Massively Multiplayer Online Games and their Implications for Game-Based Learning

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以前的游戏和现在的游戏对比作文

以前的游戏和现在的游戏对比作文

以前的游戏和现在的游戏对比作文英文回答:In the realm of gaming, the evolution from the humble beginnings of pixelated sprites to the immersive 3D worlds of today has been nothing short of remarkable. The past decades have witnessed a paradigm shift in both the technological capabilities and the creative visions that drive game development.Graphics and Visuals:One of the most striking differences between modern games and their predecessors lies in the realm of graphics. The early days of gaming were characterized by 2D pixelated visuals that lacked depth and realism. However, as hardware capabilities improved, developers began to embrace 3D graphics, enabling them to create virtual worlds with unprecedented detail and immersion. Today, games boast photorealistic textures, intricate lighting systems, anddynamic weather effects, bringing players closer to the action than ever before.Gameplay Mechanics:The evolution of gameplay mechanics has also been profound. Older games often relied on simple controls and limited player interaction, with a primary focus on high scores and arcade-style action. In contrast, modern games are known for their complex mechanics, open-ended exploration, and immersive storylines. Players now have the freedom to choose their own paths, engage in strategic decision-making, and experience a level of interactivity that was once unimaginable.Storytelling and Narrative:The narrative aspect of gaming has undergone a similar transformation. While early games typically featured basic or nonexistent storylines, modern games have evolved into interactive cinematic experiences that rival Hollywood productions. Developers now utilize advanced storytellingtechniques, compelling characters, and branching narratives to create games that captivate players on an emotional and intellectual level.Multiplayer Gaming:Multiplayer gaming has become an integral part of the gaming landscape, allowing players to connect with others from around the world. In the past, multiplayer was limited to local area networks (LANs) or online chat rooms. However, the advent of high-speed internet has enabled the development of massively multiplayer online games (MMORPGs) and other online multiplayer experiences that bring players together in virtual worlds.Technological Advancements:Technological advancements have been the driving force behind the evolution of gaming. From the introduction ofthe joystick to the development of virtual reality headsets, each technological leap has pushed the boundaries of whatis possible in the gaming realm. Today, games can leverageartificial intelligence, motion capture, and cloud computing to create experiences that were once considered science fiction.The Future of Gaming:As technology continues to advance, the future of gaming holds endless possibilities. Virtual reality (VR) and augmented reality (AR) are expected to play a major role, blurring the lines between reality and gaming. Cloud gaming services are also gaining traction, offering gamers access to high-end gaming experiences without the need for expensive hardware. The future of gaming promises to be one of constant innovation and immersive experiences that captivate and entertain players for generations to come.中文回答:画质与视觉效果:过去的游戏以像素化的2D视觉效果为主,缺乏深度和真实感。

