an analysis of open world pvp in lotro’s pvmp

21
Toh Weimin Department of English Language and Literature National University of Singapore, Singapore

Upload: toh-weimin

Post on 04-Jul-2015

121 views

Category:

Presentations & Public Speaking


0 download

DESCRIPTION

An Analysis of Open World PvP in LOTRO's PvMP presented at the Meaningful Play conference 2014 on 17 Oct 2014 2.30 p.m. at East Lansing, Michigan, United States.

TRANSCRIPT

Page 1: An analysis of open world pvp in lotro’s pvmp

Toh WeiminDepartment of English Language and Literature

National University of Singapore, Singapore

Page 2: An analysis of open world pvp in lotro’s pvmp
Page 3: An analysis of open world pvp in lotro’s pvmp

Propose a methodological framework for analysis of PvP in online games.

Case study of PvMP in The Lord of The Rings Online (LOTRO).

Investigate some of the core systems of PvPgameplay in open world sandbox PvP.

Page 4: An analysis of open world pvp in lotro’s pvmp

MMORPG released by Turbine, Inc. on 24 Apr 2007.

Set in fantasy world based on J.R.R Tolkien’s Middle-earth writings.

Two main game portions◦ Player versus Environment (PvE)

◦ Player versus Monster Player (PvMP)

Ettenmoors.

Page 5: An analysis of open world pvp in lotro’s pvmp

Emergent gameplay.

PvMP map largely unchanged.

Page 6: An analysis of open world pvp in lotro’s pvmp

Learn how diverse forms of gameplay and strategies attract players.

Study how simple rules contribute to emergent behaviour.

Design better gameworlds to facilitate instead of restrict gameplay.

Page 7: An analysis of open world pvp in lotro’s pvmp

Support for emergent gameplay.

Community attitudes towards players’ behaviour.

Gameplay examples based on own gameplayexperience.

Propose basic questions to analyse other online games.

Page 8: An analysis of open world pvp in lotro’s pvmp

Open-ended gameplay.

Gameplay locations.◦ Keep.

◦ Outpost.

◦ Non-Player Character (NPC) camps.

Dynamic gameplay.

Gameplay adapts to player population.

Page 9: An analysis of open world pvp in lotro’s pvmp

Free play versus negotiated fair play.

Points of interest.

Sustained group fights.

Divide and conquer.

Changing dynamics of the open ended gameplay.

Page 10: An analysis of open world pvp in lotro’s pvmp

Free play or paidia dominates in group play.◦ More unpredictable gameplay.

◦ Ludus is also present.

Ludus dominates in “planned” one-versus-ones.◦ One-versus-one PvMP focuses more on fair play.

◦ “Designated” one-versus-one zones.

◦ Negotiations between players about rules.

Page 11: An analysis of open world pvp in lotro’s pvmp

Specific strategic locations where players engage in PvE quests.

Provide setting for emergent PvMP gameplay.

Examples:◦ Keeps and outposts

◦ PvE escort quests

◦ Special gameplay objects and bosses

Relics in enemy bases

Elite underground dungeon bosses

Page 12: An analysis of open world pvp in lotro’s pvmp

Originate from any location.

Spatial location extends to very wide range and large group of players.

Duration of fights few hours.

Promotes social coordination.

Prolong gameplay experience.

Page 13: An analysis of open world pvp in lotro’s pvmp

Ability to organise large networks of like-minded players in group play.

Requires tactical leader to coordinate gameplay efforts of raid group.

Group leader draws upon previous game experience.

Page 14: An analysis of open world pvp in lotro’s pvmp

Understand how simple rules interact with gameplay mechanic to create emergent gameplay.

Creep maps.

Outpost locations and resurrection points.

Class specific strategies.

Page 15: An analysis of open world pvp in lotro’s pvmp

How to design the game space to encourage development of emergent gameplay?

How to design the game world to create sustained group fights?

How to design game world to facilitate multiple strategies in group coordination?

How open-ended dynamics of world PvPcreate diverse emergent gameplay?

How free play and negotiated players' rules occur in different types of online games?

Page 16: An analysis of open world pvp in lotro’s pvmp

Proposal of methodological approach for analysis of online games.

