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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[The Daily Grind: How do you feel about AFK progression?]]></title><link>http://massively.joystiq.com/2011/10/04/the-daily-grind-how-do-you-feel-about-afk-progression/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/10/04/the-daily-grind-how-do-you-feel-about-afk-progression/</guid><comments>http://massively.joystiq.com/2011/10/04/the-daily-grind-how-do-you-feel-about-afk-progression/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/10/04/the-daily-grind-how-do-you-feel-about-afk-progression/"><img alt="Glitch" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/10/glitch-rb-103.jpg" style="margin: 4px;" /></a></div>
AFK progression is an accepted part of many MMOs these days. Crafting in <a href="http://www.massively.joystiq.com/category/fallen-earth"><em>Fallen Earth</em></a> can be set up, started, and done while you're logged out. Come back after a certain amount of time and you've got a new vehicle and a load of XP. The newly-launched <a href="http://www.massively.joystiq.com/tag/glitch"><em>Glitch</em></a> is another example -- you can learn your skills while you're doing other things in game, and learning continues while you're logged out.<br />
<br />
There are various other methods set up by developers here and there for players to advance while they're afk and logged out. On one hand, it makes quite a bit of sense. If crafting a vehicle in <em>Fallen Earth</em> takes over a full calendar day, for example, it can seem a little unreasonable to expect a player to sit there and work on it the entire time. On the other hand, many players argue that it's unreasonable to reward players for <em>not</em> playing the game.<br />
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What do you think? Hit the comment button and let us know!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/10/04/the-daily-grind-how-do-you-feel-about-afk-progression/">The Daily Grind: How do you feel about AFK progression?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 04 Oct 2011 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/10/04/the-daily-grind-how-do-you-feel-about-afk-progression/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20065469/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/10/04/the-daily-grind-how-do-you-feel-about-afk-progression/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>afk</category><category>afk-progression</category><category>crafting</category><category>learning</category><category>opinion</category><category>progression</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Rubi Bayer]]></dc:creator><pubDate>Tue, 04 Oct 2011 08:00:00 EST</pubDate></item><item><title><![CDATA[Storyboard: Archetype discussion - the Scholar]]></title><link>http://massively.joystiq.com/2010/12/10/storyboard-archetype-discussion-the-scholar/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/12/10/storyboard-archetype-discussion-the-scholar/</guid><comments>http://massively.joystiq.com/2010/12/10/storyboard-archetype-discussion-the-scholar/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/lore/" rel="tag">Lore</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/storyboard/" rel="tag">Storyboard</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;"><a href="http://www.massively.com/category/storyboard"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/12/storyboard-30-epl-1207.jpg" /></a></div>
It's time for our third archetype discussion, with the previous two being <a href="http://massively.joystiq.com/2010/11/12/storyboard-archetype-discussion-the-soldier/">the Soldier</a> and <a href="http://massively.joystiq.com/2010/11/26/storyboard-archetype-discussion-the-rogue/">the Rogue</a>. I've been pleased with the positive response I've seen so far, especially since the archetypes seem to help highlight the difference between a class and the character. There are classes that suggest a more roguelike approach (not a <a href="http://en.wikipedia.org/wiki/Roguelike">Roguelike</a> approach; that's different), but people play them as soldiers, undertaking missions and killing based on exterior orders rather than any sort of malice or desire.<br />
<br />
And that's great -- the power of archetypes is that you can have almost any class or combination of abilities backing them up. Such is the case with today's archetype, one that is often seen as being limited to spellcasters but which can really cover almost any set of skills. James Joyce wrote that when you think about things, you can understand them, and that's the bread and butter of the scholar. Queue up some appropriate music, and let's take a look at someone who just wants to know more.<p><a href="http://massively.joystiq.com/2010/12/10/storyboard-archetype-discussion-the-scholar/" rel="bookmark">Continue reading <em>Storyboard: Archetype discussion - the Scholar</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/12/10/storyboard-archetype-discussion-the-scholar/">Storyboard: Archetype discussion - the Scholar</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 10 Dec 2010 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/12/10/storyboard-archetype-discussion-the-scholar/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19750809/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/12/10/storyboard-archetype-discussion-the-scholar/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>academia</category><category>archetypes</category><category>column</category><category>experience</category><category>featured</category><category>knowledge</category><category>learning</category><category>metagaming</category><category>roleplaying</category><category>rp</category><category>scholars</category><category>storyboard</category><category>study</category><category>studying</category><category>the-scholar</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 