游戏运营常用英文简称术语要点

游戏运营常用英文简称术语要点

游戏运营常用英文简称术语要点在游戏运营中,常用的英文简称术语可以帮助运营团队更高效地进行沟通和协作。

以下是一些常见的游戏运营英文简称术语要点:1. GM:Game Master (游戏主持人),负责游戏活动的组织和管理。

3. QA:Quality Assurance (质量保证),负责测试和监控游戏的质量。

4. CS:Customer Service (客户服务),负责处理玩家的问题和投诉。

5. AC:Account Center (账号中心),负责管理玩家的账号信息。

6. PR:Public Relations (公共关系),负责游戏的宣传和推广。

7. MMO:Massively Multiplayer Online (大型多人在线),指的是同时有大量玩家在线进行游戏的类型。

8. PVP:Player versus Player (玩家对玩家),指的是玩家之间的对战模式。

9. PVE:Player versus Environment (玩家对环境),指的是玩家与游戏环境中的NPC进行对战或任务。

10. DPS:Damage per Second (每秒伤害),指的是角色在游戏中每秒钟能够造成的伤害量。

11. Tank:指的是游戏中的肉盾角色,负责吸引敌人的注意力并承受攻击。

12. Healer:指的是游戏中的治疗角色,负责为队友提供治疗和支援。

13. Mob:Mobile (移动),指的是游戏中的敌对生物。

14. NPC:Non-Player Character (非玩家角色),指的是由游戏控制的非玩家的角色。

15. RNG:Random Number Generator (随机数生成器),指的是在游戏中用来生成随机事件或随机数的算法。

16. MMORPG:Massively Multiplayer Online Role-Playing Game (大型多人在线角色扮演游戏),指的是在线多人角色扮演游戏。

我通常在网上做什么的英语作文

我通常在网上做什么的英语作文

我通常在网上做什么的英语作文英文回答:Online Activities.The Internet has become an integral part of our lives, and we spend a significant amount of our time online. From browsing the web, checking social media, and reading emails to online shopping, banking, and gaming, the Internetoffers a wide range of activities that can keep us entertained, informed, and connected.Communication and Socialization.One of the most popular online activities is communication and socialization. Social media platforms such as Facebook, Twitter, and Instagram allow us to stay in touch with friends and family, share updates, and engage in discussions. Instant messaging apps like WhatsApp, Telegram, and Signal provide a convenient way tocommunicate with others in real-time.Information Gathering.The Internet is a vast repository of information, and it has become our go-to source for news, research, and educational content. Search engines like Google and Bing allow us to find information on any topic imaginable, while websites, blogs, and online encyclopedias provide in-depth coverage of various subjects.Entertainment.The Internet is also a major source of entertainment. Streaming services like Netflix, Amazon Prime Video, and Hulu offer a wide selection of movies, TV shows, and documentaries. Music streaming platforms like Spotify and Apple Music allow us to listen to our favorite tunes, while YouTube provides hours of entertainment with videos on every possible topic.Online Shopping.Online shopping has become increasingly popular in recent years, and it offers a convenient way to purchase a wide range of products from the comfort of our own homes. E-commerce websites like Amazon, eBay, and AliExpress allow us to compare prices, read reviews, and make purchases with just a few clicks.Banking and Finance.The Internet has also made it easier to manage our finances. Online banking allows us to check our account balances, transfer funds, and pay bills from anywhere with an internet connection. Financial websites and apps provide information on investments, loans, and other financial products.Gaming.Online gaming is another popular pastime that brings people together from all over the world. Massively multiplayer online role-playing games (MMORPGs) like Worldof Warcraft and Final Fantasy XIV allow players to explore virtual worlds and interact with others in real-time. Console gaming services like Xbox Live and PlayStation Network provide online multiplayer experiences for console gamers.Conclusion.The Internet offers a wide range of activities that can keep us entertained, informed, and connected. From communication and socialization to information gathering, entertainment, online shopping, banking and finance, and gaming, the Internet has something for everyone.中文回答:我在网上通常做的事情。

