Daedalus-Project

Latest

  • Hyperspace Beacon: Gear grinding is unfun

    by 
    Larry Everett
    Larry Everett
    09.04.2012

    If you have been following me for the last few years on this column and some of the podcasts that I've done, then you are aware that hardcore progression raiding and PvP are not my thing. You will also know that I don't fault players for having their own fun, but the MMO industry often assumes raiders and PvPers are the ones game developers need to target and pursue. It could be that they are the loudest, the fastest, or maybe just the most competitive. I appreciate the players who blast through content. They are usually ones who make the guides that the slower players use to fight the "unbeatable boss." Unfortunately for developers, these are not the players who stick to the game. BioWare made a lot of naive mistakes with Star Wars: The Old Republic, but one of the biggest is that it listened too much to the vocal minority instead of attempting to make a game that caters to the long-term player. I consider myself and my guild long-term players. We play SWTOR for a multitude of reasons, ranging from basic Star Wars fanboyism to exploring new content to engaging in intense PvP battles. But one thing that is consistent among all of us is that we don't like to gear grind. Don't get me wrong; I understand that there need be a carrot for the players who complete high-level content, but I believe that SWTOR, along with other MMOs, is doing it wrong, and frankly, it's not fun.

  • 15 Minutes of Fame: Researcher Nick Yee digs into the numbers, people behind WoW

    by 
    Lisa Poisso
    Lisa Poisso
    12.22.2010

    From Hollywood celebrities to the guy next door, millions of people have made World of Warcraft a part of their lives. How do you play WoW? We're giving each approach its own 15 Minutes of Fame. If you're into research about the World of Warcraft and the world of MMORPGs, the name Nick Yee will be instantly recognizable. A research scientist at the Palo Alto Research Center (PARC), Yee is well known in WoW circles for his work on The Daedalus Project, an online survey of MMORPG players that's yielded profiles of gamers and the gaming life that are ripe for the picking. Despite a powerhouse academic background, Yee's no ivory tower recluse. He's an active WoW player who relishes the happy intersection of game time as background for work time. And while his Daedalus Project has been "in hibernation" for some time now, Yee's been working on a new study for PARC. We'll chat with Yee about his work after the break -- plus test your knowledge of your fellow WoW players in a special quiz he's prepared especially for WoW Insider readers spotlighting findings from his new MMORPG research.

  • Defining Playstyles: Beyond casual vs. hardcore

    by 
    Rich Maloy
    Rich Maloy
    08.31.2010

    In a recent Totem Talk post, I made a loot list for enhancement shamans that have access to ICC but are not progression raiders, because they are either alts or they are -- drum roll, please -- casual. That's right: I used the c-word without context. Casual. There, I said it again without context. Excuse me while I duck from the rotten vegetables being thrown in my direction. The use of that c-word in relation to an Icecrown Citadel loot list sparked a very interesting comment thread. Most comments were well thought-out, added value and furthered the discussion. Some were, to borrow Adam Savage's favorite term, vitriolic, because of my heinous misuse of the term "casual." I said it again without context. I'm just casually throwing around "casuals" here. Given the reaction that post received, I started doing some research into what exactly "casual" and "hardcore" actually mean. What I found was not surprising at all: They mean completely different things to absolutely everyone. The MMO population of players, across all games, is estimated at over 61 million people. There are as many variations on play time and playstyle as there are players in the game. Do you really think we can divide this many people simply into two groups of just casuals and hardcores? I think it's time we move beyond the polarizing definitions of casual and hardcore and come up with some definitions of our own.

  • Gnome Rogue with Pink Mohawk wants your data

    by 
    Matthew Rossi
    Matthew Rossi
    03.17.2010

    Nick Yee from the Daedalus Project is now looking for data for a new project he's working on with the Palo Alto Research Center. Now, PARC is a pretty big name in computing, and Nick Yee is justly known for his long running work on the Daedalus Project, so the idea that a group with PARC's resources is studying WoW and other MMO's using someone as knowledgeable as Mr. Yee is very interesting all told. The idea of trying to 'predict who people are just from the way they behave in a virtual world ' and my own personal curiosity for whether nor not they'll run into a certain Mr. Gabriel's GIFT (warning, there is a swearword behind that link) has me decidedly curious. The full text of the press release will be behind the cut for those interested.

