About the Laws of Online World Design – Part IV

This is the fourth installment in a series of posts I’ll be making about Raph Koster‘s The Laws of Online World Design, as explained in this introductory post. I will start at the top of the list, and work my way down until I’ve poked and prodded every law in the list, not skipping any unless I really feel like it, or unless I should happen to be distracted by a pretty butterfly or something. Which is exactly what happened after I wrote Part III of this series in July 2009!

In this long awaited (right?) Part IV of the series, I’ll concentrate on the following law:

  • Macroing, botting, and automation

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Ownership is Key

A study (published yesterday) from the University at Buffalo School of Management, which followed 173 players who were part of a large MMORPG community to figure out strategies in which to increase player loyalty/retention, concluded with what everyone who has actively played Ultima Online and/or Star Wars Galaxies (and/or MUDs) have known for (a) decade(s) or longer:

“It [the study] examined whether two different game-playing strategies were successful in producing loyal players.
One strategy found that giving players more control and ownership of their character increased loyalty. The second strategy showed that gamers who played cooperatively and worked with other gamers in “guilds” built loyalty and social identity.

“To build a player’s feeling of ownership towards its character, game makers should provide equal opportunities for any character to win a battle,” says Sanders. “They should also build more selective or elaborate chat rooms and guild features to help players socialize.”

It doesn’t take a brain-surgeon to figure out that this isn’t rocket-science:

  • Ownership is, has been and will continue to be a key ingredient to player retention.

Sources: The Escapist, University at Buffalo

Teleportation in MMORPGs – or – How Instant Gratification Killed the Dream of Virtual Worlds

Instant matter-disintegration-and-reintegration

Teleportation: The ability to instantly transfer matter from one location to another without actually ever moving in the space between those two locations. Scientists have been chasing this dream for decades, and Science-Fiction writers and/or movie directors have been using it as a plot-device and/or a generic method of transportation for even longer.

In the context of MMORPGs, it is more and more often used as a way of letting players quickly “return to base” after having done some random quest in a far-off area of the game, instead of forcing them to spend what is seen as unnecessary time and effort fighting their way back the way they came. Usually it comes disguised as some sort of “fast-travel ability”, but whether it’s described as a map you use to find your way quickly (LotRO), as a special traveling ability using your knowledge of the “hidden paths between here and there” (AoC) or as magical spell that instantly transports you (World of Warcraft), the effect is exactly the same – you instantly teleport from one location in the game-world to another.

Another common feature comes in the form of fast-travel to specific parts of the game-world by the use of “space shuttles” (SWG), “wagoneers” (AoC) or just plain ol’ magic portals (UO, WoW).

In some games, you can also summon teammates to your location by magical spells, or to the entrance of a dungeon by the use of magical “meeting stones”, or open magical portals of your own which other players can step through to travel half way across the world. And as added in the most recent World of Warcraft-patch, the ability for members in a group to instantly teleport to the entrance of any specific dungeon, and when leaving said dungeon later on, being teleported directly back to one’s original location.

All of this is very handy, of course; it makes content instantly accessible to the players, makes it less of a hassle to team up with random players for a dungeon-rump, and ensures that you can meet up with your friends and guild-mates at short notice.

Continue reading “Teleportation in MMORPGs – or – How Instant Gratification Killed the Dream of Virtual Worlds”