游戏的特征名词解释

游戏的特征名词解释

游戏的特征名词解释游戏,作为人类文明发展的产物,已经成为了无数人生活中不可或缺的一部分。

在当今社会,各种各样的游戏丰富了人们的生活,从传统的棋牌游戏到电子游戏的崛起,游戏的特征逐渐丰富和多样化。

本文将对一些游戏的特征名词进行解释,以帮助读者更好地理解游戏的本质和特点。

1. 沉浸感 (Immersion)沉浸感是游戏的一个重要特征,它指的是当玩家沉浸在游戏世界中时,感受到的一种身临其境的感觉。

这种感觉可以通过游戏的视觉、听觉、触觉等方面的表现来创造。

一个能够给玩家带来沉浸感的游戏往往拥有精美的画面和音效,同时也需要有一个吸引人的故事情节和丰富的角色设定,使玩家能够忘却现实,投入到游戏的世界中。

2. 即时反馈 (Immediate Feedback)即时反馈是指当玩家进行某项操作或选择后,游戏能够立即给予相应的反馈。

这种反馈通常以视觉或听觉的形式呈现,使玩家能够及时知晓他们的行为所产生的效果,并根据这些反馈做出进一步的决策。

即时反馈不仅能够增加游戏的乐趣,还能够帮助玩家不断优化自己的策略和技能。

3. 自由度 (Freedom)自由度被认为是游戏的核心特征之一,指的是玩家在游戏中具有的自由选择和行动的能力。

游戏的自由度会受到游戏设计的限制,但好的游戏设计能够给予玩家足够的自由度,使他们能够根据自己的喜好和目标来决定游戏的进行方式。

自由度的增加不仅能够激发玩家的创造力和探索欲望,也能够提高游戏的回放价值和耐玩性。

4. 角色扮演 (Role-playing)角色扮演是一种让玩家扮演虚拟角色,并通过与游戏中的其他角色互动,经历剧情和解决问题的游戏体验。

在角色扮演游戏中,玩家通常需要根据自己所扮演的角色的能力、特点和目标来做出决策,这些决策会对游戏的进展和结果产生影响。

角色扮演游戏可以让玩家体验到与自己现实生活中不同的身份和经历,增加了游戏的代入感和真实感。

5. 多人在线 (Massively Multiplayer Online)多人在线游戏是一种能够让玩家与数百甚至数千名其他玩家同时在线互动的游戏形式。

游戏类型比较:MMO与RPG

游戏类型比较:MMO与RPG

游戏类型比较:MMO与RPG随着游戏技术的不断发展,游戏类型也越来越多样化。

其中,MMO和RPG是两种最为流行的游戏类型之一。

二者在很多方面都有着相似的地方,但也有许多的不同之处。

下面将从游戏的背景、世界观、游戏玩法等方面进行比较,来看看MMO和RPG各自的特点。

一、游戏背景MMO(Massively Multiplayer Online Game,大型多人在线游戏)和RPG(Role Playing Game,角色扮演游戏)的游戏背景往往有很大的不同。