  • Celebrating a guild anniversary in style

    by 
    Mike Schramm
    Mike Schramm
    06.19.2009

    Pink Pigtail Inn has what is probably the most involved guild anniversary I've ever seen. We've seen quite a few anniversaries and events come through Guildwatch, but this one takes the cake: a huge competitive scavenger hunt, complete with out-of-game clues, banned class abilities (so teams could be balanced out), and even self-made quests involving the guild's lore. It's probably rare to find a group of officers that can be this committed to something normally considered "an RP event," but obviously it worked out, because the whole guild really enjoyed it.The context Larisa puts this in, however, is even more interesting. According to the Daedalus Project (a series of surveys of MMO players -- we've mentioned their work before), the majority of players can't celebrate a guild's anniversary anyway, as they haven't been in their guilds for even a year yet. I've never considered it, but it's true: while we are very attached to our guildies when we do find a good guild, we aren't really attached to them for very long, relatively speaking. There are stories of guilds going on for decades, but even those guilds have players coming and going -- if your guild has the same group of people playing together for a few years, you're probably in a smaller group than you think. PPI's example is a great one for any guilds who have been around long enough to celebrate it.

  • An Identity of Imagination...

    by 
    Tim Dale
    Tim Dale
    06.05.2009

    Being anonymous is par for the course when it comes to the Internet. When approaching any kind of online community for the first time, the very first given task is usually to pick a whole new name, and even without thoughts of deliberate anonymity, it can be very difficult to actually be yourself. Common real names, such as James or Mary or John or Linda, are likely to have already been chosen as login names a long time ago and the nature of the database means duplicates are rarely allowed. A more unique name is needed when signing up, and so almost everyone begins to create for themselves an online persona.In the world of MMOs, the idea of not being oneself becomes even more integral. The player is more than merely a user name attached to forum posts or comments, and is a mighty adventurer too! This presents even more choices; physical attributes, choice of class and profession, even an invented racial background, and with each choice, the opportunity to precisely recreate the real world self diminishes. A game might only provide two different 'light brown' hair styles for male humans, none of which resemble the player's real hair in the slightest. The player has to pick something however, in order to get on and play, and with each choice a made-up version of ourselves is increasingly realised.This other self, comfortably detached from the consequences of a real life existence, can be a liberating thing, but can also be a source of troubles and difficulties all of its own. Just how much anonymity is good for us, and what makes us hide ourselves online?

  • The rise and fall of class popularity

    by 
    Allison Robert
    Allison Robert
    05.13.2009

    While writing the most recent Shifting Perspectives column and browsing old records on Druid population statistics, I started to wonder about the various factors that play a role in how popular a class becomes. While Blizzard and Blizzard alone has the exact numbers on who's playing what, various fan sites have honed data collection strategies over the years and amassed a pretty impressive pile of numbers. This only got easier when the Armory launched in spring 2007, and by now I'd be surprised if players weren't at least broadly accurate about overall trends. If we can trust what we see, how we do best explain fluctuations in class popularity? Has Arena success (or the lack thereof) been as influential as we think? Is class population an accurate, albeit crude, guide to the overall "quality" of a class at any given moment -- or just a guide to the perceived "quality?" I'd be interested to hear what people think.Having played a Druid since the beginning of Burning Crusade and observed it going from the second least-played class at 60 to the third or fourth most-played class at 80, I have my own theories about what's influenced Druid population numbers particularly, but I need to do a little more digging before I can be sure. However, I don't know whether any of it really applies to other classes, and the meteoric rise of the Death Knight is a thought-provoking (and somewhat troubling) trend.

  • Nick Yee puts the Daedalus Project into hibernation

    by 
    Krystalle Voecks
    Krystalle Voecks
    03.09.2009

    The Daedalus Project, for those who aren't familiar with this fantastic project by Nick Yee, is an in-depth look at the psychology of MMO gamers. As someone who plays MMOs, Nick has always taken a very fair and balanced look at the intricate worlds spanning the MMO genre, with results that were sometimes surprising. During the course of ten years of research, he's looked into everything from basic gender alignment questions to in-depth looks at genre, how emerging changes in game mechanics affect social interaction, and so very much more. To say it's been important, enlightening work is an understatement. In a recent blog posting, Nick has announced that he's going to be placing the Daedalus Project into 'hibernation' due to time constraints, the rigors of his everyday work, and his need to publish as a PhD. As anyone can imagine, running an enormous project like Daedalus has to take a great deal of time and effort. It would appear that rather than letting the quality of the work for this project of love suffer, he's opted to place it on hold for now. While it's definitely a loss for the MMO - and indeed educational - community, we can totally understand. All of us here at Massively would like to thank Nick for his unwavering dedication to bringing so many important things to light over the last ten years, and hope that all of his future challenges are equally as rewarding.

