reinforcement

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  • EVE Evolved: First impressions of Rubicon

    by 
    Brendan Drain
    Brendan Drain
    11.24.2013

    For years I've been writing that EVE Online needs more deployable sandbox structures that any player can use, so I was naturally pretty excited to hear that this was to be one of the key features of the Rubicon expansion. The Mobile Depot sounded like a great freeform sandbox tool when it was announced, but I didn't understand quite how awesome it was until I started setting up my own. While the depot is ostensibly a fancy item container with a ship fitting service, anchoring one feels almost like planting your flag in space, and spotting another depot on the directional scanner means war. I've spent this week exploring low-security space in the new Stratios Sisters of EVE faction cruiser, stealing rare moon minerals with a Siphon Unit, and desperately searching for the elusive but valuable ghost sites. As expected, players have already found some creative uses for the new personal deployable structures: Mobile Depots are being used as advertising billboards in Jita and to bait aggressive players into becoming flagged as criminal suspects, Mobile Tractor Units have seen some unorthodox usage outside of missions, and the Siphon Unit will literally print money if you find an unsecured moon-mining operation tucked away in space. In this week's EVE Evolved, I test-drive the Rubicon expansion's new structures to find out if they live up to expectations.

  • 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.

  • MMO MMOnkey: MMOs as Conditioned Learning Engines (Part 1)

    by 
    Kevin Murnane
    Kevin Murnane
    04.24.2008

    The behaviorists were like the orcs of psychology. Limited in vision, arrogant, belligerent and intolerant, they ruled the world of scientific psychology with an iron fist from the 1920s through the 1950s. Many of them were very capable scientists, however, and much of their work, especially in their signature area of learning, has stood the test of time. The behaviorists' biggest mistake lay in insisting that the principles of learning they discovered provided a complete and thorough explanation of what people do and why they do it. They thought they had the whole story. They didn't. They only had part of the story but it was an important part. We don't want to make the same mistake the behaviorists made and think their learning theories fully explain what we see people do in MMOs. But we also don't want to ignore the very powerful effects the principles of learning they discovered are having in every successful MMO on the market because when you get right down to it, games like World of Warcraft couldn't be better conditioning engines if they had been designed by B.F. Skinner himself. Behaviorist learning theory is commonly know as operant conditioning and it is based on the simple idea that actions that are accompanied by good, pleasant, or desirable outcomes are more likely to be repeated while actions that are accompanied by outcomes that are bad, unpleasant or undesirable are less likely to be repeated. In other words, actions that are rewarded are likely to recur and actions that are punished are not. People didn't need the behaviorists to tell them this; the behaviorists' contributions were to clearly distinguish between different kinds of rewards and punishments and to demonstrate how each had different effects on what people do and how they do it. The behaviorists called the learning procedure that has the largest effect on how we play MMOs positive reinforcement. This type of learning occurs whenever a person does something and gets something they enjoy or value as a result. When people are positively reinforced, they are more likely to repeat or continue the action they were doing when they were rewarded and MMOs shower their players with positive reinforcement. For your own positive reinforcement on this topic, read on.