MMO的游戏背景通常是一个虚构的世界,玩家可以在这个世界中自由选择自己的职业、种族等,并与其他玩家进行互动。

而RPG的游戏背景则更加真实,往往是以一个真实的历史时代或者一部小说为基础,让玩家扮演其中的一个角色,来体验历史或者小说中的故事。

二、世界观MMO和RPG的世界观也有着很大的不同。

MMO的世界观往往是玩家可以自由探索的虚拟世界,而且往往是完全由开发者设计出来的。

玩家可以选择自己感兴趣的任务去完成,也可以自由探索游戏世界中其他地区。

而RPG的世界观往往更加封闭。

玩家需要按照游戏任务的顺序进行游戏,才能逐步了解游戏世界的背景和故事情节。

三、游戏玩法在游戏玩法上,MMO和RPG也有着很大的不同。

MMO的游戏玩法通常更加自由,玩家可以自由选择自己感兴趣的职业和技能,并与其他玩家进行交流和合作,完成各种任务和挑战。

而RPG的游戏玩法则更加注重剧情的推进,玩家需要跟随游戏任务的故事情节,逐步了解游戏背景和世界观。

当然,这并不意味着RPG的游戏玩法比MMO的游戏玩法单调和无趣,相反,它也拥有自己独特的魅力。

四、游戏社区MMO和RPG也有着不同的游戏社区。

由于MMO是多人在线游戏,因此它的社区更为庞大。

玩家可以在游戏中结交新朋友,与其他玩家进行合作,共同完成游戏任务和挑战。

而RPG的游戏社区则更加小众化。

由于它的受众面相对较窄,因此它的社区相对较为封闭,玩家之间的交流和合作也相对较少。

关于电脑游戏的英语作文

关于电脑游戏的英语作文

Computer games have become an integral part of modern entertainment,offering a wide range of experiences from actionpacked adventures to strategic challenges and immersive simulations.Here is an essay discussing the various aspects of computer gaming.The Evolution of Computer GamesThe history of computer games dates back to the1950s,with simple textbased games evolving into the complex,graphically rich experiences we enjoy today.Early games like Pong and Space Invaders laid the foundation for the industry,which has since grown to include genres such as roleplaying games RPGs,firstperson shooters FPS,and massively multiplayer online games MMOs.The Impact on SocietyComputer games have had a profound impact on society.They have become a significant part of popular culture,influencing movies,music,and even fashion.Furthermore,they have been used as educational tools,helping to develop problemsolving skills,strategic thinking,and handeye coordination.The Benefits of GamingGaming offers numerous benefits.It can be a source of relaxation and stress relief, allowing players to escape from the pressures of daily life.Additionally,it can foster a sense of community,as many games are designed to be played with others,either competitively or cooperatively.The Challenges of GamingDespite its benefits,computer gaming also presents challenges.Issues such as addiction, where players spend excessive time gaming to the detriment of other aspects of their lives, have been a concern.There are also debates about the impact of violent games on behavior,although research findings on this topic are mixed.Technological AdvancementsThe technology behind computer games is constantly evolving.With advancements in graphics,artificial intelligence,and virtual reality,games are becoming more realistic and immersive.This has opened up new possibilities for storytelling and gameplay,pushing the boundaries of what can be achieved in a digital environment.The Future of GamingLooking ahead,the future of computer gaming is promising.With the rise of cloud gaming and the integration of augmented reality,players can expect even more innovative and interactive experiences.The gaming industry will likely continue to grow, offering new opportunities for creativity and engagement.ConclusionIn conclusion,computer games are more than just a form of entertainment they are a cultural phenomenon that continues to evolve and influence the world in various ways. As technology progresses,the experiences offered by computer games will only become more sophisticated,offering players new challenges and opportunities for enjoyment.It is essential to approach gaming with a balanced perspective,recognizing both its potential benefits and the need for responsible engagement.。

MTT的操作方法

MTT的操作方法

MTT的操作方法MTT(Massively multiplayer online role-playing games Tournament)是大型多人在线角色扮演游戏锦标赛,主要是为了吸引玩家共同竞争、协作,以完成既定目标和赢得奖励。

