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Academic Games Are No Fun
Posted by
CmdrTaco
on Wed Dec 05, 2007 08:39 AM
from the well-neither-are-most-games dept.
from the well-neither-are-most-games dept.
Ponca City, We Love You writes "Academics have been flocking to use virtual worlds and multiplayer games as ways to research everything from economics to epidemiology and turn these environments into educational tools. A game called Arden, the World of Shakespeare, funded with a $250,000 MacArthur Foundation grant and developed at Indiana University was supposed to test economic theories by manipulating the rules of the game. There's only one problem. "It's no fun, " says Edward Castronova, Arden's creator and an associate professor of telecommunications at the university. "You need puzzles and monsters," he says, "or people won't want to play ... Since what I really need is a world with lots of players in it for me to run experiments on, I decided I needed a completely different approach." Part of the problem is it costs a lot to build a new multiplayer game. While his grant was large for the field of humanities, it was a drop in the bucket compared with the roughly $75 million that goes into developing something on the scale of World of Warcraft. Castronova is releasing Arden to the public as is and says his experience should serve as a warning for other academics. "What we've really learned is, you've got to start with a game first," Castronova says. "You just have to." The new version is titled Arden II: London Burning."
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Why use money? (Score:5, Insightful)
Don't hurt me. (Score:5, Insightful)
Considering all the angst displayed here when World of Warcraft is mentioned there should be no shortage in OS programmers creating new and great MMORPGs to bring down the evil and all so boring and all so many people are leaving and etc etc World of Warcraft.
But there isn't.
The problem in crafting a MMORPG is that it takes a long long time. I can find any number of people "with great ideas for a MMORPG" I just cannot find anyone who is a. willing to expend the real time it will take, b. compromise with others, c. just be available for group meetings, and d. willing to code the grunt side of the setup.
Hell this guy is just making a module for NWN or such... all the ugly stuff most programmers hate is provided (art work etc)
The days of just tossing out something (laughable anyone think a MMORPG can be made quickly - even muds took time to evolve beyond copies of diku)
Parent
Re:Don't hurt me. (Score:4, Insightful)
True, but that's mainly because of one time-consuming thing you didn't list: building up the user base and getting them to stay there, so that the network effects take off. (The feeling that they're being toyed with isn't good for that.)
I was rather unsatisfied with the claims in the summary: A MMORPG needs puzzles and monsters? What about Second Life and Club Penguin? And why is it so hard to add them? $250,000 is quite a lot if you think in terms of "how much you'd have to pay five geeks to set up a vitrual world in a month".
Convincing people to come can pose other problems for the economic analysis as well. The fact that people can quit any given game but not real life, can influence results.
Parent
Re: (Score:3, Interesting)
What are all those student games (produced in a semester or two in the extra time between bouts of drinking), IGDA festival entries, highly-polished flash games, Dwarf Fortress and other Roguelikes, IFF entries, Defcon/Darwinia/Uplink, Gish, Gate 88, and damn near everything Greg Costikian blogs about, if not things people either made in their garage for fun, or made with a small team for a low budget?
Garage Developers dead? Many people's Game of the Year, Portal, was a student project that got sn
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Of course not. Everyone knows that everything open source is viral...And viral is bad, mmmkay?
Oregon Trail was fun! (Score:5, Funny)
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Honestly, I'm surprised my settlers didn't get scurvy from all the meat they were eating.
Wish there was a Mormon Trail... (Score:2)
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I remember playing the solar system one at the library. It was pretty fun - jumping around in low gravity and such.
Everything old is new again. (Score:5, Informative)
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Requires Neverwinter Nights (Score:4, Insightful)
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They were a couple years too late in doing this project if they're going to base it on NWN. From my experience playing NWN online, I'd say that the online population of players for that game hit its peak in 2005 or so.
Many players have moved on to other games, and most of those who remain are fairly dedicated players of the servers where they do play and have been playing. Most won't bother to try out a new server unless it has something more than Castronova's name going for it.
Plus, I think i
Shoulda learned from real MMORPGs (Score:4, Insightful)
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Perfect Competition (Score:3)
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Things like this were done in a live-roleplaying game: Money made out of clay (Adobe, so to say): It would crumbe with time, making for an automatic deflation. People tried to get rid of money as fast as possible...
Oh yea... Fun! (Score:5, Interesting)
Have you thought this through? Whenever a regular MMO changes it's rules, an almost instant flamewar commences and many people leave the game.
If you want people to play your game, and keep playing your game, you will not be able to simply change the rules to test some theory of yours concerning economics... No, you'll have to be busy keeping people interested, and not randomly changing the rules is one aspect of that!
It's a great idea, I give you that, but it's simply not feasible for real...
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If you want people to play your game, and keep playing your game, you will not be able to simply change the rules to test some theory of yours concerning economics... No, you'll have to be busy keeping people interested, and not randomly changing the rules is one aspect of that!
It's a great idea, I give you that, but it's simply not feasible for real...
Don't be daft - people love economic rule changes.
By the way, I've changed the rules to add a my-reading-your-post tax, which incurs a two cent administrative fee per word. Thus you owe me $1.78, which exponentially increases if there are replies to this (and possibly other) thread(s) unless a) they are moderated Insightful b) Jupiter's third moon aligns with the rhombus of Capricorn. On a Tuesday.*
*Rules subject to change at my discretion and with no notice. It'll be more fun than crack cocaine, honest
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But doesn't this effectively happen often enough in the star wars MMORPG, even WoW and EVE?
