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Azeroth is home to a wide variety of beasts. From the new world of Lordaeron to the old world of Kalimdor, all manner of creatures can be found. Some are friendly, some are ferocious - yet they all have one thing in common. Each creature shares a special connection with Hunters. Hunters track, tame, and slay all manner of animals and beasts found in the wild. Whether they rely on bows or firearms, Hunters consider their weapons and pets to be their only true friends. |
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So why hasn't a game like this been made already? Most of the problems of the MMOFPS genre boil down to servers and how much lag they can avoid. MMORPGers may hate lag, but lag is literally deadly in a MMOFPS. First person shooters are so intense and offer so little downtime that any type of lag is too disruptive to the game. The last thing that you want is to think you are shooting at somebody when that person has already moved from that spot and has now killed you! With a large number of player still on dial-up modems instead of broadband and the fact that large numbers of players will be in the same area at the same time, at least some amount of lag is pretty much inevitable. That said, the hypothetical MMOFPS described above may have to be for broadband players only or for a game with the right server technology that can handle thousands of broadband and non-broadband players at once without any lag. |
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Without question, there is hope on the horizon for the genre due to a highly-anticipated MMOFPS called Huxley. Huxley promises to be the best MMOFPS to date with side and large scale battles, extensive multiplayer battle modes, high interaction consequences, continually updated quests, and combat style development. The features sound great and graphics look amazing, but the true test for the game will be how well it can handle thousands of players at once. Monthly fee or no monthly fee, look for the entire MMOFPS genre to swell in popularity if Huxley delivers on its tremendous potential. |
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The PvP of Nodiatis may be where it outshines other MMO's the most, but don't be foolish enough to underestimate the attention paid to PvE. In the land of Nodiatis all deity worship has been abandoned. Due to the extreme hardship of over 100 years of deceipt, corruption, and depravity, the people of Nodiatis have given up on worship after having received nothing but anguish in return. A thriving world once ruled by man has become a wasteland overrun by hordes or orcs, ogres, and even less sightly creatures. Faced with the constant threat of starvation, rape, and murder, the inhabitants of Nodiatis have only one goal in mind: to survive until tomorrow. |
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Overall, it's interesting to notice how this project came out form the blue and is now taking more and more respect in the game industry (although there is still doubt and skepticism). From the academic perspective, it's a bit similar, I haven't really found any research regarding Habbo and it's often studied as part of the Web2.0/user-generated/social software artifacts. Anyhow, we can possibly think about Habbo Hotel as a boundary object, something interpreted differently by different communities. One can see it as a boundary objects both for the industries (web vs games) and the demographics (teenagers vs grownups). And as every boundary objects, it's something worth to explore. |
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Often, it seems that the hint of the possibility of winning on the next go and perhaps a bit of smack-talk is all that is required to keep players coming back. In starker PvP games like Eve-Online, where losses can be horrific (e.g. player months of time investment can be lost easily in a single battle), the problem is compounded. Consider just one weekend campaign involving a thousand ships, say 500 winners and 500 losers. Ignoring that winners lose gear - try telling 500 participants in any other casual social organization that their efforts over the last N weeks or months has just evaporated. Eve-Online seems to not only have been able to recycle its losers; it has built an ecosystem to nurture them for another day. In its own way I think this speaks some to the ways social systems under stress can be resilient. |
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Individuals seem more willing to be graded by their tribal affiliations. Second, the Eve-Online game culture has also developed, I think, a number of narratives that allow players to more easily detach themselves from their losses:
1.) Conspiracy theories and the shadow-world stories (subterfuge) distance blame.
2.) The scale of the alliance struggle dwarfs individual losses.
3.) The "intel" / information superiority game introduces a helpful fiction (not bested, but undone!).
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For a hypothetical example based on the terms and examples introduced in "My friend's keeper" - defeated alliances may fragment with some of its corporations retreating into Empire Space to lick wounds. From there, the players within a corporation may fragment along cowmen and farmer lines. The cowmen may recuperate in "low-security" hired out as mercenaries, and the farmers may concentrate in "carebear" activities in the safety of Empire Space. After a period of time they may reform - flush with new resources, and move back into 0.0 under the old or a new alliance. Just one scenario that illustrates the number of ways the security, social, and economic terrain of the Eve-Online system may be exploited to regenerate the health of a tribe that once lost. I have jotted some additional thoughts on this in "Anecdotal research". |
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"(i)t's pretty significant to the understanding of... EVE has large areas of "high-security" space wherein only special, legally-sanctioned and paid for wars are in effect (and few 0.0 alliances seek to engage in those wars) as well as much "low-security" but (NPC) Empire-claimed space where rules of engagement are typically relaxed in a friendly direction (Some corps in my alliance prohibit killing neutrals in lowsec. Mine doesn't, but we generally only go after them if we're on the hunt, and we usually have better things to do than hunt in lowsec). |
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