MTT操作方法可分为以下几个方面:1.游戏选择:首先,玩家需要选择一个MTT游戏进行参赛。

这可能涉及到不同游戏的研究和挑选。

玩家应该选择自己熟悉或擅长的游戏,以增加在比赛中获胜的机会。

2.报名注册:玩家需要在MTT比赛开始前报名参赛。

通常,比赛的官方组织者会提供一个在线注册系统。

玩家需要填写个人信息和选手ID,并支付参赛费(如果有的话)。

完成注册后,玩家将会收到确认邮件。

3.熟悉规则:在参加比赛前,玩家需要详细了解比赛的规则和要求。

这包括比赛的时间限制、阶段、奖励等。

玩家还应该了解比赛的评分方式和排名系统,以便制定合适的策略。

4.组队准备:一些MTT赛事可能要求玩家组队参赛,所以玩家需要在比赛开始前与其他队员进行沟通和协作。

玩家需要确保所有队员都了解比赛任务目标和策略,并在比赛开始前进行合理分工和配合。

5.提高技能:MTT比赛要求玩家有一定的游戏技能和经验。

因此,在比赛开始前,玩家可能需要加强技能训练。

这可以通过研究游戏指南、观看高手比赛录像、与其他高手对战等方式实现。

6.制定策略:为了在MTT比赛中取得好成绩,玩家需要制定一个有效的策略。

这包括选择最合适的游戏角色、技能配置、装备选择和战术部署等。

玩家还需要了解对手的策略并相应地进行调整。

7.参赛实况:比赛开始后,玩家需要全力以赴完成比赛任务。

这可能包括战斗、解谜、合作和协作等活动。

玩家需要密切关注比赛进展和队友的行动,并根据需要做出适时的决策。

8.永不放弃:在MTT比赛中,可能会遇到挑战和困难。

玩家需要时刻保持积极的心态和耐心。

即使遇到失败,玩家也应该从中吸取经验教训,并继续努力追求胜利。

9.分析总结:比赛结束后,玩家需要总结比赛过程,并进行分析。

魔兽世界解封英文小作文

魔兽世界解封英文小作文

魔兽世界解封英文小作文World of Warcraft, also known as WoW, is a massively multiplayer online role-playing game (MMORPG) developed and published by Blizzard Entertainment. It was first released in 2004 and has since become one of the most popular and influential games in the genre. The game takes place in the fantasy world of Azeroth, where players can create and control their own characters, explore the world, complete quests, and engage in player versus player combat.Recently, World of Warcraft has been in the spotlight due to the release of its latest expansion, "Shadowlands." This expansion has generated a great deal of excitement and anticipation among players, as it promises to introduce a wealth of new content and features to the game. One of the most highly anticipated aspects of the expansion is the unlocking of the new zones and dungeons, which will provide players with fresh challenges and adventures to undertake.The unlocking of new content in World of Warcraft is always a significant event for the game's community. It marks the culmination of months of anticipation and speculation, as players eagerly await the opportunity to explore new areas, discover new quests, and engage in new activities. The release of "Shadowlands" is no exception, and players have been eagerly counting down the days until they can finally experience everything that the expansion has to offer.In addition to the new zones and dungeons, the unlocking of "Shadowlands" also brings with it a host of new features and improvements to the game. Players can look forward to a revamped leveling experience, a new player hub called Oribos, and the introduction of the much-anticipated Covenants system, which will allow players to align themselves with one of four ruling powers in the Shadowlands.The unlocking of "Shadowlands" represents a new chapter in the ongoing evolution of World of Warcraft. It offers players the opportunity to immerse themselves in a fresh and exciting gaming experience, and to connect with a vibrant and passionate community of fellow players. As the game continues to grow and develop, the unlocking of newcontent will remain a cornerstone of the World of Warcraft experience, providing players with a steady stream of new challenges and adventures to undertake.In conclusion, the unlocking of new content in World of Warcraft is always a cause for celebration among the game's community. The release of the "Shadowlands" expansion has brought with it a wealth of new zones, dungeons, features, and improvements, offering players the opportunity to embark on a fresh and exciting gaming experience. As the game continues to evolve, the unlocking of new content will remain a central aspect of the World of Warcraft experience, providing players with a constant stream of new challenges and adventures to enjoy.。