10 Dec 2010 15:00:00 EST</pubDate></item><item><title><![CDATA[Massively interviews CCP Greyscale on the EVE Christmas gift]]></title><link>http://massively.joystiq.com/2010/11/26/massively-interviews-ccp-greyscale-on-the-eve-christmas-gift/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/11/26/massively-interviews-ccp-greyscale-on-the-eve-christmas-gift/</guid><comments>http://massively.joystiq.com/2010/11/26/massively-interviews-ccp-greyscale-on-the-eve-christmas-gift/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/expansions/" rel="tag">Expansions</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/dev-diaries/" rel="tag">Dev Diaries</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/eve-online/"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/11/ghostresearch-title.jpg" alt="" /></a></div>
<div>Early yesterday morning, a new devblog by <em><a href="http://www.eve-online.com">EVE Online</a></em> developer CCP Greyscale brought us <a href="http://massively.joystiq.com/2010/11/25/eve-online-santa-patch-to-get-rid-of-learning-skills/">an exciting first look at something awesome</a> arriving in the upcoming <em><a href="http://massively.joystiq.com/tag/incursion/">Incursion</a></em> expansion's December release. Speaking on behalf of development team Yggdrasill at CCP's top secret Iceland hideout, Greyscale explained CCP's plans to completely abolish learning skills in <em><a href="http://massively.joystiq.com/category/eve-online/">EVE</a></em>. <a href="http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Learning">Learning skills</a> increase a player's attributes, which decrease the time it takes to train skills. Since they take some time to train, however, dedicating time to them will only pay off after several months of subsequent skill training. As a result, new players are often advised to put off training for that ship they want or those useful industrial skills, as focusing on learning skills early on will pay off in the long run. This can stunt a player's progression in his early days, making for a very boring early play experience that can be distinctly off-putting.</div>
<div><br />
As part of the company's Christmas gift to all <em>EVE</em> players, the skillpoints we have invested in learning skills will be reimbursed so that we can add them to any skill we want. To compensate for the decrease in attributes and give new players a bit of a boost, all players will have 12 points added to every attribute. This is exciting news, as the removal of learning skills has always been <a href="http://wiki.eveonline.com/en/wiki/Modify_or_Remove_Learning_Skills_(CSM)">strongly supported by the <em>EVE</em> community</a>. We caught up with CCP Greyscale to ask a few important questions about what this change means for players.<br />
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Skip past the cut for our interview with CCP Greyscale on the <em>EVE</em> Christmas gift and what the learning skill changes mean for players new and old.<b><br />
</b></div><p><a href="http://massively.joystiq.com/2010/11/26/massively-interviews-ccp-greyscale-on-the-eve-christmas-gift/" rel="bookmark">Continue reading <em>Massively interviews CCP Greyscale on the EVE Christmas gift</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/11/26/massively-interviews-ccp-greyscale-on-the-eve-christmas-gift/">Massively interviews CCP Greyscale on the EVE Christmas gift</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 26 Nov 2010 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/11/26/massively-interviews-ccp-greyscale-on-the-eve-christmas-gift/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19733756/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/11/26/massively-interviews-ccp-greyscale-on-the-eve-christmas-gift/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>ccp-greyscale</category><category>christmas</category><category>devblog</category><category>developer</category><category>developers</category><category>development</category><category>eve</category><category>eve-ccp</category><category>eve-mmorpg</category><category>eve-online</category><category>interview</category><category>learning</category><category>Learning-Curve</category><category>learning-skills</category><category>present</category><category>skills</category><category>surprise</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Fri, 26 Nov 2010 10:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: When have you felt superfluous?]]></title><link>http://massively.joystiq.com/2010/11/06/the-daily-grind-when-have-you-felt-superfluous/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/11/06/the-daily-grind-when-have-you-felt-superfluous/</guid><comments>http://massively.joystiq.com/2010/11/06/the-daily-grind-when-have-you-felt-superfluous/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/classes/" rel="tag">Classes</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a></p><div style="text-align: center;"><a href="http://www.guildwars.com"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/11/gw-superfluous-epl-1103.jpg" /></a></div>
Being a low-level Mesmer in <a href="http://www.guildwars.com"><em>Guild Wars</em></a> is not often fun times. You know that later on the class becomes the absolute master of interrupts and lockdowns, nearly vital in a good party. But when you're still early in the game with few useful skills and few caster enemies to worry about, more often than not you find yourself standing in the back of parties casting a hex or two and waiting for the fight to be over. It makes it a lot harder to take claims of "great group" seriously when you didn't really do anything.<br />
