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Posts with tag immersion

World of Warcraft
EVE Online interview discusses players determining storyline

Filed under: Sci-fi, EVE Online, Events, in-game, Guilds, Interviews, Lore, Patches, News items, PvE, Politics, Races, Roleplaying


Split Infinity Radio, a gamer-run internet radio station (with a noticeable sci-fi MMO bent) recently interviewed Scott Holden, Lead Content Creator of EVE Online at Gen Con 2008. Holden has been integral in building up all the mission content that's about to drop in the upcoming Empyrean Age expansions over the next few months. Split Infinity asks Holden a question that's been on the minds of a number of EVE players: Can player actions really influence the storyline?

Holden's answer is 'yes'... to a point. He discusses the initiative at CCP to create a system where events are announced in contested parts of space, prompting players to get involved. Their actions would be reported on through the in-game news, and in this way affects (or creates aspects of) the storyline. Participants in factional warfare, or anyone who reads the Interstellar Correspondents news pieces, know that this already exists to some extent in EVE, but Holden states that CCP would like to take the idea further as time goes on.

Continue reading EVE Online interview discusses players determining storyline

Psychologists talk gaming addiction, online friendships

Filed under: Culture, Interviews, Opinion, Academic


1UP's Scott Sharkey has written an article titled "Hook It to My Veins: Can Videogaming be an Addiction?" in which he provides anecdotal experiences with excessive gaming and conversations with two experts -- researcher/author Neils Clark and psychology lecturer Dr. Nadine Pelling. The conclusion is made pretty quickly: yes, video games can be an addiction. Big surprise there! But the details can be wishy-washy, it turns out.

Virtual worlds are the subject of in-depth analysis. Clark borrows from a theory by J.R.R. Tolkien by suggesting that gaming addiction is about a conflict between what ought to be a primary world, and a secondary fantasy world. Gamers with a problem have difficulty prioritizing, or even acknowledging that the gaming world is secondary. Immersion is an important part of enjoying a game, right? But if you're thinking about how you need to make sure the primary world gets its due attention, then you're not immersed anymore -- so begins the problem.

Continue reading Psychologists talk gaming addiction, online friendships

World of Warcraft
CCP Games releases faction overview for EVE Online

Filed under: Sci-fi, EVE Online, Events, in-game, Expansions, Guilds, Lore, PvP, Races, Roleplaying


For participants in EVE Online's factional warfare in the Empyrean Age expansion, it's common knowledge that there are four races embroiled in conflict. However, CCP Games has decided to add some more variety to the roles that EVE players can assume. To that end, EVE dev Matthew Woodward (aka CCP Greyscale) created a political overview for those who wish to immerse themselves a bit more in the backstory, or for those who wish to assume roles in the factional struggle beyond what is currently known about the key races in EVE's setting of New Eden.

The cruel yet devoutly religious Amarr bring worlds and systems under their heel to 'save them from themselves.' They're opposed by the fractious Minmatar, a group of tribes resisting Amarr tyranny -- many of whom are chemically enslaved by a tailored virus and regular fixes of its narcotic treatment, ensuring their continued servitude to the Amarr.

Continue reading CCP Games releases faction overview for EVE Online

Zon: the MMO that teaches you to speak Chinese

Filed under: MMO industry, New titles, News items, Browser, Education


A team of developers supported by Michigan State University and the Office of the Chinese Language Council International have spent the past few years piecing together Zon -- a browser-based virtual world wherein users can learn the Mandarin Chinese language. The game is currently in its open beta phase; you can sign up to play right now.

Users create an avatar and then find themselves in a representation of Beijing International Airport. From there, they may interact with NPCs and other world objects to learn more about Chinese language and culture, as well as communicate with other players to practice their language skills. As they progress through the system, they move up in rank from Tourist to Resident, and finally to Citizen -- at which point they may create their own content for the world.

We learned of Zon through the blog of Areae president Raph Koster, who had an interesting anecdote to add. During his stint at SOE, the company worked with college campuses to use EverQuest II for total immersion language education. So this is not a new idea -- just a really cool one!

The Daily Grind: Does chat break immersion?

Filed under: Culture, Game mechanics, Opinion, Massively meta, The Daily Grind, Academic

There are areas in Second Life devoted to roleplaying. There are roleplaying servers for several of the major MMOs. Obviously, these exist to fulfill the need for full-immersion experiences, away from the frequently inane chatter to be had in most games's chat. But outside of these specialized environments, it's open to all and sundry, the polite and foul-mouthed alike.