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Massively Multiplayer Online Games and their Implications for Game-Based LearningMarkus Hofer, IND02Seminar Work: Game Based LearningJanuary 2005Chapter 1: Introduction - The History and Different Kinds of Massively Multiplayer Online GamesThe roots of Massively Multiplayer Online Games (MMOGs) can be traced back as far as to the 70s when the first Multi User Dungeons (MUDs) came to life. Basically MUDs were chat rooms for people playing pen-and-paper role-playing-games online. Over the years more and more sophisticated MUDs and graphical MUDs appeared, but Lucasfilms Games' Habitat was the next big leap forward. Started in 19871 and called a “many-player online virtual environment“2, it ran on a C64 and allowed for people to interact in a graphical environment similar to the adventure-games of the 80s.But it was not until 1996 that the term "massively multiplayer" was coined. The first game that was supposed to be a "massively multiplayer" online game was Meridian 59, which allowed for up to 250 players to wander around the same persistent world over the Internet.3One year later, in 1997, Origin Systems released Ultima Online which went on to become the first success-story. After 7 years it still has over 150.000 monthly subscribers. The next hit was Everquest Online which launched in 1999 and still has over 400.000 subscribers. But these numbers are not big enough to consider MMOGs part of the mass market. In Europe and the US, the market for MMOGs is still a niche, but brand new releases like World of Warcraft and Everquest II might well be able to change that.In Asia MMOGs seem to be a step closer to the mass market. The Korean game Lineage has over 2 million subscribers (4)But what exactly is a MMOG?"A massively multiplayer online game [...] is a type of computer game that enables hundreds or thousands of players to simultaneously interact in a game world they are connected to via the Internet. Typically this kind of game is played in an online, multiplayer-only persistent world."51Development started in 1985, Beta started in 1987 according to /wiki/Habitat_(video_game) 2see /chip/lessons.html3see /wiki/MMORPG and /amdmmog/week1/index2.shtml4see / for current stats5/wiki/MMOGBasically a MMOG is defined by the shear amount of players on a server and therefore almost every real-time genre can spawn massively multiplayer games. There are …massively multiplayer first person shooters“ like WWII Online or PlanetSide, …massively multiplayer real time strategy games“like Mankind or Shattered Galaxy and there's even a discussion if new first person shooters like Joint Operations or Battlefield 2 should be called …massively multiplayer“ too, since they allow for more than 100 people to play on the same server. But the bigger part of MMOGs are MMORPGs (Massively Multiplayer Online Role-playing Games) where the player controls and develops an avatar he created.6 Let's look at a typical view of a player playing the MMORPG Saga of Ryzom:In the lower center of the screen we have our avatar whose actions we control via mouse and keyboard. (Right now she's hitting the giant crab with her sword) Around her we see the virtual world with other avatars and biots (short for bionic bots. …[A biot] acts like an avatar, but it is being commanded not by a person but by coded instructions.“ (Castronova, 2001, p.8). All around the screen there are freely movable windows showing important information. In this case clockwise from the lower left we see the …system info“, which logs all events, the …chat window“, a window6For more info on Avatars see: Walker, 2003that shows health-, sap- (magic power), stamina- and focus-bars as well as the actions we're currently performing, a little window showing the name and health of our current target, a customizable …quick bar“ that allows us to quickly access specific actions and shows what our avatar holds in her hands, the …team window“ showing the stats of all the people we're currently teamed up with, a radar/compass, our inventory, the …actions window“ and a map.Chapter 2: Some state of the art examplesTo give a short impression of how current MMOGs look and what they are about, let's have a short look at a few state of the art MMORPGs:World of Warcraft (released: November 2004, Fantasy)The Saga of Ryzom (released: September 2004, Fantasy/Science Fiction)EVE Online (released: May 2003, Science Fiction)Lineage II (released: April 2004, Fantasy)Everquest II (released: November 2004, Fantasy)Star Wars Galaxies (released: June 2003, Science Fiction)Chapter 3: Possibilities and Features that set MMOGs apart from other games.A) Social Interaction“In the end, an online game is really just a mechanism to allow players to socialize in a context. In the industry, we are fond of saying, 'They come for the game and stay for the socialization.' There is more than a little truth to that statement. Past a certain point in a player's 'career' in a game, being with friends and associates online is more important than the game itself, or at least equally important. If both elements aren't present, the player really has no reason to stick around.”