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Nobody likes the feeling of being carried in a game, but it's inevitable that once or twice the weak link is going to be you. Sometimes it's inexperience, sometimes it's being at a low level, and sometimes it's just the stars lining up perfectly to make your life miserable. So when have you felt like you were a complete third wheel? Was it during your learning phase for endgame content, or in the midst of a mid-game run where you weren't really necessary? Or was it just a matter of teaming with people who all knew one another with you as the stranger?<hr />
<img vspace="4" hspace="4" border="1" align="left" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/09/coffee.jpg" style="margin-right: 5px;" alt="" /><em>Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's <a href="http://massively.joystiq.com/category/the-daily-grind/">Daily Grind</a>!</em><hr /><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/11/06/the-daily-grind-when-have-you-felt-superfluous/">The Daily Grind: When have you felt superfluous?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 06 Nov 2010 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/11/06/the-daily-grind-when-have-you-felt-superfluous/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19702051/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/11/06/the-daily-grind-when-have-you-felt-superfluous/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>control</category><category>endgame-play</category><category>group-play</category><category>guild-wars</category><category>gw</category><category>learning</category><category>odd-man-out</category><category>opinion</category><category>party-play</category><category>party-roles</category><category>roles</category><category>superfluous</category><category>tdg</category><category>the-daily-grind</category><category>third-wheel</category><category>unwanted</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sat, 06 Nov 2010 08:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: How do you learn the game?]]></title><link>http://massively.joystiq.com/2009/12/20/the-daily-grind-how-do-you-learn-the-game/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/12/20/the-daily-grind-how-do-you-learn-the-game/</guid><comments>http://massively.joystiq.com/2009/12/20/the-daily-grind-how-do-you-learn-the-game/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a>, <a href="http://massively.joystiq.com/category/academic/" rel="tag">Academic</a>, <a href="http://massively.joystiq.com/category/education/" rel="tag">Education</a></p><a href="http://paragonwiki.com"><img vspace="4" hspace="4" border="1" align="top" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/12/tdg-learnthegame-epl-1218.jpg"  alt="" /></a><br />
MMOs are complicated beasts.  In most games you have at least a detailed set of <a href="http://massively.joystiq.com/category/game-mechanics/">game mechanics</a> and <a href="http://massively.joystiq.com/category/pvp/">combat</a> <a href="http://massively.joystiq.com/category/pve/">systems</a> to learn.  That's not even getting into things like <a href="http://www.fallenearth.com"><em>Fallen Earth</em></a> with its maddeningly expansive crafting, or <a href="http://www.eveonline.com"><em>EVE Online</em></a> and the detailed economy, or <a href="http://www.champions-online.com"><em>Champions Online</em></a> and a costume creator that some find more engaging than the actual gameplay.  There's a reason why most popular games spawn countless websites, forums, chat channels, and so forth -- because there's a great deal to learn, a large number of mysteries, and often a limit to how much useful information the game itself gives you.<br />
<br />
So how do you learn your game?  Do you browse forums and ask questions, building up advice from a community?  Do you read the numerous sites devoted to the games, such as databases and wikis?  Do you buy print strategy guides and try and adapt to the changes as they come, piece-by-piece?  Or do you eschew all of the above, preferring to just let yourself amble along and learn things by example and inference?  There are a lot of resources out there, and we all have our preferred ones, but today we want to know about yours.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/12/20/the-daily-grind-how-do-you-learn-the-game/">The Daily Grind: How do you learn the game?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 20 Dec 2009 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/12/20/the-daily-grind-how-do-you-learn-the-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19287605/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/12/20/the-daily-grind-how-do-you-learn-the-game/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>champions-online</category><category>character-creation</category><category>co</category><category>crafting</category><category>discussion</category><category>economy</category><category>education</category><category>eve</category><category>eve-online</category><category>fallen-earth</category><category>fan-pages</category><category>fansites</category><category>fe</category><category>forums</category><category>learning</category><category>self-education</category><category>tdg</category><category>the-daily-grind</category><category>wikis</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sun, 20 Dec 2009 08:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Where else do your MMO skills come in handy?]]></title><link>http://massively.joystiq.com/2009/10/29/the-daily-grind-where-else-do-your-mmo-skills-come-in-handy/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/10/29/the-daily-grind-where-else-do-your-mmo-skills-come-in-handy/</guid><comments>http://massively.joystiq.com/2009/10/29/the-daily-grind-where-else-do-your-mmo-skills-come-in-handy/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a>, <a href="http://massively.joystiq.com/category/education/" rel="tag">Education</a></p><a href="http://commons.wikimedia.org/wiki/File:M119_during_exercise.jpg"><img vspace="4" hspace="4" border="1" align="top" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/10/tdg-inspiration-epl-1028.jpg"  alt="" /></a><br />
