Alicia Online: Step-by-step guide on how to run it on Windows 7 Professional / Windows 7 Home using Vistalizator
 

Alicia Online: Step-by-step guide on how to run it on Windows 7 Professional / Windows 7 Home using Vistalizator

 
Cat Cosplay Made Out of Grapefruit – There are more pics than everyone thought!
 

Cat Cosplay Made Out of Grapefruit – There are more pics than everyone thought!

 
Best Cat Cosplay Ever!
 

Best Cat Cosplay Ever!

 

Browsing all articles tagged with MMO Market.

Know-How: Game Design and Player Manipulation – Part 4


Know-How: Game design and player manipulation
It’s been some time since i promised to post the final part, and it’s time to fulfill the promise! Here it comes: the part 4 of my story about behavioral game design and player manipulation, at last. If you are new, first read previous parts here: part 1, part 2 and part 3. The previous parts are covering all the very basics of behavioral game design – what it is and how it works. And why you should know about it – because it’s a “stealth technology” that makes people play, actually (well, not only it, but it’s a part of the whole thing). This time I’m talking about the practical “formulas” used by developers in online games to make us play hard or even forever. (more…)

Cities XL: Online Game Surviving In Offline World

Cities XL: Online Game Surviving In Offline WorldCities XL 2011 (my MonteCristo) is out and already selling on Steam Store, I’ve got myself a 50%-off copy and then i thought: wait there, this is an interesting example for my blog! The thing is, that Cities XL was released back in 2009 as the first online city building game. The easiest way ever to describe this game is to say “it’s like SimCity, just online” – which isn’t a very detailed description, indeed. Also, this is one of the first examples of how a game can combine offline gameplay with an MMO part (yes, i do remember about Conan – that’s why i said “ONE of the first examples”). The game’s success is somewhat doubtful, because it worked in online mode for only half a year, but they released 2011 version, which indicates that the game sold well enough to continue it. So, how did it worked? (more…)

Know-How: Game Design and Player Manipulation – Part 3


Know-How: Game design and player manipulationIt’s been quite a pause after i wrote
part 1 and part 2, it’s time for a new part in this story! For those who just have joined us, I’m talking about game design here – the one based on behavioral psychology (which is all about how people are acting in different situations and why). If you think that such a complex thing has nothing to do with the games we play, you are dramatically wrong – if you play a game (almost any game these days) – you’re seeing behavioral game design up close. So it’s very useful for you as a player to know how exactly it’s working – because it’s that what makes those kooks who play MMOs play until they drop out of work, college and human life, and also because you’ll find out why Final Fantasy XIV sucks on a whole new level!

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Know-How: Game Design and Player Manipulation – Part 2


Know-How: Game design and player manipulationWe’re back on track with the “Know-How” business – last time i was talking about why people play online games so much. In the previous part i spoke of a Skinner Box, the basics of behavioral psychology and how the hell all of this has in common with the game design. This time I’m going to tell you about some more sophisticated tricks in game design that make you want to play a game so bad, that you often find yourself sitting at your PC in the morning, after a sleepless week-end night. (more…)

Know-How: Game Design and Player Manipulation – Part 1


Time to speak about something, that would shed a light on why people play games so much. The fact that you may not be aware of, is that contemporary game design rely heavily on behavioral psychology. It’s a very popular psychology branch nowadays, because it focuses on experiments and observable actions. Behaviorists had found that major discoveries of their experiments are species-independent. There are general rules for learning how our minds respond to their environment, meaning that if they had found a pattern, that works on rats, it will work on humans too. This is what contemporary game design is based on: a Skinner Box. (more…)

A short thought on mmos market state by eyes of a gamer

A short thought on mmos market state by eyes of a gamer I’ve spent a lot of time looking all up and down online games lists like Mmorpg.com, and even more time i invested in taking a look at those most popular games, reading their player community reviews and seeing the games with my own eyes. There are some basic tendencies i have spotted in the process, they are all well worth their own posts (i totally should write them sometime), but here comes the summary first. (more…)

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