terra-nova

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  • Working As Intended: Niche MMOs vs. the everything box

    by 
    Bree Royce
    Bree Royce
    11.14.2014

    The MMO industry has lately focused on niche titles, niche communities, niche gameplay. It's not one particular niche, mind you. It's lots of different niches, all being catered to in different titles: PvPers, sadistic gankers, raiders, dungeoners, roleplayers, crafters, explorers, achievers, soloers, storygoers, casuals, hardcores, builders, destroyers, the I'm-skipping-class-for-a-week-to-play-games kids, the I've-got-five-minutes-what-can-I-play parents. There's an MMO or two out there for pretty much every one of us -- and for almost no one else. So we dutifully buy the one that beckons directly to us, one of these small-minded "MMOs" that offer rewards for a certain playstyle or two but wilfully disregard every other imaginable playstyle. We applaud these games for having the guts to embrace being "niche" because we are convinced that having lots of little niche games is diversity. And then we wonder where all the players are.

  • The Think Tank: Confronting the 'unbundling' of MMORPGs

    by 
    Bree Royce
    Bree Royce
    10.16.2014

    Last month, the long-running, scholarly virtual world blog Terra Nova updated with a post suggesting that the blog, like the worlds it covered, might be coming to an end (the blog, at least, has been saved in the interim). Founder Dr Edward Castronova argued that virtual worlds and MMOs have seen a recent "unbundling," with sociality, story, multi-player combat, and economy splitting off into different directions and platforms instead of staying unified in MMOs. The only MMO element that stayed were the people, and "it proved impossible to construct mechanisms that allowed people to find fulfillment from their fellow-players rather than frustration. In the end, the concept of a multi-player fantasy world broke on the shoals of the infinite weirdness of human personality." It's pretty depressing. But is it true? Are MMOs and virtual worlds doomed to forever splinter apart thanks to niche-ier media and be ruined by their own players? That's what I asked the Massively crew in this week's Think Tank (and our writers rose to the challenge -- every single one of them).

  • Enter at Your Own Rift: What the Trion layoffs mean for RIFT

    by 
    Karen Bryan
    Karen Bryan
    12.19.2012

    It's been almost a week since we first heard about the layoffs at Trion, yet there are still more questions than answers about the depth and scope of them. How many people were let go? Were they all from the RIFT team? And why was it timed just a few months after the expansion launched? It's hard to read about the layoffs and not see it as a bad sign for the game, but there may be other factors to consider. So what does this mean for RIFT? Let's consider that question in this week's Enter at your own Rift.

  • Terra Nova blog slowing down as we enter new era

    by 
    James Egan
    James Egan
    12.11.2008

    Virtual worlds and massively multiplayer online games have truly evolved over the past several years. It wasn't so long ago that incorporating virtual economies into games was a new idea. Nor was it so long ago that we were overwhelmed at the depth that was possible in massively multiplayer online games -- and the culture that began to develop in and around these virtual spaces. But that was then, and those days of surprise and amusement at the potential in the virtual are becoming a memory. Many of us now take our games and virtual spaces, and all their depth and meaning, for granted. At least, Edward Castronova of the Terra Nova blog thinks so, when he writes, "The gee-whiz era for virtual worlds has passed, and this changes what happens at TN." Terra Nova has been a hub for intelligent discourse on all things virtual since September of 2003. In the years that followed, Terra Nova's four founders were joined by numerous academics and authors who've explored the many facets of virtual worlds, and their interplay with our real lives. A recent post by one of the Terra Nova founders, Dan Hunter, explains how it all began... with a burst of wide-eyed enthusiasm for this previously uncharted territory. In the years since the blog began, maybe some of us have lost a bit of that initial fascination with the concept of virtual worlds, which Castronova now addresses when he states that Terra Nova will be narrowing its focus to new games and research.

  • Fortune and failure in real-money trading

    by 
    James Egan
    James Egan
    12.03.2008

    Although many western MMO gamers profess a distaste for all things RMT, it's definitely become an aspect of these games and virtual worlds that we're all aware of to some degree. But it wasn't always that way. In fact, it wasn't so long ago that the notion of people working in virtual settings and earning real world wealth was, quite frankly, bizarre. Julian Dibbell was one of the first journalists to expose the idea of RMT and the possible existence of 'virtual sweatshops' to mainstream readers years ago, before such ideas and practices became almost commonplace in virtual worlds and MMOs. Dibbell has continued on with this tradition since the days of writing about Black Snow Interactive, more recently in his book 'Play Money' and with a piece he's written for Wired, titled "The Decline and Fall of an Ultra Rich Online Gaming Empire."