In a futuristic scenario like Tabula Rasa's, or an alternate modern setting like Hellgate: London, players can get away with contemporary language. Yet even there, if the talk comes around to non-game issues, it breaks the suspension of disbelief just enough to remind you you're just a person playing a game, rather than a character inhabiting the game world. Is this bothersome? Do you turn off general chat whenever possible? Are you perfectly happy feeling one step removed from the game's reality, and don't need the immersive experience?

Brilliant flora to permeate Earthrise

Filed under: Sci-fi, News items, Earthrise


Masthead Studios has licensed SpeedTree modeling software to add a higher degree of realism to their upcoming MMO Earthrise. The software suite is now used extensively in the game industry for foliage modeling. What, you've never heard of SpeedTree? Well you've almost certainly seen it before. You're not likely to stop and notice the trees and shrubs as the FBI and military are trying to cut you down with automatic weapons in GTA IV. You probably won't admire the indigenous plantlife while you're trying to frag your opponents in Unreal Tournament III either. But the unnoticed backdrop for your carnage in these games was built with SpeedTree. While we may not pay attention to them directly, these details that permeate our virtual environments can have a big impact on our immersion in those settings. Neverwinter Nights 2, Crackdown and Viking: Battle for Asgard are other prominent titles enhanced by SpeedTree.

Earthrise is in good company on the MMO front with Masthead's decision to use SpeedTree, joining the ranks of Stargate Worlds, Fury, and Age of Conan: Hyborian Adventures. If the actual game environments can live up to the screenshots Masthead Studios has released, Earthrise stands to be one gorgeous MMO.

The Daily Grind: Spoken quest text

Filed under: Opinion, The Daily Grind


One of the things that people seem fairly split on lately is the "time" they say is involved with listening to the NPCs talking -- or more properly, reciting the quest text out loud. Some people really like this when coupled with the "multiple choice answer" option that's present in Age of Conan and EverQuest II. Some feel that it leads to greater immersion in the world to hear quests spoken -- and you can always "fast forward" by clicking through if you don't want to hear it. For other people, while this can be a fun and interesting element at first, repeating quests on subsequent alts makes it somewhat annoying.

Where do you fall on this one? Do you like the idea of your NPCs actually being voiced and reading out the full quest text to you, or do you think a cursory sound byte (like how it is handled in World of Warcraft) is all that is needed? Do voiceovers tend to make you pay attention to quest "text" -- or do you just click past it all anyway?

World of Warcraft
Have Clone, Will Travel: Ambulation in the EVE tutorial

Filed under: Sci-fi, EVE Online, Previews, Roleplaying, Rumors, Have Clone, Will Travel

EVE Online is like no other MMORPG. In this sci-fi virtual world you are your ship, and the ship is you.

Indeed, despite the fact that a great amount of time is spent creating a specific look for their avatars, many new players are surprised to see all their efforts being wasted, once they realize that their avatar ends up being nothing but a small head shot. This is one of the major differences between EVE Online and the rest of the MMORPGs. You are not your avatar. But that is about to change.

Most MMORPG players enjoy associating themselves with their characters, but for the last 5 years, EVE capsuleers have never seen theirs, nor have they had a chance to control its movements. This deficiency has been recognized by CCP, the developers behind EVE. After looking into the matter, they came to the conclusion that it was hard for their players to emotionally identify themselves with a spaceship, especially the female minority (about 20%).

Ambulation is CCP's answer.

Continue reading Have Clone, Will Travel: Ambulation in the EVE tutorial

World of Warcraft
Ambulation project closer to reality

Filed under: Sci-fi, EVE Online, Expansions, News items


"So... it's an MMO where you fly a ship through space, but you can never really get out?"


"Well... yeah. Pretty much."

This is how it plays out, almost inevitably, when I show my friends EVE Online. For some, not being able to see yourself as a 3-D avatar creates a barrier to immersion. For others, the game is too much of a departure from how player characters are depicted in most other MMOs. That's due to change soon, with the forthcoming release of CCP's Ambulation project. Ambulation will allow players in NPC space stations to walk outside of their ship hangars and interact with each other in a number of new ways. CCP clarified some information about the Ambulation project at the recent New York Comic Con.

Continue reading Ambulation project closer to reality

The Daily Grind: Should there be a spectator feature in MMOs?

Filed under: PvP, The Daily Grind

Videogames as a spectator sport has always been with us -- you'll be in an arcade, or at a friend's house, or watching with hundreds of others at a sanctioned Starcraft tournament. Someone will challenge another to a game, the competition heats up, a crowd gathers. Sometimes the end-game victory is so close that when the last-ditch play succeeds (or fails), the winner is granted a standing ovation. In such a case, it's just as fun to watch as it is to play.

