Game Culture

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The Massively-Multiplayer winter getaway

Posted by: Patrick.Ladwig

In this time of white-out blizzards and severe cabin fever, many of us look for engaging mental getaways that don’t involve braving the frigid outside world. One increasingly popular solution over the past decade has involved diving into a richly-detailed world via the home computer or console system. With the proliferation of high-speed Internet access, whether broadband or DSL, the number of persistent-world or “Massively Multiplayer Online” (MMO) games has absolutely exploded. Some, like the recent “Champions Online” release, rely on the strong reputation of the developers (in this case, Cryptic Studios, makers of the similar and successful City of Heroes/Villains games) or the source franchise (the old-school pencil-and-dice RPG, “Champions”) to create demand and attract subscribers. Others, which may have fewer engaging marketing prospects, or whose initial “buzz” has died down, elect to woo potential customers via the free trial. These companies may miss out on the $40 software purchase price (though some offer only limited content via download), but they know that the real cash cow lies in the monthly subscription.

I’ve played around at a few of these games over the years, some more seriously than others. Eventually, these games lose their lustrous appeal, whether because of lacking content/development or simply because the community of player diminishes or degrades. But what about satisfying the persistent jones for living a double life in a compelling sci-fi/fantasy world? Jumping into a whole new world can be a daunting prospect, especially if one has to make one’s decision based on software boxes on a shelf at Best Buy.

After a little searching, I was able to find a nicely comprehensive list of persistent-world games (http://www.mmorpg.com/gamelist.cfm/gameId/0), which includes a number of titles still in development. The list is quite handy, in terms of knowing the genre, developers, cost and distribution options for the games, but doesn’t jump that final, crucial hurdle of documenting which games offer free trials. Skimming through the list, though, one can easily enough navigate to the parent sites for each game, where promotional options can be found. For those interested in MMOs, here’s a short list of the games that will let you try before you buy. And at 10-14 days per game, one can pretty easily while away the remaining winter months by exploring life in a multitude of interesting worlds.

For the “sword-and-sorcery” crowd:

For those whose interest lies with advanced technology, rather than magic, there’s:

As previously mentioned, these are short lists of free trials available to the gaming consumer. Try some out. Find a game that best suits your own personal sense of escapism. That way, when you do decide to buy, in most cases you’ve already got the client software installed and the $30-$50 purchase price you would have spent can be put towards two or three months’ worth of subscription fees.

But maybe that’s just the frugal Scot in me talkin’…

 

Game violence as positive reinforcer

Posted by: the_handy_vandal

Over at Gamasutra (“Kill Polygon, Kill”), game designer Noah Falstein offers some interesting comments about the usefulness of violent videogames:Re-Mission

I contributed to the ReMission game from Hopelab — fairly violent 3rd person shooter. But the violence is directed against cancer cells and bacteria, and the game is proven to help kids with cancer stick to their treatment regiments — so it makes for a good example when people tell me they wish they could ban violent videogames. And for the record, I think the violence in ReMission is part of what makes the “take your chemo drugs” message stick with them.

- Noah Falstein @ Gamasutra

Re-Mission

 

Max Skibinsky on social network gaming

Categories: Social Networking
Posted by: the_handy_vandal

“In our case market promotion is simply non existent. Our games spread by word of mouth only. If players like your games they will go to great lengths to engage their friends.”
– Max Skibinsky

Hive7 LogoFrom a recent interview with Max Skibinsky of Hive7:

MS: I started Hive7 in 2005. Back then web gaming was in its infancy, and the web 2.0 juggernaut was just getting started. We believed that we could harness the emerging rich web technologies to deliver gaming experiences without the shackles of a traditional game company model (publishers, retail sales etc). We started experimenting with AJAX gaming technologies and it worked out terrifically in long term.

VGN: What are some of the games you’ve created? What are you working on right now?

MS: We found our biggest success on Facebook after trying about five different games. Our top game is the social MMO Knighthood, which has grown to six million players. Now we are introducing new games to cover as many diverse genres as we can. Recently we introduced another hit with the soccer (football to non-Americans) MMO “Kick-Off” and are just about to launch a zombie apocalypse game. We have a couple more secret projects in development.

VGN: How do you promote your games? I would imagine the marketing campaign – and targeted advertising – is significantly different from a standard video game campaign.

MS: In our case market promotion is simply non existent. Our games spread by word of mouth only. If players like your games they will go to great lengths to engage their friends.

- Max Skibinsky @ Video Game News

Hive7

 

Sims Reputation Mafia

Categories: Griefing, Reputation, Sims
Posted by: the_handy_vandal

How griefers use the Sims reputation system to extort in-game money from new players:
The Sims

It didn’t take long for a group calling itself the Sims Mafia to figure out how to use this mechanic to shake down new users when they arrived in the game. The dialog would go something like this:

“Hi! I see from your hub that you’re new to the area. Give me all your Simoleans or my friends and I will make it impossible to rent a house.”

“What are you talking about?”

“I’m a member of the Sims Mafia, and we will all mark you as untrustworthy, turning your hub solid red (with no more room for green), and no one will play with you. You have five minutes to comply. If you think I’m kidding, look at your hub-three of us have already marked you red. Don’t worry, we’ll turn it green when you pay…”

- Randy Farmer @ Building Web Reputation Systems blog

Via Boing Boing.

Is this the inevitable way of things? Does the competitive nature of games (and gamers) necessarily invite blackmail and other abuse?

 

Gamers are more aggressive to strangers

Categories: Video Games, Violence
Posted by: the_handy_vandal

According to a recent study of gaming and aggression:

Victorious gamers enjoy a surge of testosterone – but only if their vanquished foe is a stranger. When male gamers beat friends in a shoot-em-up video game, levels of the potent sex hormone plummeted.

This suggests that multiplayer video games tap into the same mechanisms as warfare, where testosterone’s effect on aggression is advantageous.

Against a group of strangers – be it an opposing football team or an opposing army – there is little reason to hold back, so testosterone’s effects on aggression offer an advantage.

“In a serious out-group competition you can kill all your rivals and you’re better for it,” says David Geary, an evolutionary psychologist at the University of Missouri in Columbia, who led the study.

However, when competing against friends or relatives to establish social hierarchy, annihilation doesn’t make sense. “You can’t alienate your in-group partners, because you need them,” he says.

- Ewen Callaway @ New Scientist

Via Slashdot.