  • The Daily Grind: Do you think of your avatar in the first person?

    by 
    James Egan
    James Egan
    12.03.2008

    A recent post over at the Terra Nova blog is the inspiration for today's The Daily Grind. In that post, Rutgers Law Professor Greg Lastowka observes that some MMO players and virtual world residents refer to their avatar as "I", while others refer to it as a he, she, or even it. Many people form some degree of attachment to their digital personas. For some it's through customizing the look of a character, while for others it might be creating the perfect class build or acquiring pets. Given all the time you spend in MMOs and virtual worlds with your characters, is your avatar something you associate with yourself in some way, thus causing you to refer to it in the first person? Or do you view your avatar as something 'other' that you puppeteer... something separate from you, making the avatar a thing you refer to in the third person?

  • The negative impact of complexity on MMOs and virtual worlds

    by 
    James Egan
    James Egan
    12.01.2008

    The relative complexity of MMOs in comparison with more standard PC and console titles is a major draw for many of us. We like the crafting systems, the economic underpinnings, and many of the other trappings of massively multiplayer online titles. Complexity can be a core strength of a solid MMO title, but at what point does it become a detriment? Sometimes, emergent complexity changes the environment and the rules which govern it in some negative ways. Likewise, too much complexity-by-design can be equally problematic. This is the focus of a recent discussion at Terra Nova -- "Irreparable Complexity, Game and World" -- kicked off by Timothy Burke. Burke writes, "I've found that virtual worlds, massively-multiplayer online games (MMOGs) have provided some great examples of Rube-Goldberg complexity-by-design, and have also demonstrated why this phenomenon can be a source of so much trouble, that you can end up with systems which are painfully indispensable and permanently dysfunctional, beyond the ability of any agent or interest to repair." Burke explores this complexity in depth, through analysis of Star Wars: Galaxies and Warhammer Online, but also how this plays out in virtual worlds. This leads him to the dilemma of developers wanting to keep their game design opaque enough to players so that systems aren't easily exploited, at the risk of becoming ensnared in broken systems and overly complicated game mechanics -- where even the developers themselves can't figure it all out. Have a look at Timothy Burke's "Irreparable Complexity, Game and World" over at Terra Nova for his views on how game designers should handle both emergent complexity and complexity-by-design.

  • Real world economic impact on MMOs and virtual worlds?

    by 
    James Egan
    James Egan
    10.15.2008

    Given the drastic real world economic shifts of late, is it unreasonable to assume that there will be repercussions in virtual worlds and MMOs? That's the gist of a question posed by CBBC, a longtime commentator at the Terra Nova blog, but specifically he asks: "What now for virtual economies? What happens to EVE now that Iceland's economy is collapsing?... Will my WoW gold be worth more or less? Will games go under taking their value with them? Will we see a run on games the same as a run on banks?" While his questions aren't focused solely on EVE Online, and are more of a general inquiry, CCP's title is not surprisingly the main example cited by both the CBBC and Terra Nova's readers. As expected, the responses to the question are intelligent and shed some more light on how real world economics might affect MMO economies, namely that of EVE Online. Some speculate that real world issues will result in increased escapism, imbuing virtual worlds and their economies with greater significance. Others related financial scenarios that affect CCP Games and its virtual economics. If you're interested in the economies of MMOs and virtual worlds, you might want to get involved in the discussion of "Whither MMO economies?" over at Terra Nova.

  • Can MMOs have political ideologies?

    by 
    James Egan
    James Egan
    09.26.2008

    The Terra Nova blog is known for its in-depth views on virtual worlds and MMOs, with an academic bent. Contributor Nate Combs has provided insightful commentary on EVE Online for Terra Nova in the past, and recently continued on that track by stating, "I wonder whether an MMORPG can have a political ideology, either by design or by accident." There are few massively multiplayer games that such a question could truly apply to -- EVE Online is the most prominent example, largely due to the game's depth. Combs also wonders if such PvP-centric games and settings encourage militaristic world views, and whether PvE-centric titles (where players don't fight one another, rather are simply rationed loot) are comparable to a Scandinavian welfare model.

