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Richard A. Bartle: Players Who Suit MUDs

Richard A. Bartle: Players Who Suit MUDs
Richard Bartle[1] MUSE Ltd, Colchester, Essex. United Kingdom.richard@mud.co.uk Four approaches to playing MUDs are identified and described. These approaches may arise from the inter-relationship of two dimensions of playing style: action versus interaction, and world-oriented versus player-oriented. Most MUDs can trace their lineage directly back to Trubshaw's 1978 game (Bartle, 1990b; Burka, 1995) and, perhaps because of this heritage, the vast majority are regarded as "games" by their "players". It is worthwhile considering for a moment whether MUDs (as they are generally played) really are games, or whether they're something else. Are MUDs games? Or are they a combination of all four? These questions will be returned to at the end of this paper, along with some proposed answers. When the participants had finally run out of new things to say, it became time for me (as senior administrator) to summarise. The four things that people typically enjoyed personally about MUDs were: "Hmm..." Related:  Ludificació

SCVNGR’s Secret Game Mechanics Playdeck Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of “concepts, techniques, know-how and best practices for developing successful and distinctive social games”. Zynga’s playbook has entered the realm of legend and was even the subject of a lawsuit. SCVNGR, which makes a mobile game with real-world challenges, has a playdeck. It is a deck of cards listing nearly 50 different game mechanics that can be mixed and matched to create the foundation for different types of games. Rght now, that should be a lot of people. SCVNGR’s playdeck tries to break down the game mechanics into their constituent parts. SCVNGR Game Dynamics Playdeck Guide To This Document: This list is a collection of game dynamics terms, game dynamics theories that are interesting, useful and potentially applicable to your work here at SCVNGR. 1. Definition: A virtual or physical representation of having accomplished something. 2. 3.

Personality Types and Importance in Gamification Personality types refers to the psychological classification of different types of individuals.[1] In relation to Gamification it is also commonly referred to as Player Type and is thought by many to be an important design consideration in the Gamification Process and Game Design. On Gamification.org we use the Bartle Test of Gamer Psychology types to classify Player Personality Types into four types: Achievers, Explorers, Socializers and Killers. We use these personality types to help classify Game Mechanics and Game Features to show what type of personality type would best like them. Gamify Experts as part of the Gamification Process might consider taking into consideration the personality type of the players they are reaching and see if they can give the different personality types ways to all have fun in the same experience, or if the personality type of a specific demographic is skewed heavily towards a certain personality type to tailor the gamification experience accordingly.

Ludificación: los problemas y beneficios de aplicar los videojuegos al trabajo Publicado el Jue, 01/09/2011 - 6:39pm | UniversiaKnowledge@Wharton Ludificación: los problemas y beneficios de aplicar los videojuegos al trabajo Muchas corporaciones están implantando técnicas extraídas de juegos en línea para motivar a sus empleados a hacer cosas que de otra forma evitarían. La pregunta que se hacen los expertos es ¿estas técnicas son un engaño o simplemente una transformación? UniversiaKnowledge@Wharton El campo naciente de la ludificación, es decir, el uso de técnicas de diseño de juegos online en ambientes ajenos a los juegos, está ganando de forma rápida la atención de líderes de empresas, profesores, gestores de políticas y hasta de comunidades terroristas. Sólo para dar algunos ejemplos: la cadena de televisión por cable USA emplea un sistema de puntuación y recompensa para incentivar a los fans de programas como "Psych", premiando a los telespectadores más activos del "Club Psych", una web especial del canal dedicado a la serie. autor UniversiaKnowledge@Wharton

dvdp Creating iOS games for beginners by Marin Todorov Where would we be without the games? Angry Birds, Cut The Rope, Peggle? Each one is as unique as they come, but they're tied together to one simple principle: Cocos2d can make them. Cocos2d is the leading, open-source, royalty-free smartphone game engine. It's easy to use, community-supported, reliable, mature, and over 1500 mobile iOS games have been published using it! Why is Cocos2D so easy to use? In his course, Marin Todorov takes a hands-on approach and walks you step-by-step through the process of building a complete game!

Game mechanics for thinking users « Web Worker's (Freak) Anthropology Game mechanics for thinking users Posted by Pietro Polsinelli on November 9, 2010 · 12 Comments Many software applications and web sites that are not commonly understood as games have some aspect that can be described in gaming terms. My point here is that a game design perspective can contribute in usability and functionality also in non gaming context. The post ends with examples of real world usage of game mechanics and some application suggestions. Which game mechanics? The real title of this post is “Game mechanics for thinking users of non gaming, not necessarily social, non trivial applications”. There is a lot of discussion these days about game mechanics, and often the discussion assumes a restrictive concept of the field, reducing it to badges and frequent flyer miles / redeeming mechanics. Fortunately this discipline is much wider and deeper than assumed in the references above. Game mechanics is a part of design and usability – it’s a part of “understanding users”. and 1. Scoring

