New Issue Of The Daedalus Project 34
Nick Yee writes "The Daedalus Project have new findings and a news survey. The Daedalus Project is an ongoing online survey study of MMORPG players that started 5 years ago and has surveyed over 35,000 players. Some highlights of this issue's findings: While the media likes to talk about how "virtual" relationships in MMOs are, about 80% of players actually play with someone they know in real life (a romantic partner, a family member, or a friend). PvP servers attract younger players as well as more men than PvE servers. This has implications for gender-bending rates. On PvP servers, female avatars are much more likely to be played by men. 22% of respondents said that they had purchased virtual gold. On average, these players have spent $135 USD on virtual gold. While older players are more likely to have done so, there were no gender differences."
Impersonal Game Masters (Score:5, Interesting)
Player: My enchantment resistance is low and I keep losing rolls against Paladins, what can I do?
GM: Well, you could go see the Enchantrist, she can probably supply you with some boots that will boost your enchantment resistance.
Player: Where's the Enchantrist?
GM: Heh! I can't tell you that. But if you ask at the bar in town you're bound to find someone who can.
Player: alright then!
The player then runs off in the direction of town. Meanwhile the GM starts writing a script for one of the bar characters which responds to the keyword 'Enchantrist'. If he gets writers block halfway through writing the list of challenges the player is going to have to face to meet the Enchantrist he can always send some ghouls to intercept the player and delay his arrival at the bar.
Eventually the player gets to the bar and asks around for the Enchantrist. The character planted there by the GM gives the player the instructions and the player sets off on his quest. The quest may have been a pre-existing one or the GM may have coded it up just now. With a library of sufficient content and a simple scripting language, it should be easy for a GM to give the illusion of an exciting dynamic world.
Re:Impersonal Game Masters (Score:1)
Re:Impersonal Game Masters (Score:2)
Re:Impersonal Game Masters (Score:2)
What people don't understand is that GMing is a labor of love. You can pay someone to GM a game, but you have to take into account all the time spent writing the campaign. Even at minimum wage, that's a good 50-80 dollars for a decent one-shot adventure.
Do you realize how much skill it takes to actually GM? More than most people think.
Then you have to remember that you're talking about hundreds of Game Masters interfering with each other.
Writing up dungeons on the
Re:Impersonal Game Masters (Score:2)
Re:Impersonal Game Masters (Score:2)
Re:Impersonal Game Masters (Score:2)
Is it just me, or does that Enchantrix have a bit of an accent?
Re:Impersonal Game Masters (Score:2)
EverQuest 2 has voice-overs (Score:2)
Additionally, if you want to make a character interact with a GM-controlled NPC, voice-chat might be the easiest way out anyway. A GM taking over the "Enchantrix" NPC and role-playing that interaction by voice-chat might just be a lot less effort than requiring the GMs to be competent enough to script a new NPC and a dialog tree, and be confident enough that
Re:EverQuest 2 has voice-overs (Score:2)
Re:EverQuest 2 has voice-overs (Score:2)
About the accents, personally I don't mind outlandish accents in a game. They can add a certain flavour if they're consistent.
So basically "pay to cheat"? No, thanks (Score:3, Insightful)
1. So basically, you're proposing... what? That anyone who can pay $25 can officially get not just an advantage in the game, but they get someone to customize and tailor it especially for them.
You know what? No, thanks. It's bad enough to have people with rare super-powerful items bought on eBay. Having the ga
Re:So basically "pay to cheat"? No, thanks (Score:2)
Re:So basically "pay to cheat"? No, thanks (Score:2)
Re:Impersonal Game Masters (Score:2)
Re:Impersonal Game Masters (Score:2)
Re:Impersonal Game Masters (Score:2)
The secret to creating new, exciting content in MMORPGs is to develop systems and practices that either generate content algorithmically or cause people to generate it themselves. One obvious and well-worn path is PVP. Another is giving people guild mechanisms. A third is something like Puzzle Pirates port
Re:Impersonal Game Masters (obligs) (Score:2)
(Humorous)
http://www.penny-arcade.com/view.php?date=2005-01
(Thoughtful)
http://lostgarden.com/2005/10/game-business-model
Try Neverwinter Nights (Score:2)
And yet, as both a programmer and an on/off DM for fifteen years, it was still damn hard to keep things running.