  • Terra Nova looks back (and forward) at the Diku legacy

    by 
    Samuel Axon
    Samuel Axon
    08.30.2008

    EverQuest, World of Warcraft, The Lord of the Rings Online, Age of Conan, Warhammer Online and many other MMOs all have one important thing in common. Well, okay; they have a lot of things in common -- like about 85% or more of their gameplay mechanics. But the main thing -- indeed, the reason why they have so much in common -- is that they are all descendants of a kind of text MUD game called Diku.Acknowledging that, virtual worlds blog Terra Nova published a "State of the Diku" article for the year 2008. The article was written by Timothy Burke. It's mostly a dispassionate look at game design -- serious business. Burke starts out questioning the purpose of "vendor trash" drops (or grey items as they're generally known in many popular contemporary MMOs). Then he analyzes the public quests of Warhammer Online, viewing them as a positive variation on traditional Diku design.If you're into thnking critically about MMO design, it's worth checking out. We take for granted the fact that most of today's MMOs are based on the Diku formula; maybe that means we're clinging to old ideas that don't make a lot of sense in today's world.

  • The possible outcomes of Blizzard's Glider lawsuit

    by 
    Mike Schramm
    Mike Schramm
    05.12.2008

    Terra Nova put a quick post up about putting the Blizzard vs. WoW Glider case (and the Public Knowledge amicus brief) in the larger context of whether or not End User License Agreements are "good" or "bad," but even better than the post is the comments section. Lots of MMO heavies, including Richard Bartle, show up to break down just what Blizzard is trying to do with their claim against the botting software, and what they might end up doing to the industry at large.No one is against Blizzard's goal of trying to stop cheaters. But the way Blizzard is going about it puts their stance in jeopardy -- they're saying that cheating in their MMO is a violation of copyright, and that is a completely different issue. Even Bartle himsef says this is an "ends justify the means" argument -- Blizzard is just using the copyright issue to get the judge to say that cheating is bad. As we posted the other day, Public Knowledge believes that any decision that says "yes, Glider breaks copyright law," could then be used as a precedent for calling any EULA violation a copyright violation.Adam Hyland, in the Terra Nova thread, has the breakdown of outcomes: either a judge rules completely in favor of MDY/Glider (thus leaving every software maker open to EULA violations -- very unlikely), or a judge rules either narrowly in favor of Blizzard (saying that yes, cheating is wrong, but it's not a copyright issue), or wholly in favor of Blizzard (which Public Knowledge fears the most -- if breaking the EULA is a copyright violation, everyone who names their character XXNoobz0rXX is breaking copyright law). We'll have to see what comes out of this case, and hope that it's for the best for both Blizzard and their players.

  • The cookie monster economy in Pirates of the Burning Sea

    by 
    Michael Zenke
    Michael Zenke
    05.07.2008

    The Terra Nova site views virtual worlds and massively multiplayer gaming through the lens of academia. Don't hold that against them, though; the insights of commentators like Richard Bartle, Ren Reynolds, Edward Castronova, and Timothy Burke make for some darned interesting reading. This week Mr. Burke writes about the player-driven economy in Pirates of the Burning Sea. Plagued with problems from even before launch, the developers are working hard to correct some economic inequalities.Burke examines those economic problems, discussing the issue of perceived player wealth, and the system's input/output issues. "In Pirates of the Burning Sea, the faucet-sink relationship is skewed in an odd way. The faucet is as it is in many virtual worlds: players run missions and sink NPCs to earn money. The sink, however, is player-produced commodities ... The economy is a kind of Potemkin Village: on the surface, it looks like the economy of an economic-sim game like Port Royale with many primary and secondary goods being produced and listed that evoke the setting and mood of the game. But it doesn't function very well, though a few players are fooled by the surface into imagining its depths."

