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Breaking a WoW addiction

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121–130 of 204 posts

Re: Breaking a WoW addiction

#121

Earlier quoted context omitted.

Even now I think all these games are fairly formulaic with the same basic mechanics and psychological devices (compulsion loops, etc). Basically, MMOGs are all like resort casinos. There's some spectacle and entertainment. The driving mechanic is the addictive variable schedule of reward. I'd like to make a game where true exploration is the base mechanic. There would be no storyline, just exploration. All content wo…

You're describing Minecraft (single player), though the exploration is landscape only -- not much else to find.

One could use a procedurally-generated landscape as a substrate for lots of user-generated and genetic algorithm-produced content.

Re: Breaking a WoW addiction

#122
post #65

I'll add my perspective to this as someone who was addicted to a similar game. I started playing Everquest (EQ) soon after launch in 1999 and leveled pretty quickly hitting the max level cap at the time (50) not long before the first expansion came out. At the time played wi an American guild (I'm Australian) and the time difference stopped me doing things with them most of them time since I had a 9-5 job. My server…

>In the end I got kicked from the guild for doing something I shouldn't have, which was probably the best thing that could've happened. Ok, now I'm curious. I'm just thinking with 16h/day you're fairly hardcore, guilds must be after ppl like you, no? Why the kick, if you care to elaborate?

My guild used a DKP (dragon kill point) system for loot distribution, which was fairly common. Basically you earnt points for showing up to raids. When items dropped whoever had the most points and wanted it got it, spending some number of points.

At one point an item was left to rot as no one wanted it.i came to the raid late and passed the corpse. I looked on it and saw the item. Now it was nothing I'd spend points on but I did want to experiment with it so I took it. Someone saw me and an officer who I didn't get along with kicked me from the guild. The guild leader was basically inscribe by that point so wouldn't overrule the officer and that was that.

So I was technically in the wrong but, like many things like this (in game and out), it wouldn't have mattered if I was in the in crowd but I wasn't so it was a valid excuse to get rid of me.

As for playing 16 hours, in the fueled I was in that was normal.

As for being in demand, it's a bit more complicated. Some classes are more desirable than others. I was primarily a rogue, which at this point in the game was largely useless in raids except for scouting and CR. The class balance shifted from expansion to expansion. The next expansion made rogues desirable again.

Plus I HATED the current expansion and had had my fill of raiding pretty much so I didn't pursue other guilds but it would've been toughg to find one with room for a rogue.

Bear in mind that raid sizes were limited. At that time it was 72 people for one expansion and 54 for the next so there was pressure to reduce guild size anyway.

Most guilds operated as close to 100% capacity without going (much) over as possible. To go lower was to be under strength. To go over was to force people to sit on the sidelines, which is no fun.

Re: Breaking a WoW addiction

#123
post #65

I'll add my perspective to this as someone who was addicted to a similar game. I started playing Everquest (EQ) soon after launch in 1999 and leveled pretty quickly hitting the max level cap at the time (50) not long before the first expansion came out. At the time played wi an American guild (I'm Australian) and the time difference stopped me doing things with them most of them time since I had a 9-5 job. My server…

Even now I think all these games are fairly formulaic with the same basic mechanics and psychological devices (compulsion loops, etc). Basically, MMOGs are all like resort casinos. There's some spectacle and entertainment. The driving mechanic is the addictive variable schedule of reward. I'd like to make a game where true exploration is the base mechanic. There would be no storyline, just exploration. All content wo…

Have you heard of Noctis?

http://en.wikipedia.org/wiki/Noctis

It's a facinating game.

Re: Breaking a WoW addiction

#124
post #52

Earlier quoted context omitted.

World of Warcraft isn't meaningless. WoW is its own goal; doing well in WoW allows you to achieve happiness. I think you have to make a more convincing case for why life has meaning and wow hasn't, you can't just spout platitudes and call it a day.

I've not played WoW, but I'm guessing that the arguments from this article apply: http://mediacommons.futureofthebook.org/content/cultivated-p... The gist is that Farmville isn't fun. Perhaps the problem is that WoW doesn't allow you to achieve happiness.

If it didn't, it wouldn't have upwards of 6 million subscribers.

