Approaches To Teamwork In Online Games Surveyed 31
Thanks to GamersWithJobs for their piece discussing a new study about teamwork in online games. The study homepage has a PDF download of the student-authored paper, which is based on a survey interviewing "a total of 4,712 people" about their team-based gaming experiences online. In terms of improving and evolving teamwork, a variety of options are discussed: "A central commander role like in [Half-Life mod] Natural Selection supports the team aspect... and received positive feedback. However, an unskilled commander might destroy the team experience, as indicated by the votes for S2's Savage."
Mirror of the Real World? (Score:3, Insightful)
Re:Mirror of the Real World? (Score:2, Insightful)
Teamwork in the real world involves people who are committed, more or less, to the project at hand.
Teamwork online involves people, who, when they don't enjoy what's being done, they simply leave. Instantly. Which is NOT a teamwork skill you can use in real life.
Re:Mirror of the Real World? (Score:3, Insightful)
Successful teamwork however does involve commitment from everyone. A good team system would reward commitment (sort of self-fulfilling, but good for the gam
Re:Mirror of the Real World? (Score:2)
ACK. I have yet to cover my co-worker with an AK-47 while he's planting a bomb...
Re:Mirror of the Real World? (Score:1)
Bad commanding.. (Score:5, Insightful)
A smaller threshold (30% or so, with longer vote time) to impeach would largely solve the problem on public servers. Alternatively, command could be restricted to those who scored well in the previous round (or they could be allowed to choose commander). These players will not be horrible commanders, or will at least be able to choose a non-newbie to command. The game also needs to handle "command vacuum" better. For example, requests for funds should be auto-approved.
I guess what I'm saying is that the problems are not so much in concept but in implementation. Like other game features in the past, "team with commander" is something that needs to be ironed out. On the whole, though, it makes for a rewarding gameplay experience - it's a good way for allowing individuals to play together cohesively without being game experts.
Re:Bad commanding.. (Score:3, Insightful)
Shouldn't there be some sort of way for people to practice being a commander? How do you learn if you don't get to play as a commander? If I just get impeached every time I get the role of commander, I'm not gonna learn much.
Re:Bad commanding.. (Score:2, Insightful)
Re:Bad commanding.. (Score:2)
Savage has one of the most rudimentary strategy systems I've seenen in a long time. You protect your main building, you build a research center for items, you make an arsonal for weapons, you make X building to get X weapon. Its not that complicated compared to more modern strategy games. You get an absolute max of 10 workers! That doesn't exactly call for 'micromanagement' either. Even after you make all the u
Indeed (Score:2)
Tribes 2 ? (Score:2, Informative)
Shouldnt this be Tribes *1*. In Tribes 2, classes and roles actually mean something. Tribes 1 on the other hand.....
Teamwork idea (Score:2, Interesting)
Rarely when I get on a team with some people who actually have some teamwork skills, it's great -- like all of the tanks actually working together to take over bases, or having the chopper hover over a group of tanks protecting them.
I think a neat idea for games like this would be to have a single "commander" play the game in more of an RTS overhead fashion. He can tell the units playing in the 3D en
Re:Teamwork idea (Score:2, Interesting)
Re:Teamwork idea (Score:2)
Aliens, on the other hand, don't have a commander
Re:Teamwork idea (Score:1)
I'd like to check this out, but I doubt I could dig up my half life CD from some odd years ago.. I don't really want to buy another CD. It sure would be nice if someone would mod BF1942 like this (*cough* are the Desert Combat mod devs reading this? *cough*)
Teamwork! (Score:3, Interesting)
My favs:
Subspace/Continuum:Highlevel play, especially when flagging. The attaching dynamic (You can warp to any spot where one of your teammates are), encourage team play.
Day of Defeat/Counter-Strike:Both, I feel offer impeccable team play, in a bit different style. I prefer Day of Defeat, as there is nothing better than hopping around ruins, laying down covering fire and slowly moving forward. As well, I think that one-kill rounds kinda suck for teamplay. It encourages conservatism which ruins it.
Diablo/Diablo II:Made for co-op.
I'm looking forward to playing FFXI, for some good team play as well.
But mostly, I play Day of Defeat now.
Re:Teamwork! (Score:2)
Re:Teamwork! (Score:1)
You're disagreeing with something he never said
Personally, I only play CS in LAN games, where I can have a good laugh with someone when I die, and watch the game progress over people's shoulders while I'm dead rather than trying to spectate (if the server allows it at all). I haven't even tried an HL mod in a couple
Soldat (Score:3, Interesting)
Play capture the flag. Be a true leader, or a true follower, or just a stupid sniper camper. Someone's gotta defend the flag, after all.
XMP (Score:1)
10,000 player Planetside anyone? (Score:1)
Essentially though, the system allows the setup of 10 man squads that share experience. The leader (the first to invite anyone else) also gets commmand points for base captures. The draw is that you should get more experience in a squad and t