  • The Main Man

    by 
    James Egan
    James Egan
    04.20.2008

    EVE Online is a game where collective action trumps individual action. It's certainly a game that can be played solo although nowhere near as effectively as when your main's activities are supported or enabled by an alt. CCP provides 3 character slots per account, but skillpoint training can only progress on one character at a time. So where the real alt-play comes in is with dual boxing -- running two accounts at once to facilitate an activity. The main/alt duo can take a number of forms, by no means limited to the following basic examples:

  • Won't somebody please think of the children?

    by 
    Chris Chester
    Chris Chester
    03.27.2008

    Last year, UK Prime Minister Gordon Brown commissioned the Department of Children, Schools, and Families to write a report on, among other things, the potentially harmful effects of the internet and video games on children and young people. Many harbored fears, based on past precedent, that this report wouldn't cast the game industry in a particularly flattering light. Despite these fears, the study, called the Byron Report, is not quite as damning as we might have thought.In particular, the chapter on online games identifies the fact that the discussion about online games and children should be moving away from seeking to find causal links between games and harm in favor of finding ways to empower children to make smart choices when it comes to games. At the same time, they recognize that its in their nature for children to push boundaries, and parents have to be willing to overcome their lack of awareness (with the help of retailers and the game industry in general) in order to police their children's online behavior.While we don't agree with all the recommendations of the report, which include some more Big Brother aspects like regulating content on the internet, we think that online games at least got a pass.[Via Terra Nova]

  • Accurate testing in virtual worlds seems impossible

    by 
    Kyle Horner
    Kyle Horner
    03.12.2008

    Everyone generally takes real world testing seriously, because if they don't there's always a person there in the flesh to scold them properly. However, when any testing takes place in the virtual space such as Second Life (or any MMO really), the problem of people goofing around and lying becomes rather rampant. This post on Terra Nova goes into some further detail on the subject and finishes the post by posing the question, "How can virtual world participants be encouraged to take online research seriously, or should no attempt be made to change their online behavior?"

  • Express yourself, come on and do it...

    by 
    Chris Chester
    Chris Chester
    02.20.2008

    Over the years, most of us have grown accustomed to the typical avatar gestures... /wave, /kiss, /kneel, and the like. Even some of the more outlandish emotes have their place, like /robot or /rude. Of course, this kind of thinking is not out of the box! Since most people labor under the assumption that the money is to be found out of the box, you can pretty well kiss the box goodbye! For Bob Moore of Terra Nova, the most unbox-like development in the MMO sphere is in what he calls "free gesticulation," a technology capable of reading the physical movements of a player and translating them on-screen to their avatar of choice.The gesture system that exists in games today, coupled with a competent VOIP solution, is adequate for most of your basic communication needs. Standalone gestures like waves, nods, and bows do just fine by their lonesome, and informative pointing gestures work particularly well with VOIP software. But what of expressive or descriptive gestures? Moore suggests that these previously untapped lines of communication could open up whole new avenues of gameplay possibilities, particularly for role players. And best of all, the technology is extremely close to mainstream. All we need is for somebody to implement it. You can practically /kiss the uncanny valley goodbye!

  • The Digital Continuum: Evolving past fantasy Pt.1

    by 
    Kyle Horner
    Kyle Horner
    12.29.2007

    Over the past couple of weeks the MMO blogosphere has once again been discussing the ever-pertinent question of "Why fantasy?" in regards to the MMO and its heritage; MUDs and tabletop gaming. The subject has been covered quite well from many different points of view and opinions, none of which are inherently wrong and all of which are worth a read if the subject interests you in any way.The reasons are especially well covered in a round-table that Damion Schubert posted to Zen of Design earlier this year. Many of these reasons that materialized from the round table appear quite valid, yet I don't see eye-to-eye with these concepts. In my opinion, several of them seem arbitrary and some could be applied in opposition of fantasy. In fact, the more I read on the subject of "Why fantasy?" the more I think, "All the more reason to evolve beyond fantasy."I'm going to address the well summed-up list posted by Damion Schubert piece by piece, as it lays out the most compelling evidence for why fantasy continues to reign supreme. So if you find yourself lost on what I'm talking about, feel free to refer to the original article in question. Now, we'll take a look into this list and see just how much of it really holds up against an argument for something other than fantasy.

