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Following yesterday's article discussing current research on psychology and MMOs, we have today our conversation with Dr. Rachel Kowert herself, the lead author on the paper that originally prompted these articles. Kowert, unlike many other researchers in her field, has established gamer cred; her ...

2 months ago 0 Comments
December 30, 2014 at 2:00PM
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Last month, Massively wrote a short article about research on the relationship between shyness and online game friendships. The topic is of interest to me not just because of the MMO connection but because I myself am someone who used to identify myself as shy but believe online games help me cope ...

2 months ago 0 Comments
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A Massively community member recently wrote into the podcast to tell us that he prefers to solo, to craft for himself, to avoid group quests, and to skip guilds. Still, he told us, he loves MMOs and doesn't want to leave them to play single-player RPGs. "What the hell is wrong with me?" he asked. ...

11 months ago 0 Comments
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The first Pathfinder dev blog of 2014 concerns itself with points of interest and outposts. In a broader sense, GoblinWorks uses the piece to speak about one of the primary design objectives for its fantasy sandbox. That objective is socialization. Or, as GoblinWorks says, "one of our core philo...

1 year ago 0 Comments
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Creating an atmosphere and incentives for players to rely on and help each other out is paramount to building a strong community, says Mark Jacobs in his latest Camelot Unchained dev blog. "Part of our job as the designers and developers of CU is to put systems in place to create interdependen...

2 years ago 0 Comments
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I always remember sitting in Shattrath. Sometimes for hours, scrolling through trade, seeing the same messages over and over again. "LF1M Shadow Labyrinth, CC." Every so often, the discussion comes back to how grouping tools are ruining World of Warcraft's social aspects. The arguments are usu...

2 years ago 0 Comments
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I've been having something of a Guild Wars renaissance of late. Part of it has to do with a few friends getting into the game again (mostly for Hall of Monuments reasons), and part of it has to do with having time to breathe, which means time to play Guild Wars. Mostly, I feel, it has to do wit...

2 years ago 0 Comments
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As a reader of Massively, you should have a pretty good idea what MMORPG means. Not just what it stands for, but what it feels like, looks like, and behaves like. The problem is, despite common definitions, the games keep coming in different shapes and sizes -- and from all over the world. While I ...

4 years ago 0 Comments
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Socialization is dead! Isn't it? Well actually, that's a tough one. Certainly, the perception that socialization is becoming a lesser factor to more and more developers has become the norm among most people. That doesn't necessarily mean they're correct. So, let's examine the general landscap...

5 years ago 0 Comments
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One of the strongest glues between a person and their favorite MMO is friendship and community. However, those two things don't come without strong socialization, which in turn is something that doesn't happen in an MMO entirely by accident. A recent blog post by Raph Koster discusses the many way...

6 years ago 0 Comments
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In further news coming from EVE Fanfest 2008, CCP Games has given a press-only presentation detailing the upcoming Walking in Stations expansion for EVE Online. While this is an aspect of the game that's so far been a divisive issue among EVE players, the expansion will allow players to step out of ...

6 years ago 0 Comments
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Going purely by the recent NY Comic Con video, EVE Online's upcoming expansion Ambulation will be an incredible addition to the game universe. Aside from the sheer fun to be had in designing your avatar, the socialization component has the potential to cause players to reevaluate their interactions ...

6 years ago 0 Comments