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Showing posts from November, 2009

Cheating and The Psychology of Gaming

Following on from my previous post about cheaters in online games I think it is worth making a link between cheating and the psychology of gaming achievement . Performers might be tempted to cheat because they crave the ego boost of achievement but are not prepared to put hard work into getting it. Masters on the other hand are prepared to slog through the game in order to earn their achievements. This viewpoint might explain why many adults who really should know better still cheat. If you are a cheater don't expect me to feel sorry for you though just because you have a mixed up psychological alignment! EDIT: Applying this analayis to the resons given by cheaters in the last post: I think I started cheating because when you die in CSS you have to wait until the next round to play again. I wanted to keep playing. - PERFORMER  Think I started cheating because I work for a living and don't have all day to learn to play a PC game just so some 12 yr old hairless scr

Cheaters

I have been playing a bit of Frontlines Fuel of War (single player ok, multiplayer pretty good) but there is some kind of bug that prevents people who bought the game through STEAM from accessing punkbuster (anti cheat) enabled servers. You can read about the bug here . While we wait for this to get sorted I have been limited to non protected servers. This led me to wonder once again about cheating in online games so I consulted the oracle of Google to find out about more it. I probably wish I hadn't. Let me state categorically that I do not cheat in multiplayer games. Why do people do it? Its not like a professional sport where cheating can be a shortcut to riches. In games all you are playing for is personal pride and the very fact of cheating surely destroys that pride.  One of my first guesses was that most of the cheating is done by kids who are too young to accept losing. That hypothesis was blown out of the water when my first google search led me to an aimbot for Fron

I have commanded armies and conquered worlds. Remembering "Double Life"

A commenter to RPS reminded me of Playstation's famous "Double Life"  advertisement today. If you have never seen it watch it now. If you have seen it watch it again. Not only do I believe this is the greatest gaming related advertisement of all time but for me it is the clearest most complete expression of why I am a gamer. For years, I've lived a double life. In the day, I do my job I ride the bus, roll up my sleeves with the hoi polloi.  But at night, I live a life of exhilaration, of missed heartbeats and adrenalin.  And, if the truth be known, a life of dubious virtue.    I won't deny it I've been engaged in violence, even indulged in it.  I've maimed and killed adversaries and not merely in self-defence.  I've exhibited disregard for life, limb and property, and savoured every moment.    You may not think it, to look at me, but I have commanded armies and conquered worlds. And though in achieving these things I've set morality aside, I

What makes a game sell?

Slashdot is proving to be a very fruitful source of gaming links today. First there was the link to the article about the psychology of achievement in games and now another interesting link to a Gamasutra article about the most important factors in game purchases.  Most important factors (in order or importance): 1. Genre (makes sense) 2. Whether or not they enjoyed a previous game in the series (Groan. FIFA 2099 here we come)  3. Price (Hurray!) 4. Word of mouth (one assume this involves all kinds of personal communication including online) 5. Advertising visuals. (You just gottta have explosions in it - period) Factors having relatively little importance: Publisher reputation (There are publishers out there who have anything other than a bad reputation?) Metacritic scores (In my experience aggregated review scores are a reasonable if not perfect indication of quality. Pity to see that gamers pay so little heed when choosing where to spend their cash. The article does admit

Psychology of gaming: Are you a Performer or a Master

There is thought provoking article by Doctor Professor on his Pixel Poppers blog about the psychology of achievement in games   (discovered via Slashdot ). Doctor P points out that psychology teaches us that humanity divides into two camps when it comes to challenges. Performers love tackling easy challenges so they can overcome them and prove how great they are. Masters like tackling tough challenges so they can improve their own skill or knowledge. He then links this to gaming achievement and suggests that RPG games appeal to performers while action games appeal to masters. On realising that he himself was a natural performer who was addicted to rpgs he then made a concerted effort to retrain himself as a master because "it is the mastery orientation that is correlated with academic and professional success as well as self esteem and long term happiness". Doctor P doesn't specifically mention mmorpgs but it is pretty clear that the guaranteed progression of the leve

Frontlines Fuel of War: €2.49 on Steam

A bargain is only a bargain if you wanted the item in the first place but nevertheless €2.49 for game that was only released last year is hard to turn down. I am downloading the game now and will report on my experiences later. By all accounts it is a fairly good shooter with strong multi-player much like the Battlefield series.  It clearly can't hav ebeen much of a commercial success or they wouldn't be selling it at €2.49 but the forums seem to indicate that Steam's give-away price is creating a resurgence of interest in the game. Hopefully this will allow me to indulge in a bit of multi-player action. Mind you those forums posts seem to indicate a fair number of folk are experiencing difficulty getting the game to work - hopefully My own personal MW2 boycott continues despite a general perception that the boycott was a failure and despite several commenter's being quite negative against the whole idea of the boycott.  Of course a developer is allowed put any featu

Random Rewards Suck ... (until you get a shiny drop.)

