interesting adaptation of Bejeweled. Just last week, in my video-game production class, two employees of Pogo.com challenged my team to adapt the bejeweled "match three mechanic" into a new game. Although we did try to incorporate combat into the bejeweled system, we did not near the overall effectiveness of Puzzle Quest. This game is addictive on several levels. First, there are multiple facets of rewards. While in combat, the player is rewarded by earning money, damaging his opponent, or gaining mana to caste spells. Each one of these elements is well balanced, challenging, and ultimately entertaining. In addition, outside of combat, the RPG fan can indulge himself by leveling up, customizing his home, or buying gear to help him in battle. Overall, the game is a great casual/hard-core hybrid that is very addicting.

I was at first skeptical of the game's theme. Because the bejeweled system as been manipulated into so many forms, I felt fantasy would just add to the mountain of look-a-likes. I was quickly proven wrong; the implementation of traditional RPG combat (gaining mana, turn based strategy, etc) meshes perfectly with the primary match-three mechanic. After my first battle, I had fallen for the overall dramatic premise.

If I had to propose a different theme, I would have to go with the traditional GTA inspired gangster genre. This probably wouldn't really fit in with the casual gaming market, but it certainly would add some comic relief. The art assets would change as follows:
- Three matched bullets would cause damage (rather than being equipped with swords and shields, you would have an array of guns and body armor)
- Three bags of cash would gain you cash (replaces gold)
- The art assets to replace mana and experience are more challenging; perhaps a jail cell for experience points, and an assortment of drugs and alcohol to replace mana? (this casual game might have a mature rating…).

April 1, 2007

Puzzle Quest

Wow. This game is seriously addicting; I had trouble putting it down to write this post. In fact, I kept playing even after the demo prevented me from leveling up. Puzzle Quest takes Bejeweled-style gameplay to a whole new level by adding skills, items, and spells. Unlike many other RPGs, it features an incredibly engaging and replayable single-player mode, and I can imagine that multi-player will be even better. It will also well suited for the PSP because each puzzle doesn't require that much time to complete, and the game is not as complex as a PC or console RPG. Puzzle Quest is a polished, rock-solid game that features incredibly thoughtful hints and context menus, which completely eliminate the need for tutorials or documentation.

The medieval fantasy theme fits well with Puzzle Quest's game mechanic even though I believe it is mostly irrelevant. At first I read all of story cut-scenes, but eventually I just skipped them. The art and the interface is attractive, appropriate, and consistent, but it's the game mechanic that is truly compelling. Alternatively, the designers could have chosen a futuristic theme with humans, robots, and aliens, instead of warriors, knights, and wizards. The story, art assets, item names, and skill names would have be swapped but the core mechanic could remain exactly the same.

Puzzle Quest

This game works because it make playing Bejeweled even more fun to play. The reason why is because that the game mechanic gives you a reward for playing the game, you don't just play the game to go to the next level, you actually get rewarded for it like getting gold, experience points, and it also gives you an incentive to collect certain rows of three. Also the game also encourages the player to collect gold buy building ones own players sanctuary. That alone will give a materialistic person like myself a reason to play. The story element associated with that is a nice touch and helps the game become immersive rather than just playing a puzzle game like Bejeweled, also it makes playing the puzzle game more engaging by having you compete against the computer in a battle.

The game doesn't work in that it is too much like Bejeweled, there needs to be a new way to play the game and come up with a brand new unique puzzle to play against the rival. Also the avatars and characters in the game are not unique and the game mechanic doesn't let you design your own character. The game doesn't let you decide which side of good or evil you want to be on, you are automatically placed on the good side, though the player may want to join the dark side but the game does not provide such an option.

A different theme could be the ever so popular fantasy theme and that could be changed with a mere skin change. Avatars would have different clothing and the wizard avatars would be a more advanced wizard (i.e. sorcerer.) Especially gaining mana for spells which is already a game mechanic is very fantasy immersive for the player engaging in the game and would have a more immersive feel while playing it.

February 26, 2007

Blog Assignment - Social Network Analysis

It is rather difficult to offer improvement for the Puzzle Pirates without spending a considerable amount of time expanding my friend list, earning experience, and joining successful crews. From a casual standpoint, however, the game seems to have a fairly successful social network. The density of social groups for example, is rather loose, which embraces the casual nature of the game. In other words, a node with many connections, upon leaving the game environment, will hopefully have very little affect on the people left behind. The cliques of the game remain casual enough that each node does not depend on the interconectivity of his friends for success. The main problem I have with the game is its rather confusing new-user content. A new player is unsure, and rather unable to ally with friends and gain assistance when starting the game. I think the overall social network would benefit from some type of mentor system; reward an experienced player by having him show a new user the basic steps of play.

I agree with most of the previous comments made regarding KOL. This system really has limited clique formation in its beginner stages. In other words, there is no cluster coeficient. It is unlikely, for example, that two nodes who are my associates are likewise themselves connected. Despite having a very advanced and humerous chat feature, the game would benefit from embracing some form of co-operative clan quests. Because the game is so simple, they could also embrace user created artwork etc. that allows networks/clans to stand out visibly. And again, possibly because I have not played the game for hours on end, it would be great to include social interaction within the new-user training program. The beginning of the game is a very individual experience, and because I was expecting a social experience, I quickly lost patience.

Both of the casual games I played were from Yahoo games. Pool and Yahoo Graffiti both embraced a similar social system. Chatting is always available, both during gameplay and when waiting for a lobby. However, from what I gathered, to add someone as a friend, you must use the Yahoo! messaging service. I think both games would benefit from some addition to the UI that shows if people you have played in the past are available. For example when finishing a game, if you prefer a player, he will be easy to find in the future. I think this would greatly increase the growth of friendships in the system. Other than that the games succeed as they were intended. There is no heavy clique formation, and rightfully so. The competition is supposed to be casual enough that the player does not have to invest uneccesary time in the experience.

February 11, 2007

Proposal

D.I.C.S (Department of Intercampus Security)
Celeste McWhorter (Director of Development)
Dilfer (Programmer)
Vince Malic (Taggie)
Nick Battjes (Writer)
Torin (Tech)
Vincent Ho (TBA)
Aaron Ko (TBA)
Ryan Wilk (overseer)
Jonathan Zabel (Organizer)

USC students are our audience

The number of players varies and is dependant on participation

The overarching story here is going to be a war between two distinct and fairly traditional teams, a rebellion and an empire as it were. The empire is DICS (Department of intercampus security), an evil police organization clothed in the livery of the fake police force of the same name that my friends created for their TV series. The as yet unnamed rebellion will be constantly publicly persecuted in hilarious ways by the DICS officers in the areas in and around campus. The first public event will involved some of us dressing up in the DICS uniforms and chasing hilarious-object-holding members of the rebellion, at this point also us, around campus. We will then place fake wanted posters with the images of the members of the rebellion on them and a website to go to in order to report information about the suspects. There will also be recruitment posters for the rebels that will direct potential players to another website and give them instructions on how to join the group, formally making them a part of the game. Over the ten weeks we will develop more events, facebook groups, websites, posters, daily Trojan articles written by our patsies on the inside, and any other means of causing interest and dissent amongst the populous as we can.

Platform

Work divided into nine positions

Director of Development (D.D) - makes sure deadlines are meant, keeps track of progress, and makes sure work is done
Organizer- Creates the Ideas, the innovator of the project and moves it to the direction it needs to be
Treasurer - keeps track of funding, buys supplies and makes sure that everyone has contributed
Writer- creates the story line and adds and extra creativity to the ARG
Tech- helps run website and works alongside the writer
Programmer- designs the website, posts up fliers
Overseerer- keeps tabs on the "safety of events" keeps an eye out for DPS, posts up fliers
Taggie- Publicity of the events, facebook, organizes fliers and other media forms
Assistant- posts up fliers and available when any of the above needs help

*Everybody participates in the events

*Every week each member contributes 5$ for funding

*Meetings are Sundays at 3:30pm

week 1- website and fliers "@"

week 2- facebook "#" and planning

week 3- @# Event A

week 4- @# planning

week 5- @# Event B

week 6- @# planning

week 7- @# planning

week 8- @# Event C

week 9- @# Daily Trojan

week 10- Major Event

February 8, 2007

The end of Perplex City

When I saw this article I knew I had to share it with the class.