I'm not convinced that the scientists wouldn't be less than current games. After all, it'd be deliberately introduced by the scientists to test a theory and make measurements. Scientists who're probably looking for more subtle results, and not some semi-mythical 'game balance'.
It could even be things as subtle as changing the federal discount rate by a tenth of a
Things need correct focus (Score:3, Interesting)
Actually I don't even think it's that hard to come up with educational games. For instance I can identify every kind of ship in the Star Wars universe and I don't even LIKE Star Wars. Why? Because when playing Tie Fighter it's just secondary knowledge that you picked up. I took a class in college where the class worked on an academic game, and it had potential. It took place in the old west and kids were meant to do various things. Now you aren't going to be able to quiz kids every 30 seconds, but you can easily drop in things that are somewhat educational like what people used to buy, what sort of horse does what task, etc. No one would be rabidly pleased at how educational your game is, but it's not that hard to get people to pick up small bits of real knowledge.
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I think you hit the head on the nail there. Education is obsessed with testing even tough most people in education agree it is a poor way to judge learning abilities. The problem with most educational games is that it is focused on giving the players easily testable skills vs. actually bringing the student into a world where they virtually become primary sources of the topic, (where most primary sources of history will normally fail the test the
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The work of James Gee and Kurt Squire is all about this - the idea that all successful video games are (almost by definition) ideal learning environments. You necessarily have to learn stuff to progress in the game - if it were too easy or
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Huh? (Score:3, Insightful)
Number Munchers, Super Number Munchers, Donald Duck's Playground, Oregon Trail, Oregon Trial 2, anything involving Sesame Street.
Of course, it's easier to make educational games for children. Part of the reason is that even if they don't know how to play the game as it was intended, they'll play it a different way. I suppose this is also mimicked by adults with Grand Theft Auto, but then again, adults aren't learning much other than the various ways of killing prostitutes.
Nomic (Score:4, Informative)
Nomic is a little different from the emphasis of TFA, in that nomic's creators focussed on the political implications of self-referential, self-modifying rule systems, and TFA seems to be mostly about the economics of such systems.
I and a group of my friends took on nomic many years ago, and found it to be mostly theoretically interesting, and not all that fun in practice.
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You need puzzles and monsters? (Score:3, Insightful)
"You need puzzles and monsters" eh? Explain Second Life then.
I don't "get it" (SL) and actually remarked to a co-worker after trying it for a while that it wasn't any fun because you don't kill anything, but lots of people spend a lot of time there.
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This was a failure of imagination, methinks.
Second Life is not a game (Score:2)
I'd say it parallels the web quite nicely in that SL is really a medium for doing things. Some people play. Some use it as a 3D chat. Some as a base for programming/building projects. Some role play. For some it allows simulating their dreams: If you want to be an anthropomorphic cat, or to live
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A pretty good summary. I've wonder that as well. I see a lot of parallels in SL compared to the web back around 1994. Some companies tested the waters a bit, a lot of ugly web sites were up, most of it was a novelty. Like I went into the Sears and Circuit City "stores" in the IBM island and th
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I hear IBM is quite happy actually, it seems they own quite large amounts of land there and use it for meetings or something like that. Personally I almost never visit corporate areas, so I don't really know.
One thing though: It's normal for a shop in SL to be deserted. That doesn't mean it's failing. SL is
Re:You need puzzles and monsters? (Score:4, Insightful)
Not a single puzzle or monster in it (well, the wampus, but chasing a black dot through mountains hardly qualifies as a real monster
Parent
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"You need puzzles and monsters" eh? Explain Second Life then.
Or, how's this? It's a puzzle how to build anything moderately interesting! And it's filled with monsters who are just there to indulge their deviant fantasies!
Or, another simple one. "Hype hype hype."
I could go on for hours^Wminutes!
Nooooo not fun ... (Score:2)
For $250K... (Score:2)
Game vs Virtual World (Score:2)
I would have chosen a model like Second Life - set up the conditions/environment/physics, and let the users/test subjects run with it.
It has to be a game first and foremost (Score:5, Insightful)
Democracy is popular enough for me to do a sequel (nearly done!), and this time round it does contain a whole bunch of real world statistics and background data (in wiki-style form) which is presented as additional (and optional) to the game itself. This is just like those historical RTS games which have a built in encyclopaedia. You can play Age Of Empires just for fun, but it you really want to find out a bit more about trebuchets, the game is happy to help.
that is as it should be. Games on interesting and intelligent topics that encourage the curious player to learn more. You should never ram the educational bit down the players throats. People play games for fun. If they want to do hardcore learning, they break out a textbook.
Reinventing the wheel (Score:2)
- be played by a bunch of self-selected participants who are conscious of the testing and metrics, and thus will actively seek to 'game' them if possible.
- be played by too small a group to draw reasonable statistical inferences (seriously, in their wildest dreams, do they expect more than 25,000 players?)
I would argue that it would make much more sense to approach Blizzard, sign NDA's out the wazoo
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Any more than people try to 'game' stuff in things like WoW? Make it fun and people will probably forget that the 'game' is actually a research device.
Otherwise, well, people gaming the system would kinda be the whole point of the system - figuring out secendary effects of rule/market changes.
besides, as a WoW player, I'd love to have an economist speak
Bad use of "game" (Score:2)
Wait, what does this have to do (Score:2)
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> I don't like to play it.
What about life? People are constantly changing rules there also.
Besides "changing rules" can be a game in itself; and some of that "change rules" is part of a lot of games: the "what if". You can't try out things if you don't change rules, because you'll end up trying to recreate the real world.