(Mulligan and Patrovsky, 2003, chap. 8)Most important for social interaction are of course the tools through which players communicate. An example for pretty good ingame-communication-tools is EVE Online. It has ingame-email (EVE-mail), chat rooms, lots of options for Corporations (the EVE equivalent of guilds) and even an ingame-browser with support for html 3.2, style sheets and more. This is most likely the main reason for its really devoted community. A group of people even launched a web radio (EVE Radio) that broadcasts a web stream 24/7 where they talk about ingame-events, interview players as well as developers and even host competitions where ingame-money is given away...But due to its science-fiction-space-setting EVE Online is missing one important kind of mmog-communication: emotes. Since you're travelling about the vast universe of EVE in your little spaceship you don't really see your character in action. In other MMORPGs where you control your humanoid character directly you can make him point at things or express your mood through gestures. Although I have to state, that I still have to find a game that makes emotes easy and fun enough so that people would really use this feature extensively. Most games make you either type the emotes in the chat-window (“/wave”) or make you click through layered menus to execute an emote, both are ways that take far too long to express sudden emotions... It will be interesting to see what changes growing connection speed and technical advance will bring for online communication. Voice-recognition and gesture-driven-input spring to mind. Both means that could speed up communication and deepen the players involvement.“In sum, activity in the [Virtual World] requires social integration, but social integration requiresactivity: the avatar faces the same sort of social reward systems as are found in Earth society. The levelling and integration system also draws on the basic human tendency to get self-esteem from the opinions of others, and the result is that users are powerfully motivated to increase their avatars' abilities.“ (Castronova, 2001, p.14)This motivation can easily get to a level where one could call it an addiction. The average gamer spends about 20 hours a week playing MMOGs, some even a lot more... “Why? Certainly, one can understand why many people would prefer existence in a VW to existence in the 'real world'. Unlike Earth, in VWs there is real equality of opportunity, as everybody is born penniless and with the same minimal effectiveness. In a VW, people choose their own abilities, gender, and skin tone instead of having them imposed by accidents of birth. Those who cannot run on Earth can run in a VW.” (Castronova, 2001, p.15)7B) Persistent WorldsA “persistent world” is a virtual world you can log into 24/7 and that continues to exists whether there are players online or not. In recent MMOGs the possibilities to shape the face of the virtual world increase. Many of them allow groups of players to build and own structures like houses, guild-halls, star bases or storage arrays.Due to technical restrictions most of the current MMOGs split their player-base into …shards“, identical copies of the same persistent world, whereas most of the current MMOGs allow for about 3000-5000 people to play in one instance. EVE Online has all people playing in the same virtual world and the highest number of people being online at the same time was 12.258 on November28th, 2004.C) Economy“Like the humans who imbue them, avatars find themselves on something of a treadmill of social success through avatar capital accumulation” (Castronova, 2001, p.14)7Two Interesting stories about addiction and life in a MMOG:…Everquest: What you really get from an online game“(/article.pl?sid=02/12/27/1748252&mode=flat&tid=127)…The big scam - A story about a life in EVE Online“ (/the-big-scam.html)Therefore developing a character in a persistent world also requires taking part in the virtual economy. Edvard Castronova of the Department of Economics of Cal State Fullerton calculated in 2001 that “the nominal hourly wage [in Everquest] is about USD 3.42 per hour, and the labors of the people produce a GNP per capita somewhere between that of Russia and Bulgaria. A unit of Norrath's currency is traded on exchange markets at USD 0.0107, higher than the Yen and the Lira.”(Castronova, 2001, p.1)One of the big buzz-words in the MMOG-Scene now is “player-driven economy”. What this means is that most of the good items won't be available from NPC-merchants but only from avatars who have the skill of “crafting”. And since there are no fixed prices within the system, the players have to make up their own.“But what happens next? Are gamers going to have to pay taxes for online property?”8D) ProblemsProbably the biggest problem in MMOGs is “lag”. (from “lag behind”, is a slang term for slow Internet speeds, or Internet latency, sometimes due to a server problem, but more frequently due to the connection between client and server.)9 Higher connection speed doesn't nessesarily solve this problem “There's little that can be done about lag due to communications [...]