Ресурсы:
http://www.notaddicted.com/
http://blogs.parc.com/playon/
http://terranova.blogs.com/
Exploring Virtual Worlds
http://www.gamasutra.com/features/20050701/hong_pfv.htm
Самый интересный блог на тему...
http://terranova.blogs.com/
Economic Stages of MMOGs
One of our regular commentators, Bart Stewart, has a paper examining MMOG economies, and contrasting them with the development of economic systems in the real world. We're hosting it here for him, and I've put his synopsis over the fold. Worth reading. Interesting both in terms of understanding certain relationships between MMOG and RW economic systems, and for some possibilities it throws up for alternatives to the approaches favored in the current MMOGs.
ADVANCED ECONOMIC SYSTEMS IN ONLINE GAMES -- SYNOPSIS
INTRODUCTION
Do MMOGs offer advanced economic systems?
real-world history has been punctuated by several sharp increases in economic activity it is possible to characterize the innovations enabling these increases most MMOGs implement only the earliest of these economic innovations some MMOGs would benefit from implementing more of the later and more potent innovations these innovations can be implemented as specific features
TABLE OF ECONOMIC STAGES
STAGE | TECHNOLOGY | ORGANIZING FORM | DATE
Prehistoric | handcrafting | barter | prehistory!
Civic | agriculture | city | ca. 5000 BC
Trading | currency | code of laws | ca. AD 1
Mercantile | printing press | banking | ca. AD 1400
Commercial | sailing ships | corporation | ca. AD 1600
Industrial | steam engine | factory | ca. AD 1800
Service | (special) | division of labor | ca. AD 1900
Information | computer nets | - | ca. AD 2000
MERCANTILE ECONOMY
Printing press: While this ability would be useful in the game world, it isn't really required as long as players can communicate with each other outside the game world.
Banking: Allow in-game banks to loan a limited amount of money to established players, making banks the most important faucets from which money enters the economy.
COMMERCIAL ECONOMY
Sailing ships: Allow expensive vehicles that can carry cargo faster than can be carried personally.
Corporation: Allow player groups that can "own" their own resources, survive the departure of their founders, and spread the risk of investments among members.
INDUSTRIAL ECONOMY
Steam engine: Allow a large-scale but stationary and very expensive source of power generation.
Factory: Provide a crafting system that enables a stable group of unskilled players to work together in an organized way to mass-produce quantities of similar goods.
SERVICE ECONOMY
Electricity, cars, and telephones: Increase the personal transportation, communication, and productive power of individual players.
Division of labor: Extend the crafting system to allow complex goods to be crafted by organizations of players with specialized skills.
INFORMATION ECONOMY
Computer networks: Allow players to share knowledge in the form of player-created objects.
CONCLUSION
Why should online games offer more advanced economic capabilities to their players?
more for players to do; more content
increased perception that players are members of a complete and living community
futuristic MMOGs just don't seem "done" without advanced economic features
http://www.mmogchart.com/
Are MMORPGs games?
http://www.raphkoster.com/2006/01/29/are-mmorpgs-games/
What are the lessons of MMORPGs today?
http://www.raphkoster.com/2006/02/24/what-are-the-lessons-of-mmorpgs-today/
Who are you?
We are 15 college undergraduates enrolled in a course on massively multiplayer on-line games at Trinity University in San Antonio, Texas. We have been playing Everquest II for the past four months, with characters ranging in level from 10 to 30. Our primary characters are members of the guild The Vindicators on the Antonia Bayle server.
What are you doing?
We are using a combination of quantitative and qualitative methods to explore sociological issues associated with massively multiplayer virtual worlds. Each student in the class is pursuing a different research question. Topics include: player assumptions about character appearance, the motivation for gaming as evil characters, educational applications of virtual worlds, generational dynamics in on-line play, the use of MMOs for psychotherapy, the newbie experience, social functions of guild membership, and the ways in which virtual worlds might affect our dreams.
Amy Blaha, "MMOs as therapy: A therapeutic tool or barrier to psychological growth"
Andrew Krausnick, "Strangers in strange lands: Virtual worlds and the newbie experience"
Cameron Hill, "From N00b to L33t: Learning strategies in Everquest II"
Chris Taylor, "Bonds of trust: An in-depth look at social bonding within MMO guilds"
Grady Philips, "Gamers in their golden years: Generational boundaries in virtual worlds"
Jason Bullock, "Dreams and MMOs: Do avatars dream of hero quests?"
Katherine Rector, "Role-Play in MMOs: How avatar characteristics affect the game play experience"
Kathryn Cornelius, "Violence in MMOs: It's not only adolescent boys who like this stuff"
Manny Alvarez, "Second Life and school: The use of virtual worlds in high school education"
Matt Kovacs, "Gaming, virtual worlds and the law: A study of the legal future of massively multi-player online role playing games"
Megan Loving, "Elves and faeries in the hospital: Virtual worlds to affect the quality of life among child oncology patients"
Nick Nobel, "Aesthetics and gratification: Sexual practices in virtual environments"
Sam Kaminski, "The impacts of farming and crafting on MMO economies"
Sarah C., "Playing as evil characters"
Travis Givens, "Through the looking glass: Player perceptions of game administrators"
http://www.trinity.edu/adelwich/worlds/students.html
Mmogchart.com is dedicated to my research in tracking the growth of Massively Multiplayer Online Games (MMOGs).
http://www.mmogchart.com/
Андрей Приворотский 17 мар в 11:23
Хороший аналитческий материал об эволюции World of Warkraft: http://www.gamesetwatch.com/2008/03/column_play_evolution_the_evol.php