Those of us that have been playing MMOs for quite some time have probably developed more than a few skills in the process.  It's pretty much inevitable, after all -- while you might not be able to <a href="http://www.wowwiki.com/Heigan">learn to dance from a boss fight</a>, you can at least get a good sense of how to move and work as a group, just by way of example.  And we all know that learning to play the holy trinity of MMO roles (tank, healer, and DPS) can be ported over to a variety of other games, since odds are high there will be an equivalent.<br />
<br />
Today's question, however, is asking about when you've reached beyond other games and have been able to apply your game skills to a real-world problem.  Do you have an easier time handling budgets from all the time spent stat crunching?  Are you able to be more diplomatic from dealing with random party members over and over?  Maybe you just have an easier time reacting in stressful situations, or a better system for remembering obscure details.  Whatever the skill, let us know about how it's boosted you in real life.  (Of course, the ability to actually shoot fireballs or fly would be pretty useful in real life -- and if you've figured out how to bring over <a href="http://www.champions-online.com">some of <em>those</em> skills</a>, please share.)<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/10/29/the-daily-grind-where-else-do-your-mmo-skills-come-in-handy/">The Daily Grind: Where else do your MMO skills come in handy?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 29 Oct 2009 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/10/29/the-daily-grind-where-else-do-your-mmo-skills-come-in-handy/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19214246/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/10/29/the-daily-grind-where-else-do-your-mmo-skills-come-in-handy/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>culture</category><category>education</category><category>inspiration</category><category>learning</category><category>opinion</category><category>skills</category><category>tabula-rasa</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Thu, 29 Oct 2009 08:00:00 EST</pubDate></item><item><title><![CDATA["Why do we play MMOs" series concludes]]></title><link>http://massively.joystiq.com/2009/08/22/why-do-we-play-mmos-series-concludes/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/08/22/why-do-we-play-mmos-series-concludes/</guid><comments>http://massively.joystiq.com/2009/08/22/why-do-we-play-mmos-series-concludes/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><a href="http://en.wikipedia.org/wiki/The_Thinker"><img width="225" vspace="4" hspace="4" height="300" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/08/thinker.jpg" /></a>When we last checked in with <a href="http://massively.joystiq.com/tag/tobold">Tobold</a>, he was just starting up a new blog series looking into <a href="http://massively.joystiq.com/2009/08/06/inquisitive-blogging-series-delves-into-why-we-play-mmos/">why we play MMO games</a> to a greater degree than single-player games. That isn't to say that the MMO genre is bigger than the single-player genre, just that MMO gamers tend to focus on massively multi-player games more than single-player games. His first two articles examined <a href="http://tobolds.blogspot.com/2009/08/why-do-we-play-storytelling.html">Storytelling</a> and <a href="http://tobolds.blogspot.com/2009/08/why-do-we-play-gameplay.html">Gameplay</a> elements in MMOs and since then he has done pieces on <a href="http://tobolds.blogspot.com/2009/08/why-do-we-play-challenge.html">Challenge</a>, <a href="http://tobolds.blogspot.com/2009/08/why-do-we-play-character-development.html">Character Development</a>, <a href="http://tobolds.blogspot.com/2009/08/why-do-we-play-rewards.html">Rewards</a>, <a href="http://tobolds.blogspot.com/2009/08/why-do-we-play-social-interactions.html">Social Interactions</a>, and <a href="http://tobolds.blogspot.com/2009/08/why-do-we-play-learning.html">Learning</a>.<br /><br />The series just wrapped up and Tobold <a href="http://tobolds.blogspot.com/2009/08/why-do-we-play-summary.html">wrote a nice summary</a> of why he thinks we mostly choose MMOs over single-player games. He feels that while we may play single-player games that have strong elements of story, gameplay, or challenge, the social aspects of MMOs seem to be the trump card. MMOs can have many weaker core elements but social interaction (direct) or simply participating in a persistent game world (indirect) appears to make up for those deficiencies. It's a long series to get through but well worth the read if you're into these kinds of high-thinking philosophical discussions.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/08/22/why-do-we-play-mmos-series-concludes/">"Why do we play MMOs" series concludes</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 22 Aug 2009 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://tobolds.blogspot.com/2009/08/why-do-we-play-summary.