Re: Breaking a WoW addiction

#125

What WoW needs to do is start hooking in-game rewards to real-life rewards. For example, a deal with 24 Hour Fitness where you need to attend for 30 days in a row to unlock some kind of sword. The biometric system at 24 Hour is now sophisticated enough to permit this kind of tracking [with your permission of course]. I'm completely serious. This is an inversion of the Zynga model in which real life money is exchanged…

(long time lurker here.. this topic is too close to home to just lurk)

I'm working on a startup that is taking this concept and applying it to social gaming. We're calling ourselves "Zynga for Heath." We're normalizing activity data from public API's from exercise devices like Fitbit, Nike+, Map My Fitness, biometric devices, etc and assigning it an activity score. Basically, rewarding players for working out, parking farther away from the store, and even just walking around the shopping center. A huge goal for us is partnerships with companies like 24 hour fitness to reward their members in-game.

This score is then used in our game that will be running on Facebook/iOS to reward the player with points that they use to continue building up their fitness/sports world. Our normalization platform will give us the ability to create multiple types of games to appeal to more than just the existing social games that are out on Facebook.

We're very early into our development process, but would love to keep the Hacker News community posted, if interested.

Our info site is http://www.neufit.com/

Re: Breaking a WoW addiction

#126

What WoW needs to do is start hooking in-game rewards to real-life rewards. For example, a deal with 24 Hour Fitness where you need to attend for 30 days in a row to unlock some kind of sword. The biometric system at 24 Hour is now sophisticated enough to permit this kind of tracking [with your permission of course]. I'm completely serious. This is an inversion of the Zynga model in which real life money is exchanged…

I love the idea, but why does WoW need to do this? Any game could do it. A fitness club is especially well-placed to accomplish it. Hmm... I think it could also work well as a Facebook app. I'm going to mull this over and see what I can come up with. This could really drive society to improve itself in all kinds of ways.

This might get you started:

http://fora.tv/2010/07/27/Jesse_Schell_Visions_of_the_Gamepo...

Re: Breaking a WoW addiction

#127
post #91

Earlier quoted context omitted.

World of Warcraft isn't meaningless. WoW is its own goal; doing well in WoW allows you to achieve happiness. I think you have to make a more convincing case for why life has meaning and wow hasn't, you can't just spout platitudes and call it a day.

World of Warcraft isn't meaningless. I didn't claim that it was meaningless. (I don't think that it is.) I don't really care about WoW. I was just responding to somebody's sad claim that "life is meaningless." doing well in WoW allows you to achieve happiness Doing well in WoW will not give you self esteem; it will not help you successfully deal with the real world (for example, providing for yourself materially and…

> I was just responding to somebody's sad claim that "life is meaningless."

Then you completely missed the point of what forensic wrote, because he did not claim that.

The problem with articles such as this, which is what both forensic and me addressed, is that a lot of people claim that time spent on video games is wasted, that time spent in any sort of rat race is bad, without any sort of backing for that claim. And if you don't back the argument you can flip it, which is what me and forensic did.

Re: Breaking a WoW addiction

#128
post #124
post #52

Earlier quoted context omitted.

I've not played WoW, but I'm guessing that the arguments from this article apply: http://mediacommons.futureofthebook.org/content/cultivated-p... The gist is that Farmville isn't fun. Perhaps the problem is that WoW doesn't allow you to achieve happiness.

If it didn't, it wouldn't have upwards of 6 million subscribers.

They're over 11 million active subscribers right now.

Re: Breaking a WoW addiction

#129
post #122

Earlier quoted context omitted.

>In the end I got kicked from the guild for doing something I shouldn't have, which was probably the best thing that could've happened. Ok, now I'm curious. I'm just thinking with 16h/day you're fairly hardcore, guilds must be after ppl like you, no? Why the kick, if you care to elaborate?

My guild used a DKP (dragon kill point) system for loot distribution, which was fairly common. Basically you earnt points for showing up to raids. When items dropped whoever had the most points and wanted it got it, spending some number of points. At one point an item was left to rot as no one wanted it.i came to the raid late and passed the corpse. I looked on it and saw the item. Now it was nothing I'd spend points…

Ah I see, thanks. That officer sure did do you a favor :D

Re: Breaking a WoW addiction

#130
post #29

Earlier quoted context omitted.

"Is playing a social game where you interact with other people any different than going out to a club or bar? Joining a bowling league? A cycling group? A health clubwhere you go to regular group exercise classes?" The article makes the difference abundantly clear. This is what the writer learned by meeting the guild leader in real life: "She was perfectly nice, and an excellent cook. But it was hard not to notice ce…

So it is preferable to participate in real life instead of game because it is uglier?

Err, no.

According to my worldview, it is preferable because it is real.

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