Random rewards suck: Zubon describes the downside of random rewards in a blog post describing how he was unlucky on the roll for a desirable piece of loot 15 times out of 16 attempts even though he had a better than 1 in 6 chance. I have been there, I assume we all have and it is entirely soul destroying to hit a losing streak like that. Having some grasp of basic probability only makes it worse when you realise that after 15 losing rolls you have exactly the same 1 in 6 chance of winning the next roll* as you had on your very first roll. Zubon actually left the game for six months after his losing streak. I think that game developers recognise that randomness can be a great demotivator, in games like WoW and LOTRO we have seen a move towards token rewards rather than random drops as a more predictable means of allocating loot. And yet.... Remember how good it felt when a shiny sword dropped from the very first Orc you slew. That random reward felt great and was a great motivator.

What game does Borderlands remind you of?

Borderlands is a pretty unusual game and  I have been trying to think of what other game it most reminds me of. The answer, bizarrely, is Far Cry 2. Both games are first person shooters set in large open worlds with hostile native populations. Driving features strongly in both games. Both games have a quest driven main path but both also offer plenty of side-quests and opportunities to wander off the main path for non-linear exploration. While Far Cry 2 does not have much in the way of character progression the upgrading and maintenance of weapons is a parallel to the constant search for new weapons in Borderlands. Even the much maligned "respawning enemies" feature that everyone hated in Far Cry 2 also features in Borderlands. I really think Borderlands resembles Far Cry 2 more than it resembles previous role playing shooters System Shock 2 and Deus Ex. Those games had strong story lines and complex role playing elements whereas as Borderlands emphasises its first perso

Borderlands: Co-op or No-op

I suppose I should have smelled a rat when the game store assistant did his best to convince me to buy Dragon Age instead of the pc version of Borderlands. I know Dragon Age is good and I will play it eventually but at the moment Borderlands with its heady blend of RPG, Shooter and Co-op is more like what I need. My hunter character is now level 13 and I am definitely enjoying the single player game: Nice cartoony graphics, simple but enjoyable rpg elements, Fun shooter gameplay (with vehicles). The quests drive the story along nicely although there seems to be some gaps: I didn't find any quests between level 5 and 10 for example. Multi-player is another story. The PC version's online matchmaking uses Game-spy and it is really bad. Apart from the fact that the listings are unhelpful making it hard to choose a game to join there appears to be a variety of connection problems that prevent me joining a game 9 times out of 10. I tried hosting my own games but nobody ever joine

The Internet for rich people

Thanks to Slashdot I have recently become aware of a whole subculture of social networking sites for rich and influential folks.  Apparently most of these work on an invite only basis. I am a little bit miffed that my invites have not yet been forthcoming. I am after all the creator of a highly influential blog with a proven audience of 7 readers (including myself) and an income in excess of nine digits (in Cambodian Riels).  What are your waiting for?

Quote of the day

Apologies to Syp who more usually does this sort of thing but I think Tipa deserves a gong for this one: Simply put, World of Warcraft is not part of the MMORPG genre. It is funny how much healthier the mmorpg scene looks if you do remove WOW from the picture. If you include WOW you see one all powerful market leader with a horde of failed wannabes. If you ignore WOW you can see a large variety of different and interesting games some good some bad some paying the bills some not. But can we ignore WOW? Heaven knows that I and a lot of other former players would like to. I resent its overpowering influence on the market and I have more or less convinced myself that many many World of Warcraft players are not really gamers at all never mind mmorpgers. Me convincing myself doesn't mean its true though. WOW exists. It is big. Whether it really is an mmorpg or not it is kind of hard to ignore