Digital Treasure hunt gets winner

February 5, 2007

Blog 2 Yahoo Casual

Yahoo! Graffiti:
Yahoo Graffiti is more or less an online version of Pictionary, or the illustrative mode in Cranium. In the short time period I played, I really encountered a range of player types. Fortunately the game includes a group-ban function, so Killers were quickly kicked out of the game. Overall the gamers were, as intended, casual. It was obvious that although the game is a social experience, its casual nature ultimately directs the entire experience. In other words, players are mostly signed on to pass the time at work, school, etc. Because of this, social interaction outside of the context of the game-play was very limited.

Yahoo! Pool:
This game is even less social than Graffiti. Here the games are limited to two unique players; I was quickly kicked if I attempted to 'observe' an ongoing match. I suppose the most intriguing social aspect of the game is the leader board that is displayed on Yahoo! I imagine the leader board has created some online rivalries or tournaments. Otherwise, the game is geared towards one on one combat, and specifically, the individual agenda to score more points, etc.

February 4, 2007

Players In Games

After resurrecting my old hotmail account and struggling find an available nickname, I manage to log into MSN Games. I'm greeted with a message box that tells me to switch to Internet Explorer. Okay, fine. After digging for a while, I find MSN's top five multi-player games:

1. Poker
2. Uno
3. Checkers
4. Hearts
5. Backgammon

Wow! Sounds like I'm in for a treat... I decide to go with poker because I have some experience with other poker websites. After installing over five ActiveX Controls, the game finally loads. Six minutes later, MSN finds me enough opponents to start playing. I'm placed in the bottom right corner of the table at an awkward angle, and my cards are only visible when I rollover them. The action buttons (call, fold, etc) are small and scattered.

There is a chat window but no one has said a single word. I decide to break the ice but no one responds. So, I play a few more hands and quit. MSN Games' community is nonexistent and there appears to be no effort to encourage social interaction. Even worse, MSN's games are just poor. It is clear that MSN only created this games section because Yahoo did it first.


On the other hand, Yahoo has twenty multi-player games including some originals. The games are Java applets, so you only need the JRE which most people already have. Initially, when I clicked "Join," nothing happened, so I had to disable my pop-up blockers. While Yahoo's multi-player games aren't flashy, they are consistent and have a thoughtful user interface.

Similar to Sissy Fight, all of Yahoo's multi-player games feature a lobby where you can chat with other players before joining a table. Each of the games I played had a very active lobby with a combination of trash-talking and friendly conversation about the game, or otherwise. I also noticed even more chatting in cooperative games like Spades. Unlike MSN Games, the in-game chat was also lively.

Social Dynamics In Games

Kingdom of Loathing is much more of a single player RPG than an MMORPG. The player's social experience is limited to brief, non-immersive PVP battles. These battles might as well be random because there is no social interaction other than a victory or defeat message. There is, however, an active forum and various high score lists where players can compete for the top ten spots.

The most innovate part of Kingdom of Loathing is that it restricts the amount of a time a user can play. Every day, players are given limited number of “adventures” where they can explore a location, battle a monster, or both. Even though players are allowed to earn a limited number of additional adventures, this restriction prevents the game from consuming their life.

Unlike the majority of online games, Kingdom of Loathing is HTML-based and does not rely on technologies such as Flash, Java, or Shockwave. Additionally, the programmers are not pushing the boundaries of HTML with Javascript animation or AJAX. While this may result in less immersive gameplay, it does maximize compatibility. Users can likely play Kingdom of Loathing on older computers and even cell phones where advanced web technology is not available.

The artist's style is plain, two-tone style which is absolutely appropriate for Kingdom of Loathing and its website, but it is the writer's shtick that holds the game together. Overall, Kingdom of Loathing is a solitary yet entertaining gaming experience.


Unlike Kingdom of Loathing, Sissy Fight is completely socially dependent. Three to six players have turn-based interactions on the school yard where they can scratch, grab, and tease other players, or heal themselves, and tattle on the other players.

Sissy Fight reveals quite a bit about human nature in survival situations. For example, players will relentlessly target the weaker player(s) if it increases their own chances of survival. Also, players attempt to ally themselves against others who stand out or do not conform to the group's social dynamic.

Players are allowed to chat with each other as much as they want at any given time in the game. Most of the dialog consists of taunting or insulting of other players, and sometimes attempts to ally against a specific player. The majority of the time, if you are too quiet, you are targeted; likewise, if you talk too much, you may be targeted.

While Sissy Fight does not inspire much camaraderie, it does strongly encourage you to socialize with other players, which held my attention much longer than Kingdom of Loathing.

Blog Assignment 2

Seeing that I already had a worn and trustworthy hotmail account, I figured I'd first go to MSN games, since I would have the luxury of skipping the whole registration part. Nonetheless, MSN Games manage to toss a few administrative obstacles my way, shuttling me from Firefox to IE, and then after that, requiring me to install some ActiveX goodies to get to the gaming. After getting my browser corrected and updated, I then had to figure out where on the page to direct my attention, seeing that "MSN" and "Games" are both impressively broad categories, resulting in a ton of links to choose from. For the sake of convenience, I avoided "PC Downlaod" and for the sake of my wallet I avoided "Play for Cash." Among the remaining options, most of which didn't trigger any significance for me, I went with free games. With the attention span of a typical Counterstrike player, I clicked straight to the first game on the list and overlooked the instructions. I ended on some sort of playing field where I was to put down chips with random Greek characters to do... something, I guess. It was all Greek to me, though. There didn't seem to be any other players involved.

Yahoo Games was a little friendlier to my computer, and thankfully receptive to Firefox. I settled much more quickly into a game, called "Yahoo Graffiti," which in stark contrast to the archaic game on MSN had an intuitive setup (it was pictionary, plain and simple), and, most importantly, other people. I had a good set of chuckles; I was assigned the word "Internet," which was much easier to draw than to sculpt out of clay (kudos to the Cranium team that pulled THAT off), and also Ninja, which I also drew in a recognizable manner but only managed to elicit "ninga (sic)" from the other player. I cheated to win that round by erasing my ninja and writing in big letters "SPELLING!"

Of course, the overall experience with MSN and Yahoo Games was different from the time I spent with Sissy Fight and Puzzle Pirates. With the Games systems, one is operating on a much more abstract level than with the MMOs of last week. I imagine that the players approach the systems with a very targeted goal; to play a game that is more in the category of crossword puzzles, sudoku, or Set for that matter. They're the kind of games that tickle a very specific part of the brain, games that require the entire focus of the player so that the social element is sharpied out - should we view the human mind as pragmatic, a immersive, interactive social element really isn't necessary. Beyond teaching and learning the basics of the game, it wasn't necessary for Set, and MSN and Yahoo Games take the Set/Boggle gaming principle and webify it. I had fun drawing ninjas and the Internet, but the most social investment demanded by the game was the ability to guess the drawing.

The key difference between these gaming forums and the MMOs like Sissy Fight and Puzzle Pirates is the role-playing or representative element. The full gaming experience for the MMOs is contingent on an identity that is tailored and created by the user. Sissy Fight, stripped to the core, is essentially an uber-version of Paper Rock Scissors, and indeed, I'm sure if I looked I could find some sort of Paper Rock Scissors game on MSN or Yahoo. However, on top of this gaming prototype, Sissy Fight has built a cultural and social context that makes it more than just a rehashing of an ancient game; by participating in it a person, together with the people he's playing with partakes in a sophisticated and totally fun satire of the Mean Girls stereotype we all know and love. Similarly, I participated in a Sword Fight on Puzzle Pirates, and that was a familiar variant of Tertris, which, recalling my lamentable middle school days, is a game that can be very isolating and solitary. However, from the delightfully innovative Sword Fight theme built on the Tetris style game to the larger Pirates context users partake in, Puzzle Pirates builds incentives for social interactions and projecting a unique game-based representation, or avatar. In a nutshell, the social element is necessary. And if you want to play the games with the social element, that's what Yahoo and MSN games are for.