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/08/22/why-do-we-play-mmos-series-concludes/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19136886/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/08/22/why-do-we-play-mmos-series-concludes/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>challenge</category><category>character-development</category><category>gameplay</category><category>learning</category><category>rewards</category><category>social-interaction</category><category>storytelling</category><category>tobold</category><dc:creator><![CDATA[Brooke Pilley]]></dc:creator><pubDate>Sat, 22 Aug 2009 16:00:00 EST</pubDate></item><item><title><![CDATA[Skirmish warfare coming to Pirates of the Burning Sea]]></title><link>http://massively.joystiq.com/2009/02/20/skirmish-warfare-coming-to-pirates-of-the-burning-sea/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/02/20/skirmish-warfare-coming-to-pirates-of-the-burning-sea/</guid><comments>http://massively.joystiq.com/2009/02/20/skirmish-warfare-coming-to-pirates-of-the-burning-sea/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea/" rel="tag">Pirates of the Burning Sea</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/patches/" rel="tag">Patches</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/02/potbsskirmishwarfareat425.jpg" alt="" /></a><br />The <a href="http://massively.joystiq.com/tag/flying-lab-software">Flying Lab Software</a> developers working on <a href="http://www.burningsea.com"><em>Pirates of the Burning Sea</em></a> have done a lot of writing about the avatar combat changes of late, but it's clear that they're still aiming to improve ship-based PvP on the high seas. <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea"><em>Pirates of the Burning Sea</em></a> is going to get a major new feature as of patch 1.4: skirmish warfare, which is essentially a PvP environment where players can experiment risk free with various setups and tactics. <br /><br />The latest developer log on <em>PotBS</em> is "Enter the Skirmish", which breaks down what this new feature is and what it will offer players: <em>"PvP action is the hottest part of our game, but the difficulty of 'swimming with the sharks' in the open sea has made for a significant barrier to entry. Skirmish gives players the change to learn how to PvP without facing all the dangers involved with conquest. Societies and veterans can use the skirmish system to teach newer players the ropes in a risk-free environment, which means more people who'll be prepared for port conquest and open sea PvP." </em><br /><br />For more on this upcoming feature, you'll want to read the "<a href="http://www.burningsea.com/page/news/article&amp;article_id=11142">Enter the Skirmish</a>" developer log on the <em>Pirates of the Burning Sea</em> website.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/02/20/skirmish-warfare-coming-to-pirates-of-the-burning-sea/">Skirmish warfare coming to Pirates of the Burning Sea</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 20 Feb 2009 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.burningsea.com/page/news/article&amp;article_id=11142>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/02/20/skirmish-warfare-coming-to-pirates-of-the-burning-sea/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1466132/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/02/20/skirmish-warfare-coming-to-pirates-of-the-burning-sea/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>combat</category><category>fantasy</category><category>flying-lab-software</category><category>game-mechanics</category><category>learning</category><category>patches</category><category>pirates</category><category>pirates-of-the-burning-sea</category><category>potbs</category><category>pvp</category><category>risk</category><category>skirmish-warfare</category><category>teaching</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Fri, 20 Feb 2009 11:00:00 EST</pubDate></item><item><title><![CDATA[An EVE veteran explains some harsh realities of the game]]></title><link>http://massively.joystiq.com/2008/09/24/an-eve-veteran-explains-some-harsh-realities-of-the-game/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/24/an-eve-veteran-explains-some-harsh-realities-of-the-game/</guid><comments>http://massively.joystiq.com/2008/09/24/an-eve-veteran-explains-some-harsh-realities-of-the-game/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/tips-and-tricks/" rel="tag">Tips and tricks</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><a href="http://massively.joystiq.com/category/eve-online"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/triggeredconcord425.jpg" alt="" /></a><br />Changes made to <a href="http://www.eve-online.com"><em>EVE Online</em></a> in the last year or so have been aimed at making the game more accessible to newer players. But this raises the hackles of some veteran players, who didn't have advanced learning skills, affordable +4 implants, and a much increased starting amount of skillpoints, much less a straightforward tutorial when they began.<br /><br />But it's less these perks than the belief that <a href="http://massively.joystiq.com/tag/eve-online"><em>EVE's</em></a> game mechanics are changing to <a href="http://massively.joystiq.com/2008/08/10/eve-evolved-is-eve-online-going-soft/">make the game a bit less dangerous</a> for rookie pilots, or reduce the risks that result from being careless... or just dense. The possibility of changes to the wardec system and the steep penalties that will <a href="http://massively.joystiq.com/tag/suicide-gank">soon be associated with suicide ganking</a> fuel this view held by some long-time <em>EVE</em> players. Some would go so far as to say that the game now favors carebears over pirates or 0.0 alliance players, but these views are largely subjective.