Chris Bateman Chris Bateman is a philosopher, game designer and author, who has been funding his 'philosophy habit' by working in the digital games industry. He runs International Hobo, the leading creative consultancy in the field of market-oriented game design, narrative and player satisfaction services. Chris has worked in game design and writing for fifteen years, originally with tabletop role-playing games and boardgames, and later in digital entertainment after completing a Masters degree in Artificial Intelligence/Cognitive Science. He was the lead game designer and writer for such games as Discworld Noir, Ghost Master, Heretic Kingdoms: The Inquisition and Play with Fire, as well as having two novels published, and working on more than forty other games for major publishers, as either game designer, writer or both. In 2009, Beyond Game Design: Nine Steps Towards Better Videogames was published by Cengage Learning.

Mecánicas de Juegos (Parte I) | Gamificacion Español En el día de hoy vamos a ver cuales son las mecánicas de juegos más importantes que se aplican a la experiencia gamificada y como lo hacen. Recordemos que las mecánicas de juegos son las “reglas” y/o métodos que intentan producir una experiencia divertida y agradable para el usuario y que lo predisponen psicológicamente a alterar su comportamiento. Las mecánicas que veremos, son complementarias unas con otras, algunas no tendrían sentido si no existieran otras. Logros (Achievements) Los logros son una representación virtual o real de haber completado algo. Niveles Es una de las mecánicas más conocidas y de las cuales hemos experimentado todos en algún momento. Significado Épico (Epic Meaning) Se trata de crear una atmosfera para el usuario en donde experimente una gran motivación a realizar una tarea, describiéndola como algo genial, inspirador y más grande que ellos mismos. Puntos Los puntos son valores numéricos que son otorgados por cumplir ciertos tipos de acciones. Behavioral Momentum

Deziner Folio» Blog Archive » Top 50 Supercool Free Icon Sets Below are a collection of 50 cool icon sets. There is no end for a designers media collection and this could sure be helpful... Please be patient as there a lot of images to load. Making games as a family taught us to ignore work-life balance I quickly learned that the direct honesty that served me well as Art Director was a poor fit for business meetings. My producer would kick me under the table to get me to stop talking once they finally allowed me into important meetings with publishers. "Time and place, Mister Stark," my producer would tell me. "Time and place." The creative process is split up into pieces in big-budget production. Our company was adamant that we never work on the same team My wife, Nicole and I had spent years absorbing the same AAA philosophy. To this day we’re not sure what they imagined would happen if we worked together. When we finally moved to the beach to start our own company, Disparity Games, we did it with the same AAA attitude. This has spectacularly failed to work. When your home life is your work life We started Disparity Games attempting to fit the often chaotic existence of independent Games development into a steady routine. Once they’d left the house, it was work time. Finding an artist

Welcome to the Superstruct Game Archive Roger Caillois' Patterns of Play In his 1958 book Les Jeux et Les Hommes (usually translated as Man, Play and Games), the noted sociologist and intellectual Roger Caillois introduced a terminology for considering patterns in games. He used the term 'game' in a very wide manner, applying it to all play activities. This is a partial consequence of his native language, French, where the term 'jeux' and 'jouer' express the concepts of both play and game in English. Caillois' interest in games was sociological: the second half of Les Jeux et Les Hommes is a fascinating account of how societies relate to the patterns of play he identified, and is fascinating reading. The term 'patterns of play' was not used by Caillois, but I have coined it to provide a means to refer to the system. The elements of the system are as follows. Agon, or games of competition. Additionally, Caillois suggests that games can be considered to lie at various points on an axis between free creativity and rule-bound complexity:

Mecánicas de Juegos (Parte II) | Gamificacion Español Volvemos con algunas mecánicas de juegos que faltaban describir. Esta entrada es la continuación de la primera parte de mecánicas de juegos. Hoy vamos a ver unas cuantas más, algunas conocidas y otras no tanto: Combos Los combos son usados frecuentemente para premiar algún tipo de habilidad que conlleve realizar una combinación de acciones. Colaboración en comunidad Se intenta que una comunidad o grupo de usuarios trabaje en conjunto para lograr resolver una tarea, problema, misión, reto, etc. Cuenta Regresiva (CountDown) Se les otorga una determinada cantidad de tiempo a los usuarios para que realicen alguna misión, reto, tarea, etc. Descubrimientos o Exploración Los jugadores tienen en su naturaleza un cierto grado de curiosidad, les gusta explorar y descubrir cosas nuevas y sorprendentes. Free Lunch Es la sensación de estar recibiendo algo gratis por haber completado correctamente algún trabajo. Progresión progreso en todo momento del juego. Jugar Infinitamente (Infinite Gameplay) Status

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