Category Archives: Games Research

divided loyalties in WoW?… and Jade Empire and papers!

So, two weeks ago I worked my ass off to get a key made in World of Warcraft so that I could go with a group of people from an allied guild to a 10-man dungeon known as Karazhan. I was invited because apparently the server was lacking in 70 rogues at the time (who the people in the guild like… ). Anyway, after many hours working on it, we finally went for the first time last week (Friday and Sat nights). And it was fun!

Buning Crusade instances attunement

But to get there, I basically had to outrun some of my own guildies who were also working on getting keyed and solo/stealth some of the steps instead of waiting for them. Now a week later, some of them are still working on it and more are catching up to where they are. In a few more weeks, there should be enough people in my guild to go. Then I’ll have an interesting decision to make. Do I ditch the allied guild for my own guild? How permanent was my invite to the group, anyway? How will players from both guilds take my seemingly loose loyalties? Or is it a non-issue given that I was available and helped our allies and have always said that I prefer in-guild raids? We’ll see…

The past couple of days, I’ve also been playing a lot of Jade Empire. I’ll write a review soon. But I’ve also been writing papers and such for the end of quarter and now need to work on a book chapter with Lisa!

I was quoted in the local paper last week!

I was interviewed about Second Life and MMOGs a few weeks ago.  The story came out on the front page of Monday, Feb 26th paper, but, like a dork, I didn’t post this tidbit to my blog.  😛

The internet version isn’t as cool because it isn’t on the front page with a quote from me in big bold letters starting the story off.  But here it is anyway…

Second Life enjoys perks, problems of population boom on the Seattle Post-Intelligencer

Play Between Worlds by TL Taylor review up!

Below is a note I received from David Silver today. Look at the reviewer for number two. Woot!  Even better, TL emailed me this morning thanking me!  Maybe that is standard protocol, but I’d like to believe she’s just a really nice person.  🙂

folks,

a new set of book reviews [ http://rccs.usfca.edu/booklist.asp ] from
the resource center for cyberculture studies [ http://rccs.usfca.edu/ ]
for february 2007:

1. Information Politics on the Web
Author: Richard Rogers
Publisher: MIT Press, 2004
Review 1: Adrienne Massanari

2. Play Between Worlds: Exploring Online Game Culture
Author: T. L. Taylor
Publisher: MIT Press, 2006
Review 1: Mark Chen
Author response: T.L. Taylor

3. Soft Cinema: Navigating the Database
Authors: Lev Manovich & Andreas Kratky
Publisher: MIT Press, 2005
Review 1: Tico Romao
Author response: Lev Manovich

4. The Cinema Effect
Author: Sean Cubitt
Publisher: MIT Press, 2005
Review 1: Anxo Cereijo Roibas
Author response: Sean Cubitt

there’s lots more where that came from. enjoy,

david silver
http://silverinsf.blogspot.com/

Did WoW language and culture propogate due to the level and rep grind?

So, World of Warcraft players have formed a sub-culture within the gaming culture.  What is cool is that a lot of members of this affinity group were not traditionally gamers.

Anyway, I was thinking about all the crazy internet memes that have propogated via WoW such as Leeroy Jenkins, the O Rly owl, the Chuck Norris vs. Vin Diesel debate, and the 50 DKP minus dude.  But this stuff is part of a larger trend of new talk.  People make shit up all the time in WoW it seems.  Why do they do this and how does this new shit propogate?

One answer might be all the tedious grinding that has to be done in WoW.  What else do you have to do while killing 200 plainstalkers to get 12 feathers or whatnot?  Shoot the shit on the general channel.  What else do you have to do while grinding for rep in Winterspring?  Make funnies in the guild channel. Right?

Or maybe it’s just a simple matter of having enough people participating in some sort of meaningful event that a critical mass has been reached and language/culture can emerge…

If ways of talking/ways of being are dynamic toolkits, how the hell does participating in WoW culture help someone? Is it only useful for in-game stuff?