Focuses on core features of LOTRO’s PvMP.

Contribute to understanding formation of emergent gameplay behaviour.

Enable game designers to understand how to analyse other online game worlds.

Improve core features of other online games.

Facilitate emergent gameplay behaviour.

Page 17: An analysis of open world pvp in lotro’s pvmp

Ackermann, Judith. 2012. Playing Computer Games as Social Interaction: An Analysis of LAN Parties. In Johannes Frome and Alexander Unger (Eds.). Computer Games and New Media Cultures - A Handbook of Digital Game Studies. New York London: Springer.

Adams, Ernest. 2010. Fundamentals of Game Design. Berkeley: New Riders.

Caillios, Roger. 1961. Man, Play, and Games. Librairie Gallimard, Paris: The Free Press of Glencoe, Inc.

Carr, Diane. 2012. Interpretation, Conflict and Instruction in Online Multiplayer Games: Lessons from Warsong Gulch. In Johannes Frome and Alexander Unger (Eds.). Computer Games and New Media Cultures - A Handbook of Digital Game Studies. New York London: Springer.

Cole, Helena and Griffiths, Mark D. 2007. Social Interactions in Massively Multipayer Online Role-Playing Gamers. CyberPsychology & Behavior. Vol. 10, No.4. Available from http://ocw.metu.edu.tr/pluginfile.php/2372/mod_resource/content/1/ColeGriffiths.PDF (Accessed: 26 Oct 2013).

Drachen, Anders. 2011. Analysing player communication in multi-player games. In Garry Crawford, Victoria K. Gosling and Ben Light (Eds). Online Gaming in Context. London and New York: Routledge.

Duke of O. 2013. The Quest for Meaningful World PvP, Part I - Eve Online and Wow. Available from http://nullsignifier.blogspot.sg/2013/07/the-quest-for-meaningful-world-pvp-part.html?q=The+Quest+for+Meaningful+World+PvP (Accessed: 19 Oct 2013).

Page 18: An analysis of open world pvp in lotro’s pvmp

Duke of O. 2013. The Quest for Meaningful World PvP, Part II -Asymmetry and Fairness in Persistent Worlds. Available from http://nullsignifier.blogspot.sg/2013/09/the-quest-for-meaningful-world-pvp-part.html (Accessed: 19 Oct 2013).

Falcão, Thiago and Ribeiro, José Carlos. 2011. The whereabouts of play, or how the magic circle helps create social identities in virtual worlds. In Garry Crawford, Victoria K. Gosling and Ben Light (Eds). Online Gaming in Context. London and New York: Routledge.

Frasca, G. 2003. Simulation versus narrative: Introduction to ludology. In M. J. P. Wolf & B. Perron (Eds.), The video game theory reader. New York: Routledge.

Frasca, Gonzalo. 2007. Play the Message: Play, Game and Videogame Rhetoric. IT University of Copenhagen. Unpublished manuscript.

Garfield, Richard. 2000. Metagames. In Horsemen of the Apocalypse: Essays on Roleplaying. London: Jolly Roger Games.

Gergen, K.J. 1990. The Saturated Self: Dilemmas of Identity in Contemporary Life. New York, Basic Books.

Giang, M.T., Kafai, Y.B., Fields, Deborah A., and Searle, Kristin A. 2012. Social Interactions in Virtual Worlds: Patterns and Profiles of TweenRelationship Play. In Johannes Frome and Alexander Unger (Eds.). Computer Games and New Media Cultures - A Handbook of Digital Game Studies. New York London: Springer.

Page 19: An analysis of open world pvp in lotro’s pvmp

Goffman, E. 1990 [1969]. The presentation of Self in Everyday Life. New York: Harper and Row.

Hemminger, Elke and Schott, Gareth. 2012. Mergence of Spaces: MMORPG User-Practice and Everyday Life. In Johannes Frome and Alexander Unger (Eds.). Computer Games and New Media Cultures - A Handbook of Digital Game Studies. New York London: Springer.

Hutchison, David. 2008. From Gamer to Game Designer: The Official Far Cry 2 Map Editing Guide. Cengage Learning.