I don't want to put the gaming portals and the MMOs in any sort of value hierarchy. It definitely felt to me a to-each-his-own sort of setup. If one wants to play a game of chess, he or she can hop onto the gaming portals, have the internet find a partner for just one game, play it, and move on. If Patricia's sitting next to someone on an airplane and both have a need to be entertained, out comes Set. If you're in the mood for something a little more participatory, something that requires a bit of personal projection to win, the MMOs are there. Similarly, if you're sitting around at a party and there's a warm, let's-get-to-know-ya feeling hanging in the air, Patricia whips out Cranium.

The communities in the two categories are dealt with in the ways one would expect, given their purpose. Yahoo and MSN are about fulfilling that on-the-spot gaming craving, so there's no need for avatars, for elaborate names or profiles, for persistence-over-time (except for a rudimentary badge system in MSN) or for "experience points." MMOs address a different need, a human desire to perform, to interact. In those contexts, then, we have avatar customizations, storyline contexts, and elaborate communication systems. For the former group, social interaction isn't discouraged per se, it's just that social interaction beyond a "quick match" simply isn't what people are looking for there.

Assignment 1 for 482

Blog Assignment #1

Set: Set is arguably the least social game we played. It simply consists of individual brains attempting to narrow down possible combos as quickly as possible. There really is no eye-contact or social interaction until Set is yelled.

Boggle: Boggle was really the first game we played that began to make the social aspect enjoyable, if not primary. Although not as clearly a party game as Scattergories or Cranium, the reading of word lists at the end of each round did reveal the logical approach of each individual player. This led to several friendly arguments and plenty of laughter.

Scattergories: Scattergories, like boggle, was very individualistic while the game was being played. However, because the mechanics of forming words was not as rigid as boggle, the post-game activities really began to reveal personal traits, habits, and humor. This is a very classic social game, and is even more enjoyable when you add in teams.

Cranium: As Patricia noted, Cranium is truly the most social of the games we played. The mechanics of the game are really structured to force people into revealing their own personal traits, attitudes, and skill. This leads to very enjoyable and often embarrassing game-play.

Puzzle Pirates: Puzzle Pirates initially appears very similar, regarding its social elements, to the games we played in class during the previous week. The individual player, similar to Set, or Scattergories, is responsible for his/her own ability to solve a puzzle. However, Puzzle Pirates allows this individual agenda to play a part in the effort of the entire team (the ship’s crew). Thus, the social dynamic is built on team expectations. You are expected to succeed at your individual task for the success of the mission. This structure requires a leadership role that can lead to both player hostility and companionship.

The Kingdom of Loathing: This game, although witty and entertaining because of its very simple aesthetic, does not create a very captivating social dynamic. Although the game offers a clan based community system, it lacks a detailed level of teamwork that would really push the social dynamic. The game seems mostly geared towards the single-player experience.

The social "realms" of gaming: Social Interactions in MMOs

The games I played were bejeweled two on www.worldwinner.com and Poppit! on pogo.com.

Unlike Kingdom of Loathing and Toon Town, Bejeweled two did not deal with the community of the players, if anything it did more to discourage social interation among them if anything. The reason I say this is because the entire game play is meant to be solo, considering the game play it is just one player focusing on how to solve the puzzle than to interact with other players playing the same game. In fact, it would be both a distraction and a hindrance if it allowed players to communicate with one another. The reason why is because there is a time factor that limits you the amount of time allowed to play the game and if you are talking to someone else you will lose track of the game. This game is defiantly NOT for the socializers, those who play a game to interact with other players. Not for killers since those no one to kill unless you consider eliminating the three jewels as "killing three at a time" which I highly doubt is the case. Not an Explorer game since there is not much to explore, unless you consider the new screen cap at the next level as a way of exploring, there is no environment available to explore. This is THE ACHIEVER game because that is basically all you can do; to advance to one level to the next.

Poppit! On the other hand did share more of a resemblance to the MMO’s like Toon Town and Kingdom of Loathing concerning social interactions. If reflects more like Kingdom of Loathing when dealing with how the players interact with one another; meaning that there is a side chat bar that players can use to talk with one another while playing the game. Community is divided into “social rooms” meaning that there are a X amount of players in a room playing a specific games, players playing the same game enter one of these rooms and can talk to the players playing the same game. This type of feature enables social interactions among players. Like bejeweled, the Explorers and Killers are limited on what they can do to satisfy their own need to kill and/or explore the many dimensions of what the game has to offer. On the other hand, Socializers now have this new realm that enables them to talk with each other while playing their own game. Poppit! doesn’t have a time frame to rush the player to finish a particular level as well. Like Bejeweled, Achievers can still flourish by advancing to one level to the next. I guess in every game there is always an achiever, even in Solitaire, since there is this goal to finish the game.

The pattern trends of the MMOG population have increased DRAMATICLY over time, special thanks to World of Warcraft with over six and a half million players! Congratulations Blizzard that’s about 15$ a pop per month. The MMOG started with player populations around 10,000 in 1997 to 6,500,000 in the summer of 2006. Concerning the chart player populations are still growing.

Players in Games (1/29/2007)

Aaron Ko
CTIN-482 #2 Blog Assignment

Yahoo Pool: Even though there are many players who play Yahoo Pool, this game does not require any sort of social interaction. Most of the times, players do not really talk to each other at all. Everyone concentrates on his/her own game, no help or assist is needed throughout the whole game. In comparison to the 'lite' MMOs that I played last week, I would say Yahoo Pool is a similar experience to the Kingdom of Loathing, since both games do not really encourage social interactions. However, overall I feel that Yahoo Pool is better and more fun than Kingdom of Loathing.

Yahoo Graffiti: This game primarily builds on social interactions because players have to talk to one another in order to guess what the other person is drawing. In comparison to the 'lite' MMOs that I played last week, I would think this game is more similar to Toontown in terms of social interactions. This game is identical to one of the parts of Cranium where one has to guess what his/her partner is drawing. This game allows more players to play at once (maximum of 6 players) in comparison to only two people playing in Yahoo Pool. This is more of a game for a party of people.

Social Dynamics in Games (1/22/2007)

Aaron Ko
CTIN-482 #1 Blog Assignment

Toontown: There are lots of interactions between players. You can chat and make various gestures and emotions to other online players. You can make friends inside the game. The game definately encourages social interactions. The game importantly teaches players how to play the game through a training and tutorial session.

Kingdom of Loathing: This game is definately geared towards a single-player experience. When I played it, I feel somewhat isolated and detached from any kinds of interactions. I had a hard time trying to figure out how to play the game. The instructions were not good. I found this game quite boring, in comparison to Toontown.

Bongles + Set: These two are more 'quiet' games. Each player is occupied with his/her own thinking. Social interaction is of a minimal extent.

Cranium + Scattergories: Scattergories is in a way like Bongles. Cranium allows by far the most social interaction. It is definately a game for a big party of people because everyone has to perform/entertain through various methods. There are some embarassing moments in the game. Bongles/Set/Scattergories allow social interaction when players judge on the players' sets/words. However, Scattergories and Cranium are grouped together because these two games are more suitable for a big party of people.

May 11, 2006

Emergence in Second Life

Second Life is an MMO sustained by user created content and emergent player goals. The content creation scripting tools have been made simple enough for accessibility to almost all players, while having the variety of customizations sufficient to cross the complexity barrier. The world of SL has dynamically emerged new systems of player psychology, sociology, and commerce. I will discuss examples of where emergent behavior is beginning, and give my predictions of what these earlier surprises may mature into.

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April 10, 2006

Playtest Guide

Impossible Gladiators Playtest Guide

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March 27, 2006

Emergence in the land of the Emergence: Second Life

I'm still not quite sure what the purpose of second life is. There is no one single goal. Granted, SimCity proudly claims there is no "goal" of SimCity: however, there is an inherent need of survival which is making a prosperous city. In second life there isn't even survival. There is no time limit. There is no need to eat. There's no need to drink. There's no need to procreate. There is no need for shelter. Second life characters are not, Tamagachi. Perhaps, there is a need second life exploits that make us different from most animals: we need social interaction. Second life takes care of these most basic of Maslow's needs, including the private needs that our neighbor’s lingerie shop offers.

