Players were creative, creating characters who looked like Batman or Robin or who were angelic I appearance, dressed all in white. Art design in a game is more important than you might think. Sure, you could make life easy and force us to battle a dragon for the 1,,th time, but that just shows your lack of creativity.
Give us something unique in your game! The biggest problem with Guild Wars 2 was the lack of great loot. And, the rare items have their own story.
Just as the blade rends flesh, so must power scar the spirit. Firefall drops you right into the action from the first moment you pick up your mouse and keyboard.
Placing an emphasis on dodging and movement creates an added element of gameplay that makes it more enjoyable. A great way to keep releasing content and updating the game is with in game calendar events.
Throw a summer sun event that has some great summer fun the casual player can partake of. Give us a summer sun raid boss The Scorcher or something that plays off the ongoing event, in which hardcore gamers can team up with their friends to get some awesome loot. While not as prominent an issue as this used to be, it still is worth mentioning.
In fact, Guild Wars 2 is the best example of how local map events should work. You are in an area and suddenly a group of centaurs raids a local village; or a dragon alights on the land to wreak havoc.
But, the problem with many in game trading systems is that you have to pay a sort of tax or fee to use the trading post. In Guild Wars 2, users cannot trade with another player in game.
In fact it is the one that bothered me the most about Guild Wars 2. Game developers need to let users set the pricing for their own items. Supply and demand is most important, so this is obviously the driving factor of this type of trade system. Secondly, a trade chat is a must. Thirdly, let players meet up to trade the item in game, such as is available in World of Warcraft.
This is an important social aspect in games, as it provides players with a chance to show off their cool armor and unique items. I understand that game developers and companies have to make money in order to want to produce a game, but a monthly fee is uncalled for.
The model that many games are chasing these days is Free to Play, but that creates a new problem. Taking away from customization is a big mistake and turns a lot of players off your game. Out of all items offered, including weapons, upgrades, stat boosts and customization options, customization options are the most lucrative to game companies.
The best direction for pricing structure to head is towards the buy once and pay no monthly fees model that made Guild Wars 2 wildly popular. For this reason, The Secret World also recently adopted the pay once model. But then again, that might take out the essence of RPG Maybe something like Monster Hunter? You named one yourself: Phantasy Star Online 2. You said you don't like instance based games, but they are currently the only way to allow really fast paced action combat as the number of possible player that can see your battle moves is very limited.
Dragon Nest is another example for good action combat, also instanced. There are approaches in open world, most popular is probably Tera. But it's quite slow paced action combat. RaiderZ was a bit more interesting regarding how combat works as it put more focus on dodging and figuring out tricks to even be able to damage bosses. I don't think there needs to be a reward for befriending strangers. Just think about it. Why did people come to you and asked for a party in Ragnarok Online? It's mainly because there aren't any narrow restrictions for partying up.
There are no quests, so you can pretty much party up with anyone and who anywhere you like. In RO that's like 2 months of playtime, so nobody will easily outlevel your range. Plus there are rewards for partying up. In RO that's mainly: Being able to survive in harder regions and harder regions were significantly more rewarding in pre-renewal, this was ruined in renewal and an exp bonus you get for "combo attacks" multiple players attacking the same mob at once.
Also because RO was pretty boring and for some classes almost impossible to play solo, the community generally was a lot more party friendly because pure solo-players just went play another game eventually. Liberty RTP Princess. Liberty View games View playlists Close. Corfaisus View games View playlists Close. Excellently disguised grinding and frequent minor rewards. Sviel Sviel View games View playlists Close.
This seems like it's the same thing? Tera allows for some customization, probably more than shooters do, but the end result is that the classes weapons are mostly set.
The only thing gained by a branching class system is having a few more weapons classes. For example, having 4 classes that each branch once is exactly the same as having 8 classes for the purposes of end-game content. Tera has enough for me, though, I concede that it's on the low end.
On the the other hand, I really appreciate what Mabinogi does in that only skills are chosen, not a class. Every character is different, then, unless you've been playing for a decade and have every skill ever, in which case the difference lies only in equipment The result is that it fosters the 'talk to random people' environment because the player never feels like they're in a world of clones.
In the years that I've played the game, I have not once seen any clones of myself and have always been able to recognize my friends on sight. I would say that is quite important to me, in any mmo. LouisCyphre nonstandard game overs. LouisCyphre View games View playlists Close. Vanity equipment on top of stat sticks is always a nice feature. TheNecromancer TheNecromancer View games View playlists Close. Which version did you play?
LockeZ I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too.
If he ran a country, he'd just kill and imprison people at random until crime stopped. LockeZ View games View playlists Close. Having been a MUD developer for a good ten years now, you'd think I'd have an answer to this. I don't though. There are a ton of similarities between MMOs and MUDs, but the things that people look for in them are extremely different.
