social-systems

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  • Ever, Jane updates on test builds and the ever-lost hankie

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.06.2014

    Yes, there is a hankie to worry about in the latest development build of Ever, Jane. Mrs. Hatch's hankie, to be specific. She's lost it before, she's lost it again, and it's up to players to retrieve it, assuming they'd like to curry favor with Mrs. Hatch. The build also adds a number of endgame raiding systems, by which we of course mean the first pass of the game's gossip and sleuthing system, key to the overall social experience of the game. Essentially, the gossip system allows you to craft a few different potential responses to NPCs and to track what other characters are saying about your character. This means that in addition to assassinating or bolstering the reputations of others, you can also try to sort out your own reputation for good or for ill. Take a look at the full update for an explanation of the system, future updates, and other improvements in the most recent build.

  • Shroud of the Avatar adds multiplayer features for release 3

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.20.2014

    If you backed Shroud of the Avatar chiefly to play around with its semi-online functionality, the newest release of the game should make you happy. The third test release features several of the multiplayer functions of the game, including chat, emotes, and friend lists. Combine that with the addition of a crafting system and new merchants, and the whole thing is closer than ever to being a fully featured online-but-not experience. The third test session will also feature a village, Braemor, expanding the amount of land that players have to explore and work within. Obviously, this test will be available only to backers of the game, but you can still jump on that through the game's official site if it sounds like something you want to play. For more details on the improvements as well as how to get into the game if you are a backer, take a look at the full release notes. [Source: Portalarium press release]

  • The Daily Grind: Are MMOs your main social interaction?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.04.2014

    Maybe you work at home. Maybe you're not very social in person. Maybe you've got friends across the country or around the world and there's no way you can really gather in person on a regular basis. Maybe you're living somewhere far from the rest of your social circle. Maybe you're just more comfortable when you look like an elf. Whatever the case, for some people, logging into games like EverQuest II is the big social event of the evening. That's not to say that this is the main social outlet for everyone logging in. For every player whose social circle centers around goings-on in Guild Wars 2 there are a dozen who mostly play the game to do their own things. But what about you? Are MMOs your main social interaction over the course of an average day? Or are they just a small portion of your interpersonal dealings? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Women are a major marketing target for Ever, Jane

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.16.2013

    Maybe you're not quite the target market for Ever, Jane. You may not like the works of Jane Austen, for example; that would be a major deterrent. But according to project head Judy L. Tyrer, one of the major areas she wants to target is the women's market, which she feels is neglected by companies as a whole. She feels that one of the major failings of game companies is failing to realize how large the game market is for women. Tyrer goes into more depth about the game's mechanics, noting that what appealed to her as a designer was the rigid stratification of social classes in Austen's work. Social movement is a major element of the gameplay, with most of players' time devoted to attending balls and gossiping about one another. No word on endgame raids against Mister Darcy or whether or not wit will be seen as an overpowered stat.

  • The Soapbox: What MMOs could learn from social gaming

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.25.2012

    I mentioned a couple of months ago that social gaming isn't going to destroy MMOs. That's good news for everyone other than Richard Garriott and Zynga stockholders. But I think taking this as a sign that we can ignore social gaming for now and forever as an aberration would be... a mistake, to put it lightly. See, there are things that social games do even better than MMOs tend to. And the hint is right there in the name. No, I'm not implying that these are better games; I'm saying that social games are generally much better about handling the social side of the equation. And the MMO industry as a whole would do well to pick up on the hints. Not everything, of course. We all have recurring nightmares about that one person on Facebook whose timeline is nothing but a series of dubious achievements in social games. But there are a lot of elements scattered throughout the games as a whole that could be oddly useful if taken as a whole.

  • WildStar Wednesday sheds light on the game's social design

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.08.2012

    WildStar, like every other MMO, wants players to enjoy the company of other players. The team behind the game wants players invested in the community and in participating with one another. Victoria Dollbaum, the Social Systems Designer for the game and the writer of this week's WildStar Wednesday, explains that the team wants to create the sort of community feel of older games without including the same sort of brutal systems that made constant community involvement a necessity. Dollbaum explains that the main goal of social design is creating incentives for players to group up rather than punishing them for playing solo. Housing is a prime example, as the game's housing system rewards players of all types: raiders can collect raid trophies, crafters can grow and harvest resources, and roleplayers can run events in their houses along a set theme. Or players can completely ignore the system if they'd prefer. It's a design all about letting the players do what they want and offering the appropriate carrots, and housing is just the tip of a carrot-flavored iceberg.

  • Alter-Ego: Working together is hard to do

    by 
    Krystalle Voecks
    Krystalle Voecks
    01.29.2011

    The news earlier this week that DC Universe Online is now Sony Online Entertainment's best-selling game probably won't come as much of a surprise to anyone who has actually played it. There's an enormous amount of fun to be had in running through the game, and the storylines are incredibly well thought-out. However, for all that I personally love the game, there is one thing that I and many other people I've talked to find to be incredibly lacking, and in this case, it's something so integral to the MMOG experience as to essentially make or break parts of the game. Essentially, what point is there to an MMO in which you can't really reliably interact with the other people you're playing with? It's also rather eye-opening just how much your enjoyment of a game like this can be impacted when you can't effectively talk to other people. As such, this week I'll look at several crucial problems with the DC Universe Online chat interface, as well as things that can be done to improve the overall experience.