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March 20, 2006

Gantt Chart for Impossible Gladiators

The Cause and Effect of Art and Scripting takes place in a magnificent .pdf. Also called a tentative schedule.
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March 19, 2006

Designer Values

After reading the piece by Taylor, I came away with some important facts and situations of the roles of designer values in game design. The most important and profound statement made in Taylor’s piece was that there is “a fundamental way in which initial world designers and the architectures they implement will always have a deep, implicit connection to the artifacts that make up the environment.” Even if the initial designer values are miniscule to a certain extent, ultimately it is these values that have the final say in what can or cannot happen in the game we, the players, will play. Taylor points out that “code, graphics, systems architecture all arise from somewhere, from human agents.” The complexity and craziness of a game can only go so far before it reaches a limit of basic rules, regulations and constraints based on the values of the premier designers of the game. Worlds and environments in games are always designed with a structured goal in mind. As Taylor points out, the user only has so much control with what to do within the game environment. This s why the designer values are so important in game design because they shape what the players have control over as Taylor makes very clear in the reading.
If we go back to Halo and its online system specifically, Bungie had a clear goal and value in their overall design of the system. That is, they wanted a fair rank system of battles ranging from beginner, to mediocre, to expert. Within the game design, Bungie used the three prominent themes that Taylor discusses to base their online world in and make it as effective as possible for the players. Those themes are immersion, identity and social responsibility, and legitimacy. These themes had the aspects of their designer values and allowed the players to only do so much under their control and design. But as time went on, players found ways to manipulate these themes under the designer values. Through modding and cheating and various ways of tweaking their systems, many players found ways to disrupt the online community under the goals of the design by Bungie. The players were still under the environments that Bungie created, but ways were found how to alter the immersion, identity and social responsibility, and the legitimacy of the gaming experience. This type of experience under designer values can be found in many games where players find ways to implement “netsex”, alter egos, and more levels of freedom under the scheme of the designers (i.e. The Sims, World of Warcraft, Star Wars Galaxies, etc). Designers must always prepare for instances where players will manipulate their values to suit a different need other than simply doing well in the game. For example, as Taylor points out, in one game where players can change their identities very easily, designers can adjust their values to make the price of changing identity raise exponentially each time. This will slow the frequency of identify changing under the overall design and environment of the creators.
In Second Life, we too will look for ways to make our designer values important and functional in the overall system of our game. We will need to anticipate cheating, etc., and find ways to make sure our designer values stand tall among the freedom of our players. We want to give our players freedom, but ultimately, we will need to have design values that systematically give some structure to structure to the immersion, identity and social responsibility, and legitimacy of our Cultural Exchange game. In the end, design values are so important because they give the players the underlying structure of the virtual world. If in any case we notice something with our design values, we will need to revamp our values and environments to further apply to our original goals.

March 6, 2006

Impossible Gladiators Design.Doc

Rules and Play description for Impossible Gladiators.

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Assignment 3: Player types

In the Bartle reading, “Players Who Suit MUDS”, he touches upon the fact that there are several types of gamers. There are the achievers, explorers, socialisers, and killers. Such gamer types can be applied to players of MMORPGs. The games I chose to describe are World of Warcraft and The Matrix Online. My experiences on both of these games were very different. Upon starting WoW, I opted to choose the warrior, because I felt warriors were a class that was less dependent on others for help. At this point, I would consider myself an achiever because my whole purpose of playing was to gain high levels with my character. I would always go on quests alone and basically play on my own time and leisure. If I wasn’t questing, I would usually be grinding, just so I could reach the next level. I would always catch myself looking at my stats way too much; constantly monitor the “next level up” numbers. However, I reached a point where achieving in this game was more accessible when done with a group of people. I remember joining someone’s party out of boredom one day and realizing that we go a lot more done than I would have on my own. Difficult enemies became easily manageable, and the experience division was curbed by fighting more enemies. WoW forced me to mix my achiever type with the socialiser type because it was needed in order to form effective groups.
The Matrix Online yielded a different experience for me. Unlike WoW, the Matrix didn’t really lend itself to the socialiser type, or even the explorer type. I felt the world was constructed in such a monotonous way that any interest in exploring would be ruled out. Solo play was the favorable choice for me and most people I knew who also played the game, simply because of the way the missions were set up. There was never a time when I played when I found myself saying “I can sure use some help completing this mission”. Constant deaths would just lead me to believe I needed to improve my level and stats. Usually in towns and other areas in WoW, you would find many players interacting with one another, many requesting a warrior, priest, etc, to add to their parties. I found no such interaction in the Matrix. People congregated in these hubs only to upgrade their stats and buy items. This game mainly made me an achiever; because that was the only way I could play the game and have a small amount of interest.

Assignment 1: Social Metaphors

Social metaphors of many types lie at the heart of most of the games we play today. Upon looking closer at games down to its basics, one can basically see the parallels to our social lives the game possesses. For example, if someone takes The Sims and breaks it down to its core gameplay, they might realize that it is a doll house with more features. Looking at some of the role-playing games I play, some of those games boil down to office “excel sheet” handling and organization. The game basically teaches me how to optimize and organize, just like an office setting would.
The game I chose to play was sissy fights. In this game, you are a kid in a school yard environment and you interact in groups of other kids, trying so kick people out of the group. This is done by insulting the other kids. One can defend themselves, attack someone individually, or choose the option of teaming up on someone. When you get hit to many times, you lose the game.
The social metaphor in this game basically is the schoolyard environment where bullies and mean girls used to run rampant. The way the game mechanics work, it is easy to relive the feelings associated in the schoolyard environment. Upon starting this game, I came into the Sissy Fights world on my own. It was clear to me from the moment I started playing that people like to run together in little cliques, much like I remember from elementary school. In some of the games I joined, it was pretty much a free-for-all, not many alliances were evident. Other games I joined had blatant alliances that basically would always team up on the new guy and make their initiation to this game a hard one. It was hard at first for me, but I convinced my brother to come on and play also. Since he was just a room away from me physically, we had a better chance going around and winning some games. The fact that I had to result to that shows how closely this game mirrors the school yard experience.

Assignment 2: Counterstike Flow

In the reading Flow, it discussed a state of gameplay by the same name. This can be described as the happy median between boredom and difficulty level. In other words, a game can bring a player into a state of flow if the game reaches the right difficulty level as well as keep the player entertained. In First person shooters, this can readily be seen, since the requirements for flow are always fluctuating.
The game I chose to describe is Counterstrike. Upon searching for my Counterstrike fix (when I was addicted), twenty-five percent of the work was finding the right server that suited my mood and play style. I would randomly select a server, maybe “Dust 24/7” or “Fragfest”. Upon entering, I would leave for one of two reasons: either the server was too easy and inept (i.e. a newbie server), or the server was way too difficult. The only time I would stay on a server was when I was truly enjoying myself, a feeling that only came to me when experiencing the perfect difficulty and challenge. I would always bookmark servers that provided this sensation, but even those servers had its bad days. Eventually, my reason for logging off would mainly be dependent on the status of the server. The people who frequented the server are the main reasons to play, so when there isn’t enough regulars playing, it may be time to log off.

impossible gladiators powerpoint

impossible gladiators
design document

Triple Rally Design Doc

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March 5, 2006

Powerpoint/Desgn Doc for EC

Exchanging Cultures (EC) Game
EC is a diplomatic game within Second life with both short term and long term goals.
Short term: Interact with and complete the games within EC
Long term: Create virtual communities and relationships based on the exchange of cultural items such as dances, art, recipes, clothing, and images of other places for travelers/explorers.
Each player becomes a diplomat who must attempt to understand the cultures of the people that he/she is building relationships with, as well as share elements of his/her own culture
Game Play
Each player starts at the “World Exchange Cultural Center” or WECC, which is the headquarters of the EC game.
WECC is represented by a geographic globe which will be floating and rotating in the air
This globe is a “gate” for accessing continents, regions, and cultures that the player will interact with by touch the part of the globe that he/she wishes to experience
When a player enters the WECC they receive a number of cultural items that they will need to complete the challenges
Next, the player chooses a region on the globe and touches it, the avatar is then transported to the corresponding culturally-themed room
Game Play cont.
Once in a room the player will face a challenge before he/she can return to the main room
The player will need the items they received at the beginning in order to complete these challenges
If the challenge is properly completed then the player receives a reward, another cultural item from the room
The player may then return to the main room and choose his next destination/challenge
Players may track their progress
The Globe
Click on a continent, and then your avatar will be transported to the corresponding room with five cultural objects.
Example of objects:


“Continental” Rooms
Rooms will feature riddles, quiz questions, descriptions, and games for the players:
The player may be asked a question about an object in his or her avatar’s possession.
The questions and riddles will help the player figure out
what object to leave in the room before departing.