<p><a href="http://massively.joystiq.com/2008/09/24/an-eve-veteran-explains-some-harsh-realities-of-the-game/" rel="bookmark">Continue reading <em>An EVE veteran explains some harsh realities of the game</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/24/an-eve-veteran-explains-some-harsh-realities-of-the-game/">An EVE veteran explains some harsh realities of the game</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 24 Sep 2008 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.eve-mag.com/archives/391>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/24/an-eve-veteran-explains-some-harsh-realities-of-the-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1322711/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/24/an-eve-veteran-explains-some-harsh-realities-of-the-game/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-games</category><category>eve</category><category>eve-mag</category><category>eve-online</category><category>game-mechanics</category><category>grimpak</category><category>learning</category><category>learning-skills</category><category>opinion</category><category>sci-fi</category><category>tips-and-tricks</category><category>trinity-nova</category><category>trust</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Wed, 24 Sep 2008 16:30:00 EST</pubDate></item><item><title><![CDATA[Richard Bartle laments poor state of game education in the UK]]></title><link>http://massively.joystiq.com/2008/08/16/richard-bartle-laments-poor-state-of-game-education-in-the-uk/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/08/16/richard-bartle-laments-poor-state-of-game-education-in-the-uk/</guid><comments>http://massively.joystiq.com/2008/08/16/richard-bartle-laments-poor-state-of-game-education-in-the-uk/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/academic/" rel="tag">Academic</a></p><a href="http://www.gamer-girl.org/features/intbartle.html"><img hspace="4" border="1" align="right" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/08/bartle.jpg" alt="" /></a><a href="http://en.wikipedia.org/wiki/Richard_Bartle">Richard Bartle</a> -- the man who co-invented MUDs at the <a href="http://www.essex.ac.uk/">University of Essex</a> in 1978 -- <a href="http://www.gamasutra.com/php-bin/news_index.php?story=19841">described the poor state of game-related academic study and education</a> when speaking at the <a href="http://www.edinburghinteractivefestival.com/eif-2008/">Edinburgh Interactive Festival</a> a few days ago.<br /><br />Bartle made a distinction between games-focused training (the acquisition of skills by instruction) and games-focused education (the development of understanding through learning). He said that the United Kingdom's colleges are short on education, even though training is available at some universities.<br /><br />He noted that symptoms of this problem are already apparent: the academic community, such as it is, has been unable to agree (or even engage in cohesive discourse) about the reasons men and women often play as characters of a different sex than their own in MMOs.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/08/16/richard-bartle-laments-poor-state-of-game-education-in-the-uk/">Richard Bartle laments poor state of game education in the UK</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 16 Aug 2008 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamasutra.com/php-bin/news_index.php?story=19841>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/16/richard-bartle-laments-poor-state-of-game-education-in-the-uk/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1285145/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/16/richard-bartle-laments-poor-state-of-game-education-in-the-uk/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>academia</category><category>academics</category><category>classes</category><category>college</category><category>colleges</category><category>edinburgh-interactive-festival</category><category>education</category><category>instruction</category><category>learning</category><category>mud</category><category>richard-bartle</category><category>study</category><category>teaching</category><category>training</category><category>uk</category><category>united-kingdom</category><category>universities</category><category>university</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Sat, 16 Aug 2008 17:00:00 EST</pubDate></item><item><title><![CDATA[Academic: games and virtual worlds teach better than teachers]]></title><link>http://massively.joystiq.com/2008/07/15/academic-games-and-virtual-worlds-teach-better-than-teachers/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/07/15/academic-games-and-virtual-worlds-teach-better-than-teachers/</guid><comments>http://massively.joystiq.com/2008/07/15/academic-games-and-virtual-worlds-teach-better-than-teachers/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/second-life/" rel="tag">Second Life</a>, <a href="http://massively.joystiq.com/category/academic/" rel="tag">Academic</a>, <a href="http://massively.joystiq.com/category/education/" rel="tag">Education</a></p><div align="center"><a href="http://www.pbase.com/munichpride/image/49844677"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/07/isourchildrenlearning.jpg" alt="" /></a></div>
