Character Play-The Use of Game Characters in Multi-Player Role-Playing Games Across Platforms
(2008) : Tychsen, Anders et al
DOI: https://doi.org/10.1145/1371216.1371225
#identity #platform #RPG #games #HCI #multi_player #characters #my_bibtex
Character play: the use of game characters in multi-player role-playing games across platforms: Computers in Entertainment : Vol 6, No 2

Avatars are a commonly used mechanism for representing the player within the world of a game. The avatar forms the main point of interaction between the player and the game, and thus the avatar is an important game design feature. Character-based games ...

Computers in Entertainment
The Online World Timeline

The following is a timeline of significant events for the development of virtual worlds. I welcome more additions to the timeline. Check at the bottom for a list of sources. Created March 4th, 2000…

Raph's Website
Authoring Multiplayer Serious Games
(2013) : Reuter, Christian
DOI: https://doi.org/10.1.1.62.7387
#authoring #multi_player #template #serious_games #prototype #my_bibtex
Usability Heuristics for Networked Multiplayer Games
(2009) : Pinelle, David et al
isbn: 9781605585000
#taxonomy #network #design #games #usability #heuristics #HCI #multi_player #my_bibtex
Supporting collaborative real-time strategic planning in multi-player games
(2010) : Johnson, Matthew W
DOI: https://doi.org/10.1145/1822348.1822388
#source_engine #games #strategy #FPS #visualisation #valve #multi_player #my_bibtex
Supporting collaborative real-time strategic planning in multi-player games | Proceedings of the Fifth International Conference on the Foundations of Digital Games

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The Perfect Looting System: Looking for a Phoenix?

Massively Multiplayer Online (Role-Playing) Games (MMORPGs and MMOs) are highly complex socio-technical distributed systems. The thickly knitted web of relations among players is the backbone upon which their success (or failure) lies. For this reason, both game designers and managers should be aware of how - even the thinnest - features of the environment will impact on players. We can enlist among these apparently “minor” aspects Looting Systems (LSs), which help allocating valuable in-game objects, as fairly as possible, among the players. In the present work, we try to cast some light on the medium/long term effects of the adoption of different LSs on players' satisfaction (and hence on their “fidelity” to a specific game service). We adopt an agent-based approach to simulate the effects and drawbacks of LSs on different player bases (according to Bartle's player types), demonstrating that a relation among LSs and players' satisfaction with the game service could really exists, and that an appropriate choice of the LS could affect the distribution of player types in the game community, thus offering hints for reflection and further investigation to MMOs/MMORPGs developers.