For example:
They are made from the fruit of the higuera tree, which are
common throughout Puerto Rico. After taking out the pulp
of the fruit through two holes that are bored through the
dried shell, small pebbles are introduced into them. What instrument
should you leave in this room?


EXCHANGING CULTURES (EC) GAME

Conceptual Idea of EC GAME: Description of the Public space of the EC game and why EC promotes Public Diplomacy

Exchanging Cultures (EC) is a diplomatic game built inside “Second Life”, a Massive Multiplayer On Line Game (MMOG). The main purpose of EC is creating virtual communities and relationships based in the exchange of cultural items like: dances, art crafts, food receipts, architectural models, dresses, cultural routes and images of real original places for travelers and explorers. The best diplomat is the one who understand the culture of the people that is building relationships with. The diplomat has to become a kind of anthropologist who invests time and interest in understanding the details of a culture and then starts to share his own with respect.

The idea of exchanging cultural items and having a specific virtual space and a game available 24 hours makes of the EC game a compatible game that can be played for people from all the world time zones. The fact of having a cultural game where people could exchange unique and original objects and actions for free will make of EC one of the biggest resources for experimenting new features in the Second Life virtual world. The “World Exchange Cultural Center” (WECC) is the headquarters of the EC game. WECC will be represented by a Geographic Globe, which will be floating and rotating in the air. The WECC floating globe will be a gate for accessing the different continents, regions and cultures that the player will interact with, through touching and selecting one of the them in the globe. This will be a similar idea of the tv series and film “Startgate”, where a circular metallic ring becomes a tele-transporter to another universe. In the EC case it will be the different interacted parts of the globe the ones that will open another spaces, rooms and game levels, in the planet Earth and the culture that habits in there.

DESIGN NOTE: I think could be nice to have here and IMAGE OF THE FLOATING GLOBE with some people with different dresses and skin colors around it and someone touching one of the continent. The continent would be with a zoom in or some kind of special effect that will look as a opened gate or a teletransporter. THE GLOBE SHOULD BE GEOGRAPHIC NO DEFINING ANY POLITICAL BORDERS BUT GEOGRAPHIC LIKE MOUNTAINS OCEANS, ETC.
PLEASE INCLUDE AS MUCH IMAGES AS YOU CAN IMAGINE BASED IN THE DESCRIPTION AS POSSIBLE SO PEOPLE COULD HAVE A FIRST VISUALIZATION.

The WECC serves for two purposes. The first one will be as a tutorial where people will learn how to drag on their library new cultural features like animations that make you dance, traditional dresses that you could wear, pictures of traditional plates or original aliments from one place, music, pictures, art crafts that you could wear, use for building or use as decoration, etc. The second purpose will be for using WECC as a cultural learning center where each player would be able of playing several mini games.

The mini games will serve for learning and understanding cultures. They will be trivial games that ask cultural questions or constructive games where you would have to build an specific dress or art craft or perform a dance or do a questionnaire to a person from that culture. The WECC will serve also as a place for the encounter of people from different cultures to exchange language classes or practicing different language, to ask to a cultural native about a place that someone is going to visit or just to share their travel experiences, photos and videos. The idea is to provide a basic architectural infrastructure based in the 6 continents where the people could build new rooms for their own culture and for different cultural exchanges purposes, for example projecting small video clips of a real place or event or even create the Second Life EC International Film Festival.
The players will be able of learning about geographical, demographical and cultural information of different continents in a virtual space where the mistakes are allowed and recommended for learning something new about a culture.

EC will be respect all the people who would like to share, exchange and build cultural items and experiences in an environment of respect and creativity. For that reason the globe would be based in the cultural inputs of the people and in geographical representations where different cultures could be sharing the same space. The main purpose of EC is the representation and the motivation of the Cultural Exchange beside any political, religion of business interests.

The exchange of cultures will be based in certain rules that will provide the principles of discovery, experimenting, justice in the barter process, respect of the other likes through inviting to the exchange but no forcing it, renewing cultural information and items, replay ability through updating the cultural items and the games developed in the WECC.

There will be scores and special recognition and abilities for the different players who will create more cultural items for the different categories: food, dress, dance, art craft, dance, architecture, etc. Hopefully with the collaboration of cultural institutions we could even provide free flight tickets or housing around the world so the best players, the ones who play to increase the exchange of cultures (ECs) in their different aspects, could meet each other.

Game Background & Motivations.

It is based in the idea of creating entertainment games related with the function that a multicultural international organization like the Unesco could develop. The discovery and the player skills development are some of the most important motivation for creating a flow during the game experience. Also, the exchange of cultural items and habits it is a very rich full resource for inviting the players to discover new and original aspects of different cultures.

Through this game project, we seek to explore questions such as how are different culture’s created, integrated or/and maintained in a digital world, what type of emotional investment would player’s have to a game if they have a greater sense of agency in the game’s purpose? People can connect with people from different cultural and artistic skills backgrounds so they can learn while playing. We develop a cultural context where you can play while learning different aspect of different cultures: dresses, foods, dances, artcrafts, etc. The game also provides a place for the sharing of media- photos, video, and stories. Users can attend the virtual theatre and watch media submitted by other users. Since the game’s scope is international, it will provide an international inter-cultural bridge between people. Using media as universal way to communicate with each other. We seek to evolve the ways humans communicate through the use of shared media in the context of a game.


The Prototype: Describing the Player Experience, Game Design & Specific Rules.

I think it could be great if you could describe here :
1) The Player Experience: Narrate with words and the draws and design the
Prototype or Short Film giving a tour of the space( just create some artcraft and exchange between each other)

2) The Game Aesthetic.
3) Game Mechanics & Rules.

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.

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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.

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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.)

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February 13, 2006

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 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….

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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.

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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.

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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 1, 2006

MMOG BLOG: THE SEQUEL

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January 31, 2006

Flow, CoLiberation, and Headshots: a Halo 2 story

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January 30, 2006

Bartle's Types

By playing World of Warcraft and EverQuest I realized that although the games have many differences, they are similar in regards to Bartle’s player types. Both of these games emphasize the “players” through the vast communication and ability for simultaneous players. For instance World of Warcraft attracted over 5 million players and EverQUest attracted 700,000. These games stimulate character interaction and they allow players’ avatars to affect those of others. When playing, I enjoyed the open communication, but found the class system to be restricting. Therefore I would consider myself a socializer in the sense that enjoy communiccating with other players. In addition, as a new player to these games, it was difficult to find a social niche and learn the rules. As a magician, I could exhibit certain powers, but also had limitations. The strike in World of Warcraft is a prime example of the influence the players have on the game and one another. World of Warcraft is great for the killer type due to the competition and combat that violence/war create. In addition, these games emphasize “acting” through the importance of the class system. The class system is extensive as well as the race factor. In addition to class and race, skills and powers of the avatars affect their status within the community. Therefore my achiever side is timulated through these games because their are "rewards" for exceling within the community and I can gain various abilities and accesories/weapons. “World” emphasis is apparent only through its largely developed community within EverQuest, but on the contrary, interaction is common and stimulated. In EverQuest, my ability was rated by endurance, levels achieved, societal status, etc, which sets restraints, but also allows me freedom in my attempt to climb the social status. I believe that Bartle is through in his examination of player types and has not overlooked any. I feel that as I become more experienced in online games, I may be able to better identify other types.

Exploring and Achieving in Disney’s Toon Town Online

Fight robotic cogs with gag weapons in Toon Town. Disney's version of the multiplayer 3-D environment closely follows the conventions of an RPG. The style of attack uses role-playing game turns instead of real time fighting. Also there's no way to speed up the gameplay. Your skill level is increased with killings. If you win the battle, your character does a celebratory dance. To help connect the real world with the virtual, the login for Toon Town takes place on its web site where users can see news and forums. The music is happy and upbeat. To teleport between the playground or your house you throw a hole in the ground, which is eerily similar to Mario. After reading Bartles “Hearts, Clubs, Spades, and Diamonds From Space: Players Suit MUDs,” I assumed that I would be an explorer. After all, I've never seen Disney's online multiplayer game tune town before. After walking around the map for 30 minutes I realized that there was a very clear goal: destroy robot cogs. That was a very obvious goal as the game keeps pointing out, however there are other portions of the game that I could not understand at first. For example you are given a house. Also you can give gifts, such as furniture, to your online friends.

