Academic Games Are No Fun 159
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."
Why use money? (Score:5, Insightful)
Requires Neverwinter Nights (Score:4, Insightful)
Shoulda learned from real MMORPGs (Score:4, Insightful)
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.
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)
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.
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.
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.
Re:You need puzzles and monsters? (Score:3, Insightful)
This was a failure of imagination, methinks.
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
Re:Things need correct focus (Score:3, Insightful)