When an RPG is all in your head, you've got millions of years of evolution helping you respond immediately. The idiots decide to open the door marked "Instant Deat
Re:Impersonal Game Masters (Score:2)
The problem in every single one of them came down to GM corruption. In one game, GMs would kill off unpopular players. Out killing spiders, eh? BOOM, level 500 dragon tha normally only appears as part of special events hits you for n+1 damage and you die and gain a status effect that prevents you from reviving until you cure it, and you can't cure it because your dead and can't do anythi
Re:Thats a painful-shrinky thought. (Score:2)
Wasn't the goal of the Daedalus Project... (Score:1)
Re:I own a PSP and It has ergonomic issues (Score:2, Offtopic)
Waitaminute... (Score:1, Funny)
Wait a minute... there are female characters *not* played by men on those servers?
My entire worldview has shattered...
Naturally. (Score:2)
Of course: most FBI agents are males.
Thoughts on PvP (Score:5, Interesting)
Well, there's a difference (Score:5, Interesting)
E.g., PSO was the most extreme case. It wasn't just that you couldn't attack another player, it's that you just couldn't do _anything_ to them. You couldn't leave aggressive NPCs to someone, you couldn't block their retreat, etc. Heck, you couldn't even kill-steal. So people who wanted to play it like a FPS deathmatch just soon left.
That however also contains the "problem". It's entirely too easy for a publisher to see it as "whaa? you mean we're losing players for lack of PvP? well, then let's add PvP to the game!" And from there the balance that was finely tuned for PvE goes down the drain, as the boards get swamped with "my <insert support class> should deal as much direct damage as the mages and take as much damage as the tanks in a duel" whine. Powers and classes which were useful in more subtle ways than 1-on-1 damage, e.g., even AOE attacks or aggro-management, get proclaimed useless because they're not an alpha-strike in 1-on-1 PvP.
Currency traders, PvP etc (Score:5, Interesting)
To be honest, I'd have thought it would be pretty easy to identify and close down the accounts used for real world currency trade. The game always tells you who has sent you currency, unless it's via an auction-house purchase. Reading IGE's (the largest currency trading site) website, it sounds like they just send gil directly to the recipient. All the GMs would need to do would be make a few purchases (spending maybe a couple of hundred dollars total) and close down the accounts that the gil came from. Rinse and repeat a few times and you'd have made the whole business deeply unprofitable. I'm almost tempted to take matters into my own hand, make a few minimum purchases from IGE, get screenshots of the gil in my delivery box and report the senders to the GMs. Sadly, I've a sneaking suspicion that all this would achieve would be to get my own account suspended. So I won't.
On the topic of PvP, I think the article is right in broad terms about the demographic involved, but perhaps goes a little too far and risks being a bit unfair in the stereotype it builds up. It's true that in the days before FFXI had any PvP at all, the vast majority of the players who were demanding it were immature 14 year olds who wanted to get revenge on somebody who'd annoyed them a week before. Once limited PvP appeared, in the form of ballista, and people realised that PvP works both ways and that immature grief-kiddies tend to have far smaller social networks to call on for backup than the more rounded players, most of the clamour vanished overnight. Ballista these days tends to be played by people who are pretty dedicated and specialised. It's not my thing and I doubt I'll ever be any good at it, but kudos to those who are.
I've played World of Warcraft and while I think it's vastly inferior to FFXI in most respects, I do like the way it's managed to integrate PvP into the game-world without turning it over to the griefers. Having the two major game factions in a de facto state of war, with their own towns and territory, is great for encouraging people to blend the social/organisational challenges of traditional PvE combat with the more tightly defined skillset of PvP. I think that's definitely the model that future MMORPGs (hopefully ones with a bit more depth and challenge than WoW) should be looking to imitate and build upon.
Finally, on the gender issue. I always assume that any character in game is played by a male, no matter the gender of the avatar or anything they say in game, unless I have met them in real life. I do know a couple of women in real life who play the game - they both use male player characters, simply because while the hassling that female pcs get in-game from male teenagers is flattering (and occasionally profitable) at first, it gets old real fast.
Re:Currency traders, PvP etc (Score:2)
Not that easy (Score:3, Interesting)