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Player types in WoW & SWG

The first mmorpg I played was World of Warcraft, where my main player type was that of an Achiever. Throughout my history of playing games, especially any type of RPG, I have always been an achiever where level rising and point-gathering have been my main goals. I will initiate battles early in the game in order to gain experience points, look for the best items and weapons early to help advance my level raising. I will usually only associate with players if they have something to offer me whether it is a new item or new information. I like the idea of competition in the newly created online world, and I play to become a master of the game.
World of Warcraft exemplified my role as an achiever. At the start I began my campaign with the mage character. I like magic in games and mages/wizard characters usually level up the quickest. So I began the game at level 1 with a hearthstone, a few waters, and a couple pieces of food. I was anxious to up my level quickly to gain an upper hand on the game so I searched for the starter quest givers. These givers were marked with a large yellow "!" over their heads. Any and all NPCs you need to worry about in the game will be in close proximity to where you begin life in Azeroth. I soon found out I could work on up to 20 quests at a time. I worked especially diligently at the start of the game to reach level 10 and gain my first talent point. I used it in order to gain “improved fireball” as this teqnique would help tremendously in my goal of overall advancement in the game. I avoided the help of others because they would only hinder my ability to progress, and I did not want others progressing at the same rate as me. At times, I grew very restless with explorers who seemed to get in my way at every junction. They would ask questions that were not relevant to my development as a player. I displayed some signs of a socialiser when I would chat with others about the world and their experiences. While the majority of my interactions were initiated to gain information, I sometimes found myself going off on tangents, only to soon realize what my real mission was. The worst of the group were killers. Killers would always seem to find a way to hinder my progress in the game for their own personal enjoyment. While this wasn’t as pertinent in World of Warcraft, it was especially true in Star Wars Galaxies.
In Galaxies, I was particularly concerned on becoming a Jedi or bounty hunter. Yet it seemed that whenever I was about to receive a great weapon or item, a killer would come from the shadows to ruin my succession. It was engaging when I could defeat the killer as I would gain experience points, but most times, there was a group of 3 or 4 killers. In Galaxies, the same was true for socialisers, who seemed to hound me with useless questions and information at every junction or space station. Explorers were not as bad in Galaxies because they were very limited. When I did see an explorer, they were very helpful with their information and experiences. One even informed me of a planet were I could gain quick experience points ahead of everyone else. While the glitch was taken out of the game, it was especially beneficial for the time that I was there. So for the majority of mmorpgs, Bartle’s player models worked for me with the exception of some deviations. In most games, I am strictly an achiever, yet I will sometimes show signs of a socialiser. I will never show signs of an explorer, yet they are helpful sometimes. Lastly, I despise killers and their objectives to interrupt the game for achievers such as myself.

Halo and Flow

I live in Fluor Tower and every night there are video game marathons. The guys on my floor always play and some of their favorites include Smash, Halo 2, and the new addition, Dead or Alive. I have played each of these games a couple of times in the past, but I am least experienced in Halo 2. Halo 2 has been difficult for me, but my skills are progressively improving. Although I am new to the game, I have experienced flow at certain times. I become engulfed in the virtual world because I have to fulfill my responsibilities and duties as a member of a team. Halo 2 is fast-paced because I must constantly move and be aware of my surroundings. This is my means of protecting myself from the other team because I would become an easy target as a stagnant and predictable player. The competition is at the forefront. For instance, I play Capture the Flag and Team Slayer. The goal of capture the flag is to capture the opposing team’s flag and return it safely to the base. In Team Slayer, the goal is to kill the avatars from the other team as quickly as possible because the first team to obtain 50 kills is the winner. Halo 2 is so intense and stimulates my senses. At times, I have played for hours. Sometimes I have felt flow, but my frustration and outside elements have become distractions. In my attempt to master the game, I am acknowledging that I am playing a game. On rare occasions, I forget external elements as means of more efficiently communicating with my teammates and excelling within the game. When playing Halo 2 “time becomes distorted” because my reality becomes the game. As a first person shooter I experience, the first person point-of-view. This realistic perception of the virtual world allows me to experience flow because the tv screen serves as my eyes. Sometimes I become anxious and nervous when playing because I anticipate the attacks. This obstructs flow because my focus and concentration are disrupted in my attempt to improve my gaming abilities. In regards to achieving flow I need a lot of improvement, which will develop as I become more confident I my skill and more comfortable with the game, my surroundings, and my emotions.

Puzzle Pirates as a "social mataphor"

Although I have never played the Traveler, based on the reading, I believe that the Traveler is a better representation of reality. Although the Avatars in the Traveler are only heads, the avatars in Puzzle Pirates seem so far from reality because their physical appearances are fashioned after pirates. Although the Puzzle Pirates’ Avatars are human figures, the facial features and bodies are simplified. Even though pirates exist, I view them as being part of a fantasy world. Therefore as a player it was difficult to engulf myself in the virtual environment. As a social metaphor, Puzzle Pirates creates a community that correlates to the theme of the game. For instance, pirates travel on boats, and therefore there are gatherings at the dock. I was asked by a pirate to make a trade. On the dock, as a new player I felt like an outcast. The other avatars were not friendly. I clicked within a circle of pirates to join the conversations, but I was told that there was no room for me to join the chat. I spoke to one avatar named Louina who was friendly. Based on this experience, I believe that the avatars mimic real life in their acceptance of other characters. In real life, people may exclude those who are unfamiliar and need time to become acquainted. Similar to life, avatars form peer groups in Puzzle Pirates. As a player in the game, it is interesting because each player has an “omnipotent” in the sense that he or she can see his or her own avatar as well as those of others. In real life, we are not able to step outside of ourselves and observe our behavior. In addition, when I was standing on the dock speaking to Louina, I could not see her facial expressions or my own. I did not feel a personal connection. This is different from the Traveler because a sense of intimacy is not created through text communication. There is a lack of voice-synchronization and facial expressions. In reference to Lazzaro’s 4 keys, Puzzle Pirates allows the players to experience “hard fun” by including puzzle challenges. There is strategy involved and it creates direct competition between characters. When winning a puzzle challenge, I felt “Fiero” due to my accomplishment. Players can experience “Easy Fun” by doing activities such as furnishing your avatar’s home or going to the store. I am assuming that some players experience “altered states”, but when I played Puzzle Pirates I became bored due to the lack of complexity and realism. This game is not “therapeutic” nor did I get mentally lost in the virtual world created by Puzzle Pirates. In regards to the “People Factor”, I believe that as an avatar of Puzzle Pirates I could form relationships through interaction with other players if I were to play more often. Overall Puzzle Players was not that interesting and as a novice, I found it a bit difficult to navigate and learn the rules of the game.

Halo & Flow

I remember standing outside EB Games on November 9th, 2004. It was only minutes before I would have the coveted copy of Halo 2 in my hands. Having been a tremendous fan of the first Halo installment, I had been anxiously awaiting Halo 2 for months. So when the morning finally came that I got to play my copy on my Xbox, I became lost in the game and its environment.
For me, Halo 2 produced an automatic world of flow. This is mainly because I enjoy First person shooters and had played the original Halo more than any game in my lifetime. I think the online portion of the game puts the player in the highest state of flow because it pits you against leveled and organized competition. You are able to talk to your opponent and harass them through a voice-activated system. You can encourage your teammates when they do something productive and chastise them when they make a mistake. When I fist put the game in, my friends and I created a clan that to battle online against as a team. Once Team Slayer on Lockout popped up, I was thrown into a new reality. My reality was no longer confined to the parameters of my room, but extended to the snowy walls of lockout. This was it; it was what we had been waiting for. Red Team, that was us, vs. the blue team. I had been researching the game for quite some time, so I knew where every nook and cranny was. I quickly grabbed the plasma sword and a battle rifle and met up with my team above the sniper tower. I handled some enemies on the way and before I knew it, it was tied 45-45. At this point, I was totally enthralled in the game and its environment. I sniped a member of the red team at the portal but was assassinated in the back. Three kills later, it was 49-49. We bombarded the shotgun room with grenades and fired one final pistol shot. Game, 50-49, red team. As we entered the post-game lobby, we shouted taunts to celebrate the epic victory. After hours of playing I turned the game off and suddenly, I was back in my room, away from the confinements of the Halo world. I had experienced a flow like none other. I was so totally engrossed in the game of Halo, that I had completely lost track of time, area, and self. I had achieved an ordered state of mind in the game that was particularly enjoyable.
The game resembles much of an Agon class of flow because it boasts competition as its main feature through games of slayer, king of the hill, assault, and capture the flag. In the game, I felt that I was indeed part of an actual team and that winning solidified our survival in this new universe. When the game was on the line, I was pushed to a higher level of performance, and led to “previously undreamed-of states of consciousness.” As I advanced my online ranking in the game, I was forced to push myself even more to battle and keep up with those around me. Thne game basically felt like a seperate world i would go to battle in and then come back to my world that I call reality. I think my level of flow was so high because I had played the original Halo, so I was already familiar with the environment. I have friends who do not experience such flow because it is their first time playing and they do not have the skills to compete and have fun. After playing sometime though, people will develop an obsession with the level of competition and want to keep getting better and better.