  • Behind the Curtain: Multiple MMOs pt. 2

    by 
    Craig Withers
    Craig Withers
    12.20.2008

    When I started thinking about this subject, I remembered reading something on the subject a while back on the Daedalus Project. Going by the figures Nick Yee collected back in 2006, less than a quarter of the players he spoke with had more than one account. I can't help but wonder if that number will have increased or decreased with time. Without getting too much in the state of the world-economy, as we all have to tighten our belts that little bit more, we'll end up looking for cheaper ways of relaxing and blowing of some steam. I wouldn't be the first person to point out that the average cost of a monthly MMO subscription is less than you'll spend on one night at the cinema. While it's absolutely not my place to fault Dr. Yee's work, and I certainly don't intend to, I would have liked to see him also ask about how many players had more than one account active for the same game, and the reasons why. The reasons given for having subscriptions to more than one game aren't surprising. Players maintain several subscriptions due to having friends and family still active in the game; or they feel that the time spent so far with the game will be wasted if they cancelled the account; or for financial reasons like waiting for the subscription plan to expire, or simply forgetting the subscription was there. If people were asked why they play more than one game, I'd expect to see similar answers, but I'd hope to see some others, too. Game mechanics, for one. When I went back and looked at Star Wars Galaxies a while back, I didn't feel like it was a game I'd really want to play on a regular basis. That said, the crafting in the game was still as interesting as I remembered. A crafting system that isn't a simple pass/fail mechanic, rewarding time spent hunting for high-quality raw materials, and classes whose sole purpose is to craft rather than quest ticked a lot of boxes for me. And while the ground game left a lot to be desired, there was still a lot of fun to be had in space, hunting Rebels or Imperials, depending on which side your bread was buttered on. My point is that it's a rare game that provides you with everything you want. Maybe you play one game because the combat system is second to none, but another one because the RP tools in it haven't been bettered yet. Graphics are a big thing for a lot of people, and the cartoonish graphics of WoW have put off more than one person in the past, without a doubt. Realistic graphics and presentation, on the other hand, won't stop your game from being slated if it deserves it – see Age of Conan for proof. Your turn now. Do you run more than one MMO at a time? Which ones are they, and why? Hit the comments, and let the world know.

  • Behind the Curtain: Guilds are serious business pt. 2

    by 
    Craig Withers
    Craig Withers
    10.11.2008

    What I'm wondering is just how seriously you or your guild takes the membership process? My guild have gone with a few simple questions about a player's intentions and why they want to join our guild. That won't be the case for all guilds, and I'm sure 'hardcore', serious raiders will raise the bar higher than most, and that's perfectly understandable. If you're aiming to burn through content at a rate of knots, you want to make sure you're taking on people who can hack the pace, who are geared enough to keep up, and knowledgeable enough to not have to be baby-sat through boss fights. Making friends can be serious business, and running a good guild can be akin to running a real-life company. A fractious, barely-solvent, badly-insured company staffed by borderline-schizoid personalities, but a company nevertheless.

  • Behind the Curtain: Guilds are serious business

    by 
    Craig Withers
    Craig Withers
    10.11.2008

    First off – don't worry, it is indeed Saturday, not Thursday. We've just decided to move Behind the Curtain to a weekend slot; you didn't just hallucinate the last couple of days.How serious are you when you're either creating a guild, when you're inviting people to join, or when you're looking to join one yourself?Guild drama is always just one forum post away for many guilds today, and if you're not careful you could end up one of the many, many casualties to appear on the pages of Guild Watch on our sister site, WoW Insider. Drama doesn't happen all by itself – it's created by the people in your guild. More specifically, it's created by the personalities in your guild; it's not uncommon for guilds to have more personalities than they have people in them.

  • Daedalus Project updated

    by 
    Allison Robert
    Allison Robert
    10.10.2008

    Nick Yee's excellent MMORPG survey and data site, the Daedalus Project, has been updated with new survey results on the following topics: Guild demographics: What influences players to choose certain guilds, how attached they become, the likelihood of their knowing guildies in real life, and how long they stay. What I find fascinating here is the graph displayed above -- 26% of surveyed players have been with their guild 2 years or more. Alex Ziebart mentioned the other day that his guild has been together so long across multiple games that guild chat's gone from talk of teenage dates to coaching expectant parents through morning sickness. I get the feeling that this is only going to become more common in long-haul games like Second Life and WoW. Character creation: How players choose characters, the elements of character selection they consider most important, and whether classes and races tend to be researched extensively before they're picked, or chosen based on impulse. Character class seems to matter to the most people; starting area the least.