Jørgensen, Kristine. 2008. Audio and Gameplay: An Analysis of PvP Battlegrounds in World of Warcraft. Game Studies - the international journal of computer game research. Available from http://gamestudies.org/0802/articles/jorgensen (Accessed: 15 Oct 2013).

Kahn, A.S., Shen, C., Lu, L., Ratan, R.A., Coary, S., Hou, J., Meng, J., Osborn, J.C. & Williams, D. 2013. The Trojan Typology: A Cross-Genre, Cross-Cultural, Behaviorally Validated Scale of Video Game Play Motivations. Paper presented at the 63rd Annual Conference of the International Communication Association (ICA), London, UK.

Klastrup, Lisbath. 2008. What makes World of Warcraft a World? A Note on Death and Dying. In Hilde G. Corneliussen and Jill Walker Rettberg (Eds.). Digital Culture, Play, and Identity: A World of Warcraft Reader. Cambridge: Massachusetts: The MIT Press.

Myers, David. 2007. Self and selfishness in online social play. Situated Play, Proceedings of DiGRA 2007 Conference. Available from http://www.digra.org/wp-content/uploads/digital-library/07312.58121.pdf (Accessed 15 Oct 2013).

Recuerto, R. 2005. Comunidades Virtuais Em Redes Sociais Na Internet: UmaProposta De Estudo'. E-Compós, 04. Available from http://www.raquelrecuero.com/seminario2005.pdf (Accessed 24 Oct 2013).

Page 20: An analysis of open world pvp in lotro’s pvmp

River, CSM. 2013. Rank Farming, Official. Available from https://www.lotro.com/forums/showthread.php?521744-Rank-Farming-Official (Accessed: 14 Oct 2013).

Salen, Katie and Zimmerman. 2004. Rules of Play: Game Design Fundamentals. Cambridge, Massachusetts: The MIT Press.

Sweetser, Penny. 2008. Emergence in games. Boston, Massachusetts: Charles River Media.

Thimm, Caja. 2012. Virtual Worlds: Game or Virtual Society? In Johannes Frome and Alexander Unger (Eds.). Computer Games and New Media Cultures - A Handbook of Digital Game Studies. New York London: Springer.

Turbine, Inc. 2007. The Lord of The Rings Online. Turbine Inc. & Midway Games.

Turbine, Inc. 2007. Community Guidelines. Available from http://www.lotro.com/en/content/community-guidelines (Accessed: 17 Oct 2013).

Turbine, Inc. 2010. LOTRO Rules of Combat. Available from http://support.turbine.com/link/portal/24001/24001/Article/494/LOTRO-Rules-of-Combat (Accessed: 17 Oct2013).

Turbine, Inc. 2011. LOTRO Official Roleplaying Rules and Policy. Available from http://support.turbine.com/link/portal/24001/24011/Article/1965/LOTRO-Official-Roleplaying-Rules-and-Policy (Accessed: 17 Oct 2013).

Page 21: An analysis of open world pvp in lotro’s pvmp

Turbine, Inc. 2012. LOTRO Character Naming Policy. Available from http://support.turbine.com/link/portal/24001/24001/Article/37/LOTRO-Character-Naming-Policy (Accessed: 17 Oct 2013).

Turbine, Inc. 2013. Official Policy on Rank Farming. Available from http://support.turbine.com/link/portal/24001/24001/Article/544/Official-Policy-on-Rank-Farming (Accessed: 17 Oct 2013).

Unknown author. 2011. Open World PvP. Available from http://telarapedia.gamepedia.com/Open_World_PvP (Accessed 26 Oct 2013).

Unknown author. 2013. The ten commandments. The Black Appendage of Sauron. Available from http://www.theblackappendage.com/book/10-commandments(Accessed: 14 Oct 2013).

Wolf, Karsten D. 2012. The Instructional Design and Motivational Mechanisms of World of Warcraft. In Johannes Frome and Alexander Unger (Eds.). Computer Games and New Media Cultures - A Handbook of Digital Game Studies. New York London: Springer.

Wolf, Mark J.P. 2012. Encyclopedia of video games: the culture, technology, and art of gaming. Santa Barbara, Calif.: Greenwood.