January 29, 2006

Player Types in WoW and Guild Wars

I identify with Bartle’s player types in World of Warcraft and Guild Wars.

In World of Warcraft, I find myself to be predominately an achiever. From the day World of Warcraft came out (I skipped school on this day) to the day I canceled my account a few months ago, my primary goal in World of Warcraft was to create a powerful character by doing quests, killing monsters, and collecting all types of “godly” treasures. When I cancelled my account in September, I had maxed out two characters at level 60, and had another at level 50. One key component of creating a powerful character is, of course, leveling. I wanted to make sure that I gained levels in the most efficient way possible. I greatly preferred to do quests and kill mobiles on my own rather than in a group. Whenever I grouped with another player, I always felt like he or she was slowing me down, getting in the way, or “stealing” my experience and items. Many players (particularly socialisers) often were puzzled at my desire to work alone rather than in a

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A basic, simple foundation for social metaphor and Lazzaro's 4 keys in "Puzzle Pirates"

For the first blog entry, I sat down and played the browser-based mmog Puzzle Pirates. To my surprise, I had an enjoyable time playing Puzzle Pirates, and it did a very simple yet efficient job of representing social metaphor and Lazzaro's 4 keys of "Hard fun," "Easy fun," "Altered State," and " The people factor."

From the get go, Puzzle Pirates implements an environment that represents social metaphor. The overall game reminded me of a very watered down version of "Star Wars Galaxies," a very popular persistent online RPG. After taking your information to create an account, I was able to create a player that most represented my persona with avatars, clothes, facial hair, hair, skin color, etc. While the selection was somewhat limited, I was able to effectively create a "pirate" that most resembled me. Afterwards, I quickly discovered that I was part of a certain vessel and that I had to work with my respective crew to maintain stability and profits on the vessel. This element added to, in my opinion, the most effective aspect of social metaphor in the game, the community aspect. I felt very much a part of a social community in the game as we worked together to "pillage" and gain positive status for our vessel. My crew was helpful in aiding me with the new aspects of the game that may give a beginner difficulty. This sense of a social community also eliminated any confrontations and competition was constructed between enemy ships and sword duelers. This competition element was carried out with fun and interactive puzzles. Another element that added to the social metaphor and helped it carry forward the game's mechanic was the ability to communicate with other players and NPCs. Communication is executed through a chat system. You simply type what you want to say and press enter. NPCs have automated responses according to what you say or ask. With real players though, you can engage in full conversations. For example, I threw a "party" (which did cost money) at my house and had a few people come over. I got into a conversation with one male player about the research I was doing on the game. He gave me some useful information in the game and how I could "get ahead" as a beginner. His name was "Gilby," and it was apparent he was an advanced player. We engaged in a duel, which he did handle me in. Nonetheless, it was interesting to see how advanced a player could get in the game.
This leads to how the social metaphors of the game relate to Lazzaro's 4 keys. This player I interacted with, Gilby, most closely represented the key of “hard fun.” As he explained it, the puzzles he had advanced to were much more challenging than that of the normal player. He searched for competition and the overall challenge of the game. He was able to fill me in on strategy for the games, puzzles, and in the situation with my crew.
The game can also cater to those who more closely relate to the key of “easy fun.” If you are not looking to get fully engaged in the overall competition and progression system in the game, the adventure of playing games and interacting with other players can fulfill a need for intrigue and curiosity. Though the game’s graphics are not the best, they are detailed enough to aid a player looking for “easy fun.”
For the “Altered States” players, the game offers a variety of endless mini-games and puzzles that one could potentially get “lost in” for internal sensations such as “Excitement or Relief form their thoughts and feelings.”
For someone searching for the “People Factor,” the game offers its central core around interacting with players and NPCs. The game offers competition, social bonding, and teamwork to progress further and advance socially and interactively.

January 23, 2006

Flow and Coliberation in Counterstrike

My first encounter with counterstrike began in a LAN café next to a local community college. My friends all got a free pass for two hours playing most high-tech computers. We were going in there to team up and kill everyone else. There was just one major problem: I had never played counterstrike while all of my gamer friends spent their whole lives online. Counterstrike is a first person shooter made as an online modification to Half-Life where one side is terrorist and the other side is counterterrorist. The objective is to either rescue hostages or prevent a bomb from being blown up. The team that successfully meets its objective or kills all players on the other team gets money. Every 30 minutes the map changes.

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Flow: Counter Strike - The Revisit

It must have been several years since the original release of Half Life and the release of the Counter Strike mod. I still remember running Counter Strike at LAN parties back in elementary school and in middle school off of my insanely slow computer, which would have a 4092 ping even on a LAN server. Back then, the challenge and the flow was very different in that I had to get accustomed to 28.8 k modem lag and eventually to 56 k. By this time I had a slightly better computer although it was not much faster in comparison and would barely cut the minimum specs. However, it was in these dark days that my humble roots as a gamer started and where my friends influenced me into playing. I eventually got pretty decent in that I would get kills even though I would probably be the one lagging servers whenever I joined but it was indeed a challenge. Trying to predict where people were represents not just skill but also luck because it requires either the other player to be bad and not move for a long time or the other player to simply get shot by my bullet.
In Counter Strike, there is agon plays a major role as players compete against one another to get the best scores and best kill to death ratio. Because there are usually players that are better than you, this keeps the level of play constantly competitive and lets the player become more skilled and higher as you try to perfect the use of a specific weapon.
While school and other games have gotten the better of me and caused me to neglect the original Counter Strike, my revisit was very pleasant. I saw many new changes in the game that I had played many years ago. The Flow reading states “Flow is a powerful motivator it does not guarantee virtue in those who experience. Possibility that enjoyment of life is at expense of someone else” definitely applies in competitive games like first person online shooters such as Counter Strike. When I was playing back in the day, the fact that I was using an old computer and using a dial up modem made other people able to capitalize on my disadvantage. However, after I got a newer computer and play on the fast connections at USC, I am now taking the enjoyment of life on the people on slower connections like those still on dial up or even dsl and cable now. While I am a bit rusty after playing other games so much, I was able to quickly pick up from where I left off a couple years ago.
In the same way as the tennis example, Counter Strike definitely creates an experience of flow to the point that I had to stop myself from playing a lot of times because I was so captivated by the game and did not want my grades to suffer as a result. There is so much to do and explore a lot of times. While I was an average player, many of my friends were addicts that would play with me and try to just get me to play at my highest level. It was not because they wanted to see me get killed more but because they wanted an elevated game play. At one point, I was even in a clan where coliberation was pretty high in that we wanted each other to do well because we would play other teams. This improves the experience of flow because it requires another skill set as it is critical to work together in teams and makes one person not enough to save the whole team as random lucky shots can kill people. With this social aspect in the game, it further creates more opportunity to experience flow in the game.
In playing on different servers and clan servers, there are also many modifications from Warcraft 3 mods to low gravity mods to surfing maps. With all the different parts in just the original modification of Half Life, Counter Strike has evolved steadily through the years. While the graphics is starting to become outdated, the impact of the game design and flow has become an integral part of the way most first person shooters are designed today.