Aside from watching over someone's shoulder, what if there were a way to observe a head-to-head match-up between players in your favorite MMO? Perhaps a central location on the Web which you could visit to watch pre-planned battles? Maybe a program that lets you peek into a game world as though you were an invisible camera, recording for posterity matches between registered combatants -- would that be welcome? Would it ruin the sense of in-world immersion?

World of WarcraftWorld of Warcraft
Player vs. Everything: Loading...

Filed under: World of Warcraft, Fantasy, EverQuest, Lord of the Rings Online, Game mechanics, Opinion, Vanguard, Maps, Virtual worlds, Player vs. Everything


A few weeks ago, I was reading an Age of Conan interview with Shannon Drake where he was discussing several of the features that would be present in the game. One of the questions he was asked was why Funcom made the choice to use world zones for AoC instead of a seamless world. If you haven't heard the terminology before, games with world zones are games like EverQuest, EverQuest 2, and Guild Wars, where you have a loading screen when you pass from area to area. Seamless worlds include games like World of Warcraft, Lord of the Rings Online, and Vanguard: Saga of Heroes, where you can pass between different game areas without a loading screen. Seamless worlds still have loading screens, of course-- just not for most major zones that you'll be traveling through.

Shannon's answer was interesting. He admitted that their choice was partially due to the trade-offs required when designing a next-gen game (graphics are a major resource hog), but then he also talked about immersion and world design. Although Hyboria was supposed to be an enormous landmass, they didn't want to make a game that took forever to walk across. On the other hand, they didn't want to reduce the epic scale of the world by reducing a cross-continent journey to five minutes. Now, maybe that's just their canned answer to keep the fans happy with loading screens, and maybe it really was part of their game design-- probably a nice helping of both. Either way, it's worth considering. Do loading screens really help your game immersion?

Continue reading Player vs. Everything: Loading...

When a game is no longer a game

Filed under: Business models, MMO industry, Kids


With the advent of the next generation of social networking MMOs on the rise, and the retirement announcement of Disney's Virtual Magic Kingdom, we can't help but wonder what is the real definition of an MMO these days? Where is online gaming headed, and what is there a real demand for anymore?

After VMK's closing announcement last week, users let it be known that they were not happy with Disney's decision. As we reported yesterday, there were several comments concerning the fact that taking down this virtual world was like taking down their real world. Many of them were not only fiery and disparaging, but the retorts to these comments were even more dramatic. Yes, this happened on the internet! Can you believe it? The fact is, this makes us wonder if we're approaching dangerous ground with the immersion factor of these virtual worlds, especially as they pertain to our children and their interpretation of the world. The real world, that is.

World of Warcraft
More information on Book 13's Forochel region

Filed under: At a glance, Fantasy, Lord of the Rings Online, Expansions, Game mechanics, News items

The Lord of the Rings Online development team has revealed more information about the new region for Book 13: Doom of the Last-King -- Forochel. This new, expansive land will feature their latest effort at a snowbound landscape. One of the ways in which Forochel will be different will be in its new 'cosmetic temperature system', in which you'll be able to see your character's breath the farther into the cold you travel. While this may seem trivial, you'd be surprised what a tiny effect like that can do to help immersion.

Of course, the changes aren't all cosmetic. Spending too much time in the Ice Bay will have a deleterious effect on your morale. Life-saving warmth can be had at towns, by spending time over geothermal vents, and by creating campfires. And annoyingly, the announcement mentions that they've learned some lessons concerning monster moods, spawns, and patrols, but stop short of actually saying what those lessons are.

For those of you who've been anticipating this new Book, go check out the full release, and judge for yourselves if it's going to be worth the wait.

World of WarcraftWorld of Warcraft
Skill leveling: manual or automatic?

Filed under: World of Warcraft, EVE Online, Game mechanics, Crafting, Leveling, Opinion

Skill leveling: World of Warcraft makes you click a button to do it, then expects you to sit and wait for the process to complete. EVE Online lets you set it up and execute the function, then you can log off and expect it to have finished by the time you come back. Somewhere out there is an MMO that makes you physically work through the process of leveling up your skills, in realtime, but I haven't played that one yet.

Which is the best way to do it? By making things completely automatic, you remove yourself a step farther from the immersive nature of the game, but you save a great deal of time and an almost arbitrary level of purpose. By making things manual, you feel a great deal more invested in the outcome and your feel for the character, but you may be increasingly annoyed by the tedious nature of being forced to level up by hand. Some people even argue that skill leveling is one of the most important aspects of an MMO, and an inherent part of gameplay. On what side of the divide do you fall?

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