  • Newest Daedalus Project research highlights genre appeal

    by 
    Michael Zenke
    Michael Zenke
    10.10.2008

    The Daedalus project is the most important research project into MMO player demographics in the world. Run by the unflappable Nick Yee, it's a fantastic look into the minds of MMO guild leaders, female players, old players, young players, and everyone in between. Past Daedalus articles have tackled issues like playing with romantic partners, the willingness of players to buy gold online, and the importance of achieving goals in a virtual setting.The newest round of research delves into some fascinating stuff. Probably this round's most interesting data surrounds genre preferences. Have you ever wondered how much people want to play super-hero games vs. sci-fi titles? Whether guys want to play vampires, or whether girls want to play vampire hunters online? All of these questions and more are addressed in the Game Choices article in this round of the Project. Plus! Find out how the demographics of guilds pan out, what the thought process is behind character creation, preferences in class role, and the logic behind choosing a 'main character'. Check it out!

  • Widget shows character name statistics

    by 
    Allison Robert
    Allison Robert
    09.06.2008

    If you've ever been fascinated by the MMORPG statistics provided at sites like the Daedalus Project, here's something right up your alley; the WoW Armory Character Distribution widget, programmed to comb both the U.S. and E.U. Armories and capture data on the popularity of character names across race, class, faction, and sex. The project is still in the testing stage, and it's a bit finicky about how you enter character names. Make sure you're always hitting the submit button and not using your enter key, as otherwise the widget will keep searching for the last name you looked for instead of your new query. Its creator, Emilis, also wrote to warn that it uses live information from both armories and will occasionally be slow as a result. I imagine it might also be inaccurate if either Armory is having problems.The widget is tremendously fun to play with and has yielded some rather interesting results even with the completely random names I keep trying. "John" and "Mary," as you might expect, are overwhelmingly Human toons, whereas the greater share of people playing a "Sergei" and "Yekaterina" are Draenei. 3 people with a "Brutus" are actually playing female characters, and 1 person with a "Laura" is playing a male character (Emilis notes that gender-bending names are surprisingly common, although from what I can tell so far this seems to be a lot more true of male names for female toons than the other way around). Most people with a "Killer" are playing a Hunter, Rogue, or Warrior. Characters named "Bank" are mostly Human Warriors, but "Banktoon(s)" are mostly Orcs. And, yes, most of the people playing a toon named Legolas are Night Elf Hunters. Are you really that surprised?Thanks to Emilis for writing in!

  • 15 Minutes of Fame: WoW from the Ivory Tower

    by 
    Lisa Poisso
    Lisa Poisso
    07.08.2008

    15 Minutes of Fame is our look at World of Warcraft players of all shapes and sizes – from the renowned to the relatively anonymous, the remarkable to the player next door. Tip us off to players you'd like to hear more about at 15minutesoffame (AT) wowinsider (DOT) com.Academic types will find a way to analyze just about every aspect of life – life in Azeroth included. Digital Culture, Play, and Identity: A World of Warcraft Reader, published in May by The MIT Press, explores what it calls "the cultural and social implications of the proliferation of ever more complex digital game worlds." Whew.Props to the authors of this anthology for not only playing the game they're pontificating about – they actually created their own guild, where they play with other Digital Culture contributors. 15 Minutes of Fame talked with Jessica Langer, author of a chapter on the ways in which narratives of colonialism and otherness functioned in different ways throughout the game, about what she plays, what she writes, and how it all comes together in the World of Warcraft.

  • Daedalus Project presents new findings

    by 
    Akela Talamasca
    Akela Talamasca
    06.13.2008

    The Daedalus Project has gotten Massively coverage previously, but it's worth revisiting, as Nick Yee continues to gather information on virtual spaces. In the most recent issue, you can peruse such topics as how changing game mechanics changes social interactions within those games; what do players want to see in MMOs; and thoughts from parents who are gamers on how to manage a child's MMO time.Additionally, there is always a survey in progress to which you may contribute. Your opinions are valid, O Learned Audience. If you're tired of demographic results that don't accurately represent the way you feel about our industry, now's your chance to have your say![Thanks, Nick!]