MUD players primarily value nostalgia for old-fashioned game design, and riddles and secrets that they can discover, and direct communication with the developers, and enforced roleplaying, and the ability to prove that they're the best player in the world in some aspect of the game. MMO players simply can't have those things, by virtue of the medium. Proposing a leadership model that utilises SCT to explain leaders' behaviours, McCormick lists three types of leadership variables-derived from the triadic factors of SCT to gain a full appreciation of the dynamic and social nature of leadership processes: 1 a leader's behaviours, 2 the situation or environment in which leadership is called for, and 3 a leader's personal factors.
Echoing Bandura , McCormick mentions that personal factors such as: 1 self-efficacy beliefs, 2 an individual's knowledge, skills, and abilities i. KSAs , 3 relevant experiences, 4 task strategy development, and 5 relevant goals, play key roles in self-regulated leadership behaviour. It is also suggested that these five specific types of personal factors interact with each other, influencing and being influenced by one another McCormick ; McCormick and Martinko However, it is important to note that McCormick considers only generalised notions of leadership rather than more specific types of leadership as elaborated by previous leadership studies e.
Lindell and Rosenqvist ; Zaccaro et al. This may limit the validity of his suggestions, given that leadership schools of thought are multi-faceted and focus on different aspects of leadership. Since several leadership taxonomies exist, this paper approached leadership from the angle of the Sloan Leadership Model because this model: 1 is integrative in considering most other leadership taxonomies in its formulation, and 2 has been specifically examined in the context of MMORPGs Ancona ; Reeves et al.
A synthesis of two types of taxonomies: 1 the Sloan Leadership Model, and 2 SCT models of leadership developed by McCormick , was therefore in order, resulting in the creation of three main research questions.
Since Bandura proposes that SCT essentially comprises of the triadic and reciprocal interaction of three main factors such as environment, personal factors, and behaviour, each main research question endeavoured to examine the role of each of the SCT factors on MMORPG leadership development based on the Sloan Leadership Model.
More specifically, we focused on the game environment specific to the nature of gameplay in World of Warcraft Blizzard Entertainment e. In line with Bandura's SCT, we focused on three important personal factors in leaders' self-regulation such as: 1 knowledge, skills, and abilities KSAs , 2 relevant prior experiences, and 3 self-efficacy. These actions consequently foster new types of leadership qualities that are relevant for MMORPG gameplay as well as real-world contexts, particularly in distributed and computer-mediated work settings.
The present study undertook a qualitative research approach in order to investigate the more qualitative dimension of how leadership capabilities are developed in MMORPGs. We used semi-structured interviews which allowed for flexibility in eliciting responses and insights from participants by according some control of the interview process to them, while using guiding questions focused the scope of the interviews in line with the paper's research questions Bernard These interviews were conducted at times, dates, and locations of participants' convenience so as to create more conducive atmospheres-posited to make participants feel more comfortable and consequently furnish richer responses and insights, in attempting to minimise the possibility of participants providing socially desirable answers.
Lim and Nekmat ; Reeves et al. In addition to more general questions intended to elicit general perceptions of MMORPG leadership, we formulated specific sets of questions using specific player behaviours as examples of the four Sloan Leadership capabilities-based on Reeves et al.
For instance, sensemaking , in the context of MMORPGs, refers to leadership behaviours such as helping others to adjust to changes in the internal or external game environment Reeves et al. As such, questions concerning sensemaking were divided into two categories: 1 helping others make sense of the external environment-such as game-level changes-through sharing novel information with other guild members like game updates and strategies e.
The theoretical frameworks used in our study have been validated across cultures. F or instance, Earley's cross-cultural study on organisational efficacy and productivity which suggests that the functional beliefs of self-efficacy can be generalised across cultures.
Hence, we contend that although gaming cultures may differ across nations, this is not necessarily a critical issue in our choice of sample. To ensure some degree of diversity in responses, we tried to recruit male and female participants from different guilds and of different guild positions- guild members, guild officers , and guild leaders.
Twenty participants were ultimately recruited, with a breakdown of thirteen males and seven females with ages ranging from 21 to Seventeen participants had at least one avatar of level the maximum attainable level in WoW thus far-and the remaining three participants had at least one avatar above the minimum level stipulated above.
Five w were guild leaders , seven were guild officers , and eight were guild members. Miles and Huberman's specific thematic analysis approach was used to review each interview recording following pre-determined data inclusion and reduction criteria, based on their relevance to the paper's research questions.
For instance, participants' comments on confidence were considered under RQ2, specifically the personal factor of self-efficacy, since McCormick had noted that confidence and self-efficacy were intertwined. This is in line with Miles and Huberman's evaluative criteria of internal validity which determines if a particular finding made sense in relation to the research questions.