January 22, 2006

The Flow of Half Life 2 Deathmatch

I experience a great deal of flow while playing Half Life 2: Deathmatch. However, I don’t necessarily get a sense of the flow each individual time I play, it is more of a drawn out process over several months.

When I first began playing Half Life 2 Deathmatch, I was pretty terrible (as can be expected of any new players). I joined some random server and figured out how everything works. I had beaten the single player mode of Half-Life 2, but learning how all the guns are balanced, the new maps, and the effective strategies for online play took some time. I certainly experienced a great deal of anxiety as I struggled to compete with the more experienced players. Rarely do I experience boredom. Even though everytime I play I have the same goal, kill as many people as I can and die as few times as I can, no two games are the same. I never know what the other players are going to do. It is difficult to get bored when each game, each player, each situation is always different. Because I rarely get bored, I’ve spent a good chunk of my time playing and increasing my skill level. Before long, I ascended into one of the elite players online. I became a merciless killing machine, pumping my enemies full of shotgun shells, sniping from afar with the crossbow, and hurling toilets left and right using the gravity gun. I came to dominate pretty much every game I joined.

Soon after, I discovered a certain server where all the most skilled players play. Just as I was starting to get bored and search for new challenges, I discovered that I was not the greatest play of all. It was almost as if I was starting over relearning the game. My kill/death ratio plummeted, which left me feeling, just as Czikszentmehiya writes, “anxious and frustrated by [my] relatively low skill level.” My options were now to increase my skill level or to stop playing altogether. From that point on this server was the only place that I played. I learned the maps forward and backwards, I created a number of strategies for myself, including lurking in the massive projectile-filled room with the gravity gun, and keeping to the area where there are a lot of health and shields and relying on my trusty crossbow to pick enemies off from near and far.

At the moment I am among the elite players on the server. The name “meaty” is known and feared by many other players who play there. In the race to 50 frags, I managed to win about half of the rounds I play, a tremendous feat given the number of other highly skilled players that play there. However, getting to 50 frags first is only my secondary goal. I am most concerned with my efficiency, which I believe is the true measure of a player’s skill level. For example, I would much rather end with a score of 40 frags, 12 deaths, than be the first to 50 frags but have 20 deaths. I should point out that this server has a program that tracks the stats of players who play on the server. At anytime I can type “/stats” and see my total kills, total deaths, and my overall ratio. The level of challenge I experience keeps on rising as I raise my goals. When I first began to concentrate on my efficiency, I set a goal of 3 frags per death. This proved to be quite a challenge at first, but in order to stay in the “flow channel” of the game, I had to increase my skill level and adapt new strategies to meet the new challenge. Once I began to score at this level regularly, I again raised the bar to 3.25 : 1 and eventually to 3.5 : 1. As soon as began to reach my goal regularly, I had to set a new goal to avoid getting bored. 3.5 is challenging to me right now, but I have already raised the bar. I am currently ranked 11th on the server out of over 400. The 10th ranked player has a ratio of 3.71. I’m sitting close behind, currently at 3.63, and I really want achieve my most ambitious goal yet, to ascend into the server top 10.

The experience I receive from this game is almost entirely under the category of Agon, because I feel extremely competitive while playing. I challenged myself with my lofty ratio-related goals, but when I discovered the new server other players provided great challenges too. I have come to recognize a number of players that play on that server as very high threats, I do my best to avoid them because even though I may be able to kill them 60% of the times, that is not the ratio I’m looking for. I wouldn’t be surprised if they try to avoid me as well. Playing with such skilled players certainly requires me to be on top of my game and play to my full potential.

I also experience ilinx (vertigo) to a certain degree. As soon as I start playing, I feel physically different. I need to focus more. Everytime I get a kill, or narrowly escape death I feel really good. Everytime I make a poor play, miss and easy shot, or get killed unfairly I feel a lot of anxiety. Sometimes when it’s a really close game (perhaps I’m tied with another play at 47 frags in a race to 50) I get really tense. When the round ends I can feel my heart beating quickly and blood pumping. No other game has been able to give me a rush like Half-Life 2 Deathmatch.

My experiences with Half-Life 2 Deathmatch are a perfect example of flow. Over and over, I experience more difficult challenges, either from more skilled players or my own ratio goals, a strategy which requires me to become a better player and to stay within the “flow” of the game.

January 19, 2006

Browser based mmog - Puzzle Pirates

In the game Puzzle Pirates, you are given many options to play as a character that you customize and that you create to your personal liking. While I have not played mmog that are browser based for a long time, I found that Puzzle Pirates was very engaging and yet was not all too difficult to learn and get used to. When I first logged on, it briefly asked for simple information and came up with a missions list. From this point on, the game becomes very focused on the social metaphor because while most of the games are individualized puzzles, most need interaction with other people because it requires some sort of a team to run the ship. While the communication is through keyboard and typing out responses instead of the voice communication like in Traveler, there is still quite a bit of communication going on throughout the game. This communication goes on whether it is through playing a game with a NPC or with another human. This aspect was especially interesting when some strangers came inside of my house and were just looking around. One of them even asked if I had a girlfriend. This was quite amusing to me as I told her that I was doing this for a class assignment, after which she left. The ability to interact and chat with other people using avatars that you can dress up and tailor to adds on to the social metaphor of the game. It becomes a part of the game mechanic in that the purpose of the game becomes more of a place where players can just hang out if they choose to not play any of the puzzles and games. It also acts as a possibility for people to play fictional roles should they choose.
Being able to talk plays a key role as players start to become engaged in some of the puzzles. This helps drive the game mechanics because one of the key features of the game is working together in teams on different ships as pirates and traders. There are several key jobs on each ship that are made up of different puzzles so it is pretty important to be successful. There are also ratings for how each player is doing in each puzzle at every checkpoint making it more important that the player does well as to be seen as a competent player and not just some random new player who does not know what is going on.. The way that the social circles where the player’s ability to chat in is also a key part of the game mechanic in that it helps to let people know who they are talking to similar to the feature in Traveler where the different 3D sound and visual effects work. The design of the game is also significant in that the characters and avatars are purposely designed to be like cartoon instead of photo realism giving players a sense of the fantasy world while maintaining a safer environment than real life pirates would be like. There are even bad language filters that change cuss words to words substitutes to keep the environment cleaner for younger players.
The social metaphors relate directly to Lazzaro’s four keys of hard fun, easy fun, altered states, and people factor. In the case of hard fun, players want to raise their experience to become essentially the best pirate with the most skills. However, they face many different challenges like the puzzles and people around them who may have been playing for a longer period of time or are simply older and more skilled of a gamer. While not all gamers on Puzzle Pirates have this goal, some players are drawn in by this aspect and continue to play even as they get older. For the gamers that are looking for easy fun, the fact that there are so many different islands and different types of games and puzzles to explore. The fact that there are so many people around to play with and compete with comes together in some of the challenges that you can do with other pirates like sword fighting. While there may be some players who offer money for beating them, most players simply enjoying the challenge of playing games with complete strangers to test out their skills and take no offence even when they get completely defeated by a college student doing their homework. The third key of having altered states is clearly demonstrated by players who are simply playing for the sheer emotional pleasure. Even as a player testing out the game for an assignment, I felt the pleasure of beating out other poor players and for doing well on puzzles and achieving even the supposed highest rank of incredible on some of the status checks. The fourth key of the people factor was clearly demonstrated in the girl that I talked to who asked if I wanted a girlfriend. She clearly did not know that I was a college student. However, she demonstrates the point that some people are playing the game with other deeper intentions like getting hooked up online or something even though that may be quite dangerous in and of itself.
To conclude, Puzzle Fighters clearly demonstrated many of the social metaphors that were mentioned in the article and appeals to many gamers that are looking for all four of the key features from the Lazzaro’s article.

January 16, 2006

The Social Metaphor and Emotional Keys of Sissy Fight

Sissy Fights is a turn- based online game where players pretend to be schoolgirls and attack each other's "self-esteem" points. The object is to bring down the other girls’ self-esteem points before losing all of your self-esteem using methods such as grounding, scratching, group teasing, tattling, and blocking by sucking a lollipop or cowering. When your schoolgirl avatar loses, you can choose to stay and watch the current game or go back to the chat room to join or create another game. If you stay to watch the game, then you're allowed to communicate with the other players still in that game.

The social metaphor of the game is that each player, represent my avatar, looks like a schoolgirl.

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