An academic named James Gee <a href="http://www.gamasutra.com/php-bin/news_index.php?story=19389">told lecture attendees</a> at the <a href="http://www.glsconference.org/2009/index.html">Games, Learning, and Society Conference</a> in Wisconsin that game and virtual world developers have a better handle on how to foster "passionate communities for learning" than most teachers do. He used <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a> as an example of excellent game design that creates communities that share information and solve problems together.<br /><br />He also referenced <a href="http://www.secondlife.com"><em>Second Life</em></a>, telling the story of a girl who started using Photoshop to make clothes for her Sims in <a href="http://thesims.ea.com"><em>The Sims</em>.</a> She went on to start a business selling her fashions in Linden Labs' virtual economy. "Education isn't about telling people stuff," said Gee. "It's about giving them tools that enable them to see the world in a new and useful way." Gee argued that game developers know how to do that, and that educators should learn from their example.<br /><br /><a href="http://www.gamasutra.com/php-bin/news_index.php?story=19389">Gamasutra has some more quotes and analysis</a>, but the sum of it all is that Gee believes that since delivering raw information to students' brains isn't going to work in a rapidly changing, postmodern world, they should be trained to come up with their own unique ideas in response to all the data that makes up the complex system that is our society. So, think emergent gameplay, but real!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/07/15/academic-games-and-virtual-worlds-teach-better-than-teachers/">Academic: games and virtual worlds teach better than teachers</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 15 Jul 2008 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamasutra.com/php-bin/news_index.php?story=19389>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/07/15/academic-games-and-virtual-worlds-teach-better-than-teachers/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1255039/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/07/15/academic-games-and-virtual-worlds-teach-better-than-teachers/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>academics</category><category>blizzard</category><category>ea</category><category>education</category><category>games-learning-and-society-conference</category><category>james-gee</category><category>learning</category><category>lecture</category><category>linden-lab</category><category>maxis</category><category>schools</category><category>second-life</category><category>teachers</category><category>the-sims</category><category>world-of-warcraft</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Tue, 15 Jul 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[Zon: the MMO that teaches you to speak Chinese]]></title><link>http://massively.joystiq.com/2008/06/04/zon-the-mmo-that-teaches-you-to-speak-chinese/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/06/04/zon-the-mmo-that-teaches-you-to-speak-chinese/</guid><comments>http://massively.joystiq.com/2008/06/04/zon-the-mmo-that-teaches-you-to-speak-chinese/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/browser/" rel="tag">Browser</a>, <a href="http://massively.joystiq.com/category/education/" rel="tag">Education</a></p><div align="center"><a href="http://enterzon.com/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/06/zon-final.jpg" /></a><br />
<div align="left">A team of developers supported by <a href="http://msu.edu/">Michigan State University</a> and the <a href="http://english.hanban.edu.cn/">Office of the Chinese Language Council International</a> have spent the past few years piecing together <em><a href="http://enterzon.com/">Zon</a></em> -- a browser-based virtual world wherein users can learn the Mandarin Chinese language. The game is currently in its open beta phase; you can sign up to play right now.<br /><br />Users create an avatar and then find themselves in a representation of Beijing International Airport. From there, they may interact with NPCs and other world objects to learn more about Chinese language and culture, as well as communicate with other players to practice their language skills. As they progress through the system, they move up in rank from Tourist to Resident, and finally to Citizen -- at which point they may create their own content for the world.<br /><br />We learned of <em>Zon</em> <a href="http://www.raphkoster.com/2008/06/04/welcome-to-zon-enter-zon/">through the blog</a> of <a href="http://www.areae.net/">Areae</a> president <a href="http://www.raphkoster.com">Raph Koster</a>, who had an interesting anecdote to add. During his stint at <a href="http://www.soe.com">SOE</a>, the company worked with college campuses to use <a href="http://everquest2.station.sony.com/"><em>EverQuest II</em></a> for total immersion language education. So this is not a new idea -- just a really cool one!</div>
</div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/06/04/zon-the-mmo-that-teaches-you-to-speak-chinese/">Zon: the MMO that teaches you to speak Chinese</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 04 Jun 2008 22:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://enterzon.com/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/04/zon-the-mmo-that-teaches-you-to-speak-chinese/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1215971/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/04/zon-the-mmo-that-teaches-you-to-speak-chinese/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>chinese</category><category>chinese-language-council-international</category><category>education</category><category>immersion</category><category>language</category><category>learning</category><category>lessons</category><category>mandarin</category><category>michigan-state-university</category><category>msu</category><category>zon</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Wed, 04 Jun 2008 22:00:00 EST</pubDate></item><item><title><![CDATA[Grockit gets funding to teach us all a little something]]></title><link>http://massively.joystiq.com/2008/05/31/grockit-gets-funding-to-teach-us-all-a-little-something/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/31/grockit-gets-funding-to-teach-us-all-a-little-something/</guid><comments>http://massively.joystiq.com/2008/05/31/grockit-gets-funding-to-teach-us-all-a-little-something/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/at-a-glance/" rel="tag">At