  • MMOGology: Identity crisis

    by 
    Marc Nottke
    Marc Nottke
    03.10.2008

    Ed Norton is a mild mannered claims adjuster. He's a friendly fellow and a model employee. He's never late to work. He keeps his workspace nice and tidy. He always speaks in a pleasant and clear manner during staff meetings and never raises his voice. But underneath the freshly pressed shirt and polished shoes lies something sinister. Mr. Norton has a dark secret. As night falls on the quaint suburbs where Ed resides, a blue-white light flickers in the otherwise dark bedroom of his modest home. Ed hovers in front of his PC's monitor; the glare reflecting eerily off his horn rimmed glasses. He smiles wickedly as World of Warcraft finishes loading. Suddenly, Ed undergoes a hideous transformation. His perfectly shellacked hair becomes a wild jungle of frizz. His eyes sink back into his skull. A demonic, green light leaks from between his pointed teeth. Ed has become Durden, the blood thirsty, undead warlock. Using his epic staff of carnal destruction, Durden reaps the souls of his victims with reckless abandon, laughing at their pathetic pleas for mercy. He is guildmaster and raid leader and wields ultimate power. All shall obey his commands or be forever be exiled from his presence.Does this sound like you? If so, please seek psychiatric help immediately. While most of us don't undergo the dramatic personality change illustrated by Mr. Norton when playing our favorite MMOG, many of us do have an online persona quite different from the one we present to the real world. Akela Talamaska's recent post about the Daedalus Project lead me to a fascinating survey that examined player role reversals. The survey highlights several different scenarios in which the roles of the players are completely inverse from the roles they play in real life. What are some of these roles swaps and how do they tie into our personalities? Why do we chose to act they way we do in our virtual worlds? Find out after the break!

  • 15 Minutes of Fame: Gweryc on WoW's nonconformity backlash

    by 
    Lisa Poisso
    Lisa Poisso
    02.12.2008

    15 Minutes of Fame is our look at World of Warcraft players of all shapes and sizes – both the renowned and the relatively anonymous. Know an interesting player you'd like to see profiled? E-mail us at 15minutesoffame AT wowinsider DOT com. We knew when we sat down a few weeks ago to interview Noor the pacifist that the whole concept of a WoW character who didn't kill anything would start the flames rolling. The idea definitely lit some bonfires around the interwebz: incredulous readers Dugg it, StumbledUpon it ... it even showed up on Fark. But the real heat was in the reader comments, as readers at WoW Insider and across the 'net flamed, lambasted, reasoned, cajoled, ranted and otherwise worried the topic to bits like a pack of ravenous worgs. Seeking some perspective in the aftermath, we turned to Gweryc the melee Hunter. We suspected he might offer a shoulder to cry on about being misunderstood in the pursuit of eccentric, concept-driven gaming. Instead, we got an inspired dissection of current thinking on who plays MMORPGs and why -- and what playing a purposely gimped character has to do with it. Join us after the break for a conversation with Gweryc on metagaming, gaming achievement ... and of course, being a Hunter who hits stuff.

  • How WoW works

    by 
    Amanda Rivera
    Amanda Rivera
    11.20.2007

    Are you looking to pick up a new MMO but not sure which one to try? Or perhaps you're one of those people that simply doesn't get all the hullabaloo surrounding World of Warcraft. If you happen to be just this type of person, then Howstuffworks has the article for you. "How World of Warcraft Works" looks into the game from an outsider's perspective, and gives a brilliant overview of nearly every aspect of the game. From player base to the guts behind the game, the article goes over the parts of the WoW phenomenon, including several references to our beloved NickYee of the Daedalus Project and his demographic research on WoW players. Granted a lot of the information may be basic, but I found that even as an avid WoW fan I learned some things I didn't know, or had at least temporarily forgotten. And really, it's great to see so much information about the game condensed into its simplest form.

  • Romance in the Sub-Etha; data on MMOers relationships

    by 
    Christopher Grant
    Christopher Grant
    01.04.2006

    Nick Yee's Daedalus project, delving into the psychology of MMORPGs, has released data covering the relationship status of players. He writes, "About 80% of female players and 60% of male players are in a romantic relationship. On a tangential note, this gives rise to an interesting “singles” imbalance. If we assume an 85:15 gender ratio and the noted singles rate, then for every single woman in an MMO, there are 10 single men." Other interesting bits of data include percentage of men and women in a relationship that play with or without their signigicant other. Of course, there is a whole group of people who find love gaming online.