Posts tagged Digital Games
TellMeWhen is an addon for the MMORPG World of Warcraft. It provides visual, auditory, and textual notifications about cooldowns, buffs, and pretty much every other element of combat. You can read more and download it at Curse.com
I created a setup to assist me when playing a Protection-specced Warrior in World of Warcraft.
Currently it features:
- Tanking rotation
- Gladiator rotation (no Sudden Death)
- Shout watcher
- Interrupt reminder
- Teleportation gear reminder
- Healing cooldowns
- Defensive cooldowns
- Deep Wounds AoE tracker
- Resolve tracker
During the second semester at the IT University I had a course on game development, where we were to design and implement part of a larger game production. We each had very specific roles in order to try and emulate the “real deal”. My areas of involvement included design, documentation and programming. Our game was designed in the Unreal Editor and so requires Unreal Tournament 3 to run (haven’t gotten around to looking into Unreal Development Kit yet).
Blackstone is a first-person survival horror for the PC based on the Unreal Engine, with a focus on stealth and wit over combat and weapons. The player is thrust into a dark medieval world as a simple traveling merchant who must overcome lethal dangers in order to save his son from the mysterious Castle Blackstone.
You are a traveling merchant heading for the city of Graffstadt with your son acting as your apprentice, to sell your goods, seeking shelter in the small village of Neuheim. During the night you awake to find your son missing and must search for answers from the surrounding village and the villagers. Far from other settlements, the only place nearby is the abandoned Castle Blackstone, which your investigation points in the direction of. You must travel to Castle Blackstone to search for your son armed with only your courage. But the rumors say that the castle is dangerous, with dangers only spoken of in fearful whispers. A mysterious fog surrounds the castle and it is told that the dead never sleep and that nightmarish creatures stalk the ancient halls. Being a simple merchant, you’re untrained in combat and must rely heavily on stealth and your wit to overcome the dangers of the castle. Dangers made all the more pressing with the uncovering of the Blackstone Pendant, a magical artifact long thought lost, meant as a tool for a madman to conquer the world and the Afterworld.
An article I wrote for my second semester on the IT University.
In recent years Massively Multiplayer Online Role Playing Games (MMORPGs) have received great attention, especially after the launch of Blizzard’s World of Warcraft (WoW) which helped elevating games and specifically the MMOGs to become more mainstream, by offering a very polished product, even in its early beta stages, that also catered to the casual player, who wasn’t necessarily an expert in playing online games. WoW caters to various groups of people, including the casual players, the hardcore players, the role-players, those that enjoy Player versus Player combat and those that prefer Player versus Environment (scripted content). This diversity ensures that a lot of people can find something to do in the game world, but just like Jakobsson & Taylor (2003) argues regarding Everquest, then WoW (which is similar to Everquest in its social structures) is also best experienced while in the company of others, mixing play and socializing.
The basis for this study was my own experiences in WoW, which initially sparked the thoughts regarding who we play with (and maybe more importantly, who we don’t). I have played WoW on and off in various social environments, including casual and hardcore ranging between zero to thirty hours a week, for about four years, primarily on the United States servers. But after transferring to the European servers, I experienced an event which I had never encountered on the United States servers, where the shared language of choice is English; someone was unwilling to invite me to their group due to the fact that I was unable to speak their native tongue, even though a lot of the more menial tasks and challenges can be overcome with little to no or simple communication. But I couldn’t get angry at being turned down, for pondering further upon the experience I can say that most players I know, and even myself, aren’t that much different. We play with some people over others, all for various reasons. And it is these reasons I find interesting and worth exploring further.
My theory is that “the majority of players in WoW play with those they do due to selfish reasons”. In this study I will delve into my theory and explore the various reasons why we play with those we do, be it obtaining our own goals, gaining social capital or something else, and also why we chose not to play with others.
During the 3rd semester on the IT University, we were tasked with reviewing different aspects of games, this one being the structure (or gameplay) aspect in Mass Effect by Bioware.