bounty-quest

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  • MMO MMOnkey: The rat Skinner, or negative reinforcement in MMOs

    by 
    Kevin Murnane
    Kevin Murnane
    05.23.2008

    Like the wardens in Everquest 2 or the druids in World of Warcraft, reinforcement in MMOs is not always what it appears to be. In an earlier column we wrote about how positive reinforcement, as defined by behaviorist learning theory, occurs whenever the player receives something beneficial and pointed out a number of the simple ways this kind of reinforcement is used in MMOs. A second column used the bounty and collection quests in EQ2 as examples of how positive reinforcement could be well (the bounty quests) or poorly (the collection quests) implemented. Several Massively readers who enjoy the collection quests took us to task and pointed out some of the ways EQ2's collection quests can be rewarding in terms of gold, experience and loot. They also made the point that bounty quests, like hot elf chicks, are old, tired and overused as staples of MMO play. I mean, really, who wants to kill another 20 rats for Fatboy the quest giver? Not me, and I'm guessing many of you don't either.

  • MMO MMOnkey: MMOs as conditioned learning engines (Part 2)

    by 
    Kevin Murnane
    Kevin Murnane
    05.09.2008

    In a previous column we looked at some of the many ways that game designers use positive reinforcement and reward in MMOs. Positive reinforcement occurs whenever an action is accompanied by or results in something pleasant or enjoyable. When a person is positively reinforced or rewarded they are more likely to repeat the action that is associated with the reward. The importance of reinforcement for MMOs is obvious; the more the player is rewarded, the more likely she is to play the game. A deeper understanding of how reinforcement works in MMOs can be gained by comparing an example of where it's done well with a case where it's done poorly and Everquest 2 provides just the examples we need.