. Even with a perfect connection, the speed of light through glass is such that someone in Sydney playing in a virtual world with servers in San Diego would experience a delay of over 0.06 seconds in each direction with a direct cable connection.” (Bartle, 2003, chap. 2: “How to make virtual worlds” - “On architecture”)10On the game creator's side one of the biggest challenges is to create enough content to fill a whole (persistent) world. Since every company is working under time- and money-constraints MMOGs never achieve the level of detail current single player games can provide. (Just compare the level-architecture of World of Warcraft and Doom 3) The same is true for the quality of the Non-Player Characters (NPCs) which brings us to a big problem for the user: Often times the NPC-Dialogue is so bad, that it confuses new players instead of helping them to learn the game. Together with a8/amdmmog/week8/index4.shtml9/wiki/Lag10also see Cheshire, Stuart (1996): …It's the latency, stupid“, /rants/Latency.htmlrather complicated interface this is a major reason for many not-hardcore-gamers to not play beyond the free-trial-period (11)The same lack of time for content-creation produces dull quests and repetitive gameplay (“timesinks”) that drives players away from the game.1213Another difference from other games is that in MMOGs the development can't stop after the game is shipped. The developer has to have a “live team” that looks after the virtual world and has to make sure that the game is in balance and, equally important, it has to make things happen in the virtual world. Changes, big challenges, wars, new NPCs, new items and stuff like that keep players interested and happy...11more on this topic: Mulligan and Patrovsky, 2003, chap. 1712on how to do it right see: Freeman, 200313also see the two links under AChapter 4: Massively Multiplayer Online Games and their Implications for Game-Based LearningThere is already a lot of learning going on in MMOGs...The most obvious idea is to use MMOGs for improving language skills. Just play in a shard that speaks the language you want to learn or (in mmogs without shards) travel to places where people who speak this language predominate. It won't be hard to find someone who can also speak your native language and is willing to help from time to time. EVE Online is especially suitable for learning languages since all people are playing in the same virtual world and there's an in-game-browser that can access the world wide web (and therefore online-dictionaries and such). (Your pronunciation will have to wait until MMOGs support voice communication...)For pupils a MMOG could become something like a virtual classroom where the teacher creates quests and the pupils have to form teams to solve them. Also in-game-meetings with other schools could be arranged and classes from different schools could solve tasks together, exchange knowledge or compete against each other. German-learning British kids could team up with English-learning German kids and wander around the virtual world together teaching each other the names of all the things they see.Factual knowledge could be taught in quests. The player would be collecting bits and pieces of information and in the end he'd have to master a task based on the gathered information.So what would a MMOG be like that was specifically designed for learning purposes?Most importantly it would be really easy to use!It would have good communication tools and rich teamplay-possibilities.The virtual world would be very diverse and interactive.Good tools would be provided, so tasks and quests could be created easily. (buzz-word: “player-derived content”)Pupils would have easy access to background-information. Explanations, formulas and such would be available in-game, or the game would allow access to the world wide web from within the virtual world (like EVE Online does).Yet MMOGs are not only for children. With the idea of life-long learning in mind, massivelymultiplayer persistent worlds could also be used for adult education, social experiments or major scale simulations, a possibility that is currently explored by the US Army, who is planning to use MMOGs to train troops for large scale urban situations. The training simulation they're currently developing is called AWE (Asymmetric Warfare Environment) and is based on the There14-Engine.Along similar lines runs the idea that a MMOG could be a huge playground for physics and mathematics, would the virtual world allow for calculation and interaction with all objects.And one thing we should not forget is that ultimately a MMOG could incorporate almost all kinds of single-player-learning-games. The virtual world would then serve as an environment full of people who could help with difficult tasks.Chapter 5: Short SummaryThe massively multiplayer genre is the fastest growing computer game genre. With MMOGs only barely scratching the mass market, we're beginning to see the vast array of possibilities that virtual worlds open up for game-based learning, the most important one being the possibility to socialize in context and to learn and explore together.14see References:Walker, Jill (2003): …Digital Avatars“, http://huminf.uib.no/~jill/,http://huminf.uib.no/~jill/archives/phd/digital_avatars.html, January 14Castronova, Edvard (2001): Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier, /abstract=294828, January 14Mulligan, Jessica and Patrovsky, Bridgette (2003): Developing Online Games: An Insider's Guide. Indianapolis: New Riders Publishing.Bartle, Richard A. (2003): Designing Virtual Worlds. Indianapolis: New Riders Publishing.Freeman, David (2003): Creating Emotion in Games: The Craft and Art of Emotioneering™. Indianapolis: New Riders Publishing.Additional Links:Futurenet: Gamasutra: Gamergod: Gamespot: Gamespy: , /amdmmog/Jill/txt: http://huminf.uib.no/~jill/: Wikipedia: All links in this document were checked on January 12th, 2005。

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