  • Terra Nova discusses the 'culture of mistrust' in EVE Online

    by 
    Michael Zenke
    Michael Zenke
    11.16.2007

    At the academic blog Terra Nova, commentator Nate Combs has a lengthy look at the inherent 'culture of mistrust' that exists in EVE Online. Due to the game's somewhat harsh environment (compared with most MMOGs), it's in the best interests of a given player to distrust others ... and yet most of the news out of the game is discussion of the well-organized groups acting in concert towards a common end. Combs explores why the hostile nature of the game combines with game mechanics (like alt characters) to create a 'common path' for the EVE Player.Some professional PvPers may start out as foot soldiers in an alliance but along the way acquire a second hat. For example, some may develop an arrangement with their organization where they still work on its behalf but may also engage in activities for their own (and associate) profit and interest. Thus they may start to attack enemy shipping - or shipping of friends of enemies - far removed from their alliance areas of concern. They may do it for a cocktail of reasons: a desire for a lifestyle of "pew pew", for profit and distinction for uberness within their group under the guise of economic warfare. Unfortunately, there are cases where such far afield dalliances have lead to political trouble for the parent alliances. Birds do come home to roost.This article is just the latest in a series, with others covering EVE's 'information game', the consequences of rare materials, and the 'problem' of neutral parties in-game.

  • Unbalanced PvP in EVE Online

    by 
    Mike Schramm
    Mike Schramm
    10.29.2007

    Nate Combs over at Terra Nova has another piece up in his PvP series, this time about EVE Online and the "asymmetry of PvP." In a game like World of Warcraft, the devs have said that they're aiming to keep players as equal-- if you take on another player at your level with your level of gear, you've each got a pretty good chance of winning, and the game is designed to set it up so that you can both show up on a level playing field. But in a game like EVE Online, that plan goes out the window-- players can attack each other anywhere and anytime. There are consequences and advantages to attacking at certain times, and it's up to players to decide when and where PvP works for them-- it's an asymmetric system that leaves it up to players to find balance.I've just recently starting playing EVE Online, and I can tell you that the system has its drawbacks-- yesterday I had to log off because I had a wartarget camping my station, and if I left, I would have gotten blasted to pieces. Later in the day, I was mining and had another enemy warp in on my location with a much more powerful ship than mine-- I had to hightail it out of there, losing my ore completely. But on the other hand, a complex system like this leaves a lot of options open, too-- if I wanted to, I could buy my own powerful ship, and go and hunt that guy down when he least expected it.

  • A second look at Hakkar's Corrupted Blood

    by 
    Amanda Rivera
    Amanda Rivera
    10.02.2007

    Terra Nova is rethinking the conclusions the BBC made a while back about using WoW to study the spread of diseases. If you recall the article stated that player's reactions to the spread of Hakkar's Corrupted Blood was an excellent research tool for how epidemics spread in the real world. Not so says Dan Hunter. All of this discussion stems from a spell called Corrupted Blood that infects players fighting Hakkar in Zul'Gurub. In some cases players took the disease back with them to Ironforge and Ogrimmar, and death spread amongst the populace of those cities. Dan argues against the BBC claim that we can study diseases within online games to find out how real epidemics would spread. I see his point really. First, there is the nature of the spell itself, created as a game mechanic, not as a virus with incubation periods and deteriorating illnesses that ultimately lead to a victim's demise. There is nothing within WoW to show the ultimate toll on a population when they must live with an illness for long periods of time, where they cannot log out and go watch a movie instead. Once Corrupted Blood had spread it was over with, there was no need for quarantine, for the development of an antivirus, of really any of those elements that make dealing with a large scale deadly disease so horrific.The reactions of the players to the debuff, their running around to either help or hurt their fellow players, is really an illustration of social behavior in online games, says Hunter. If we study this at all, we should do it from the context of social science rather than epidemiology. In order to truly study viruses in an online virtual world, we would need to create such a world specifically for that purpose a massively multiplayer online roleplaying scenario in which few would participate because there is nothing fun about disease. In such a scenario, players would not be able to simply remove themselves from the game in order to avoid the plague, otherwise there could be no real research into the behavior of the virus. I see the value in such a project, and would gladly participate, but I can't foresee anyone with the research funding substantial enough to accomplish this spending it on what would be essentially termed a game. Unless of course a company like Blizzard donates their resources to the creation of such a project.