The remaining data gathered from all interviews was then arranged so that relevant themes and ideas could surface at a glance. On the whole, the findings concerning the role of game environment suggest its ambivalent role on developing relating taken in the context of WoW to mean building intra- guild and inter- guild relationships , sensemaking understanding changes to the internal and external contexts in which a guild operates and helping guild members to understand them as well , and inventing co-ordinating task and strategy execution among other guild members.
Participants suggest that the game environment can: 1 afford, 2 hinder, or 3 both afford and hinder the development of these capabilities. Reasons for affording include encouraging introverted members to socialise relating , ease of sharing important game updates sensemaking , and lastly, ease of member co-ordination inventing in instances through a comprehensive and easy-to-use game interface as well as having a game design where players fit into pre-defined roles Participants [1] 2 [2] , 7 [3] and 20 [4].
It's very easy to share game updates since we can just cut-and-paste information from the WoW wiki or forum boards. Participant 3 [5]. The game interface is very user-friendly and helps coordinate instances better.
For example, our leader will tell us which enemy to kill first by using icons to mark the kill order. Participant Reasons for hindering include tendency for player chat logs in the game interface to " flood [be cluttered with text] when everyone's trying to update each other" while running instances -making coordination difficult Participant 19 [6] , and not being able to see facial cues when socialising-encumbering building of inter-member relations Participant 6 [7].
With regards to visioning sharing visions and ideas with other guild members , however, m any p articipants generally felt that the game environment "doesn't really matter" because what matters is "how much your thoughts [when sharing] contribute to the guild [interests]" Participant 9 [8]. Taken as a whole, these findings contest the overly positive tone of Reeves et al. Where SCT is concerned, the findings on the role of game environment support Bandura's notion of the reciprocal nature of the three main factors of SCT because all participants suggested that the game environment had an influence on their behaviour and personal factors.
For instance, Participant 11 [9] mentioned that playing as a tank -which is an avatar that can take massive amounts of damage-is "good learning ground for leaders" because the role is such that they "have to protect everyone else from taking damage, else they get wiped " because of their vulnerable constitutions. This suggests that playing in pre-defined roles-which are part of the game design-can foster certain types of behaviours, which may influence personal factors in turn.
Most p articipants generally felt that self-efficacy primarily helps to foster inventing , but not so for the other three capabilities i. A possible reason for this is that self-efficacy translates to being confident in one's abilities and consequently making one more assertive, which is important for players to learn and master making decisions on-the-fly-especially in instances where not only making good decisions, but also the speed with which they are made, is crucial.
Being confident [with regards to non-inventing behavioural examples] or not doesn't really matter as long as you've got something to say that's important to the guild.
However, command and control [inventing] is different because you're the one everyone needs direction from lest the team gets wiped [defeated]. Participant 4 [10]. However, the findings concerning the minimal effect of self-efficacy on the development of the other capabilities were somewhat unexpected, considering that McCormick had posited on the importance of self-efficacy as the most influential personal factor in his leadership models.
Being only partially supported, McCormick's model-taken in its entirety-is therefore contested by these findings. Interestingly, almost all guild leaders and some guild officers insinuated that self-efficacy becomes an important influence on the development of all Sloan leadership capabilities when guild leadership is taken offline, such as when a guild convenes offline-which happens when the guild has members who are either offline friends prior to playing WoW , or are situated in the same geographical context.
Participants feel that self-efficacy becomes more crucial in offline contexts because of greater possibilities of social repercussions, such as running the risk of "looking stupid" Participant 8 [11] , that come with the increased salience in social environment. For Participant 7, self-efficacy becomes important when organising guild outings offline because he needs to feel "confident enough to brave embarrassment" should no one else show up. Also, it was mentioned that "there is more at stake because not only our real selves are involved, but also our friends [as well as their relationships with their friends]" Participant 3.
Self-efficacy for participants wielding guild authority, therefore, seems to become more salient when tied to risks which may jeopardise their real-life social identities. All participants suggested that KSAs are important for developing inventing , especially when completing instances. Beating a difficult instance becomes second nature after running through it [as well as] similar types of instances a few times, with good leaders knowing exactly what to do and how to co-ordinate member actions.
Participant 13 [12]. Participant 13's comments also allude to the role KSAs play on developing self-efficacy-especially where inventing is concerned-as participants felt that KSAs, after being honed by experiences, can empower them to the point where they become confident in co-ordinating instances. Participants also suggested the important role of KSAs on the development of other Sloan leadership capabilities relating , sensemaking , and visioning. For instance, most guild officers and guild leaders felt that KSAs are also important for developing those capabilities since general skills can be applied to a spectrum of gaming scenarios that are related to guild management such as "knowing how to empathise with others [ relating ]" Participant 6 and "able to present information [ sensemaking ]" Participant 9.
Communicating guild-level goals [visioning] on a daily basis, like creating a conducive guild environment by telling members to play fairly and collaboratively, depends a lot on tact so that I don't look naggy.
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