Quick impressions of the Left 4 Dead 2 demo

( based on two single player run throughs and two pick up group multi-player run throughs. ) Graphics seems a little better than Left for dead 1 but ran just as well for me on an aging mid range machine. The maps feel bigger and less linear but it is hard to draw conclusions based on only two maps in the demo. The infected look scarier. The new types of infected add more variety to the game but I suspect there isn't enough in the demo to fully appreciate all their roles. There is a wider selection of weapons which is good. There isn't such a simplistic distinction between normal weapons and upgraded weapons even though some weapons are definitely more powerful than others. My favourite so far is the AK47. It is very powerful and insanely accurate. The melee weapons are fun but gimmicky. If you equip a melee weapon you lose your pistols and twin pistols are just better than a melee weapon. Nevertheless I imagine there will be lots of fun to be had with melee only ser

A (long) question about how Micro-transactions will change our hobby

Arnold Hendrick writes thoughtful information packed articles about the mmorpg business and one of his posts about "Selling Mmos" prompted me to write down a question that has been brewing  in my head. The short version of the question is "What impact will the rise of micro-transactions have on gaming from a customer perspective?"  I wrote a much longer version of the question in a comment to Arnold so being lazy I will copy the comment here: Great article Arnold full of interesting information and insights. My knowledge of game development and marketing is very limited but I am a long time game playing customer. I am still trying to work out what impact the apparently unstoppable rise of micro-transactions is going to have on my hobby from a customer’s perspective. I can see several good things about micro-transactions: They offer a business model that allows smaller companies to compete with the industry giants which increases the choice and variety of game

DDO: Wizard versatility

First dungeon run last night: We encountered a locked door that neither I nor my cleric hireling could open. No problem. Once we had killed all the monsters we headed back to the nearest shrine and after a quick rest I swapped out " Melfs Acid Arrow " for " Knock " a spell which allows me to open locks. In a second dungeon we were stopped by a door which had a minimum strength requirement to open. Again no problem - another visit to a shrine allowed me to swap in " Bulls Strength " a buff spell which gave me the strength I needed to open the door. Versatility is the hallmark of a Wizard. Without question Sorcerers are better at casting spells. Both Wizards and Sorcerers can choose from the same list of arcane spells but sorcerers cast faster and they have more spell points which allows them to go on casting longer. Sorcerers cannot however swap spells mid mission. In fact they can only swap spells once every few days and they pay dearly to do so. Wiza

DDO: Look after the copper and the gold will look after itself. NOT!

Dungeons and Dragons online has possibly the most confusing currency system of any game I have yet played. In the first instance there are too many types of coins: Platinum, Gold, Silver and Copper . Copper is useless. Even at level 1 everything costs silver or gold and by level 3 I routinely buy things that cost 100's or 1000's of gold. The next problem is that the multiplier between tiers of coin is only 10 as opposed to the more usual 100. I am sure I will eventually get used to this but even after two weeks playing I still need to remind myself that 50 silver is  equal in value to 5 gold. The NPCs vendors don't help the situation by routinely ignoring platinum when quoting prices. The ingredients to inscribe a level 2 spell for example are quoted at 420 gold instead of 42 platinum. Finally and perhaps the most confusing thing of all is that your purse does not automatically convert coins to the largest denomination. For example my purse might contain: 21 Platinu

Not So Free Realms

Thank you to Green Armadillo for highlighting the fact that Free Realms is going to put a barrier in at level 5 beyond which you must be a subscriber to advance. As Green Armadillo himself puts it: "Free Realms is now all but officially a subscription game with a free trial, rather than a free to play game with an item shop and optional subscription" I know very little about Free Realms having only played one character up to (coincidentally) level 5 but on the face of it this is a staggering move. For quite some time it has appeared that microtransactions were an unstoppable force which would eventually signal the death of the subscription model. Turbine's recent move of DDO from compulsory to optional subscriptions has reportedly been a big success. Sony are the only company I have heard of moving back towards a compulsory subscription model. Without more information it is hard to read this. I assume Sony are doing it because they think it will make them more money

Torchlight Is not For me

Lets face it, when it boils down to it every computer game is a pointless waste of time. Some games try to hide this fact with engaging story lines and complex game-play. Torchlight on the other hand celebrates its pointlessness and glorifies in it. It is the very incarnation of progress quest with added button pressing and better graphics. Meet monster, press button,  kill monster,  loot better gear, level up, meet tougher monster .... repeat. There are some embellishments involving pets, enchanting and gems but the essence remains unchanged. The game's quests and dungeons may be scripted but they just as easily be procedurally generated from what I have seen of the demo. I know that a lot of people love this.   Wilhelm2451 and other bloggers whose opinions I respect are full of the game's praises but I still don't get it. I don't care if it follows in the illustrious foosteps of Diablo, Dungeon Siege, Titan Quest and its own direct antecedent Fate. I find the game