NWN2 vs. Oblivion vs. WoW

WoW = no real game-world choices, only game-mechanics ones and the emergent social structure

NWN2 = linear progression of storyline, multiplayer afterthought

Oblivion = expansive with interesting choices! but not multiplayer

So, I’ve been sitting on this post for a long time because I’ve wanted to write something substantial but never got around to more than the three lines above… But I finally published it a couple of weeks ago (writing this late Sep 2007) with a backdate and lo and behold, it’s getting hits.  So here’s a little more info:

Basically, I am off-and-on dissatisfied with World of Warcraft because of the lack of real player choices in the game. I mean ethical and character building choices like those found in good single player games. Part of the problem is that no one has sat down to figure out a way of getting a mmog to feel like it reacts to individual player choices…

So, the nice thing about The Elder Scrolls 4: Oblivion is that it is chock full of those choices. If Oblivion were multiplayer, omg.  But it isn’t.  And surprisingly, after I played it once, I didn’t play it again to make different choices…

But then Neverwinter Nights 2 came out proving that even if Oblivion were multiplayer, it’d have to do it right since doing it right is not a given. NWN2’s multiplayer sucks ass.  I think I let my experiences with Knights of the Old Republic predispose me to NWN2.  Unfortunately, NWN2’s choices weren’t as interesting so even if the multiplayer were working…  meh.

Are virtual worlds doomed to replicate social problems of real life?

Claude Steele came to UW a month or two ago and gave a presentation on stereotype threat and identity threat. Basically, people and society give off cues all the time about their attitudes and prejudices regarding people of certain groups. The people of the affected groups unconsciously internalize the stereotypes being applied to them and, like a self-fulfilling prophecy, tend toward the patterns expected of them. For example (to use one of Claude Steele’s examples), if you give a test to a white kid and tell him while giving it to him that Asians tend to do better on this test, but he should try hard, anyway, the white kid will score less well than if you didn’t give him that social cue. You can imagine the kinds of social cues we give to African-Americans, women, etc. and realize that from the get-go some social groups are at a total disadvantage due to our unconscious stereotypes. Identity threat is sort of like the same thing. Steele’s argument is that people identify with whatever identity is most threatened. So, a black woman might identify more as black or more as a woman depending on her situation (and I think implicit in this is that people’s self-identifications change with different settings).

Continue reading Are virtual worlds doomed to replicate social problems of real life?

Byron Reeves at UW

Byron Reeves from Stanford’s Media X gave at talk at the LIFE center last week. Basically, he’s been doing research on people’s emotional responses to computer games, as measured in instants with electrodes or other biometric methods. His talk included a little bit of background on that research, but it also included general visions of how MMORPGs and games in general could change the way we work and learn.

Continue reading Byron Reeves at UW

Neverwinter Nights 2 isn’t really multiplayer friendly…

Well, at least, the main campaign sure isn’t.  It works but the game forces all players to sit through dialog events initiated by anyone.  This makes sense for plot-moving dialog, but doesn’t make any sense for dialog that is needed for shopkeepers, etc.  What’s worse is that during these forced pauses, no keyboard or mouse entry is allowed, so there is no way within the game to discuss dialog choices with your party members.  That kinda sucks.

Ideally, any plot-moving dialog (or dialog which is not repeatable) should have some way where all players could vote for which choice to make.  Simple checkboxes or something…  Something. Anything.

No Child Left Behind (in a virtual environment) AND the end of Bartle’s taxonomy?

When my WoW guild was first getting started, I invited a couple of kids to the guild because they really wanted to join. At the time I thought that our guild should be all inclusive (well… to a degree obviously) with the assumption that anyone who was not yet a good fit could learn to fit in. Ah the naive days of the opening weeks…

I was also playing around with action research ideas and using the guild as a testbed for enacting various ways of designing an online community, one which could live long after the founders had left. I was approaching it from a lot of what Kollock and Smith (and Ostrum) say make for effective online communities when they wrote about discussion listservs.

Sooo… I thought that even if the guild didn’t want to collectively try to teach these kids how to fit in, I could guide them myself. It didn’t work out so well. Actually, one of them was fine (the younger one). He seemed to get things and socialized easily. The other one just didn’t fit in and he didn’t improve no matter how many times I explained things to him. He kept begging other guild members for gold, kept rerolling characters and asking for them to be invited to the guild, kept being rather chaotic or something…. I felt really bad, but in the end, after talking it over with the other guild officers, we decided to let these kids go and find them a different guild to join.

Continue reading No Child Left Behind (in a virtual environment) AND the end of Bartle’s taxonomy?

Games 4 Change Salon at UW

Last summer there was a Games for Change (G4C) summit in D.C. Fit in my schedule but, alas, no money. Anyway, Ruth Fruland who is spearheading the Games and Simulation Works (GaSWorks) at UW was able to go and was asked to start/lead a Seattle chapter of G4C. While there she met someone named Morgan and together they organized a Games for Change Salon at UW on November 16. Many thanks to them for organizing it all.

Continue reading Games 4 Change Salon at UW