a glance</a>, <a href="http://massively.joystiq.com/category/real-life/" rel="tag">Real life</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/academic/" rel="tag">Academic</a>, <a href="http://massively.joystiq.com/category/education/" rel="tag">Education</a></p><a href="http://www.grockit.com/"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/grockitlogobuh.jpg" /></a>The question is, however, what? According to TechCrunch, former online exam prep site <a href="http://www.grockit.com/">Grockit</a> has <a href="http://www.techcrunch.com/2008/05/30/grockit-gets-8-million-more-for-mysterious-learning-game/">recently raised</a> $8 million in funding, bringing the total funding amount up to $10.7 million. Calling itself an MMOLG, or massively multiplayer online learning game, Grockit purports to bring users together to learn from each other. But what exactly does that mean?<br /><br />Considering its origins as an exam prep company, we could guess that people will connect with one another to discuss specific tests, maybe with sample questions. There might be collaborative tools that allow users to show each other their thinking processes. At the very least, there ought to be animations where avatars will be able to pass each other notes while taking the test. Whatever's being planned, it's apparently worth $10.7 million to <em>somebody</em>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/05/31/grockit-gets-funding-to-teach-us-all-a-little-something/">Grockit gets funding to teach us all a little something</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 31 May 2008 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.techcrunch.com/2008/05/30/grockit-gets-8-million-more-for-mysterious-learning-game/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/31/grockit-gets-funding-to-teach-us-all-a-little-something/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1211208/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/31/grockit-gets-funding-to-teach-us-all-a-little-something/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>education</category><category>exam-prep</category><category>funding</category><category>grockit</category><category>learning</category><category>mmolg</category><category>techcrunch</category><dc:creator><![CDATA[Akela Talamasca]]></dc:creator><pubDate>Sat, 31 May 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[MMO MMOnkey:  MMOs as conditioned learning engines (Part 2)]]></title><link>http://massively.joystiq.com/2008/05/09/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/09/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-2/</guid><comments>http://massively.joystiq.com/2008/05/09/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/everquest-ii/" rel="tag">EverQuest II</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/quests/" rel="tag">Quests</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/hands-on/" rel="tag">Hands-on</a>, <a href="http://massively.joystiq.com/category/mmo-mmonkey/" rel="tag">MMO MMOnkey</a></p><center><a href="http://massively.joystiq.com/category/everquest-ii"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/bummerkm425.jpg" alt="I die and you finish your bounty quest. Bummer." /></a></center> In a <a href="http://massively.joystiq.com/2008/04/24/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-1/">previous column</a> we looked at some of the many ways that game designers use positive reinforcement and reward in MMOs. <a href="http://en.wikipedia.org/wiki/Reinforcement">Positive reinforcement</a> occurs whenever an action is accompanied by or results in something pleasant or enjoyable. When a person is positively reinforced or rewarded they are more likely to repeat the action that is associated with the reward. The importance of reinforcement for MMOs is obvious; <a href="http://massively.joystiq.com/2008/04/23/what-makes-games-addictive/">the more the player is rewarded, the more likely she is to play the game</a>. <br /><br /> A deeper understanding of <a href="http://massively.joystiq.com/2007/11/05/mmogology-addiction-and-you/">how reinforcement works in MMOs</a> can be gained by comparing an example of where it's done well with a case where it's done poorly and <em><a href="http://everquest2.station.sony.com/">Everquest 2</a></em> provides just the examples we need.<p><a href="http://massively.joystiq.com/2008/05/09/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-2/" rel="bookmark">Continue reading <em>MMO MMOnkey:  MMOs as conditioned learning engines (Part 2)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/05/09/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-2/">MMO MMOnkey:  MMOs as conditioned learning engines (Part 2)</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 09 May 2008 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/05/09/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1187451/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/09/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bounty-quest</category><category>collection-quest</category><category>collections</category><category>everquest-2</category><category>featured</category><category>inventory-management</category><category>learning</category><category>positive-reinforcement</category><category>reinforcement</category><category>reward</category><category>rewards</category><category>soe</category><dc:creator><![CDATA[Kevin Murnane]]></dc:creator><pubDate>Fri, 09 May 2008 09:00:00 EST</pubDate></item><item><title><![CDATA[The Gaming Iconoclast: Discomfort Zone]]></title><link>http://massively.joystiq.com/2008/04/30/the-gaming-iconoclast-discomfort-zone/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/04/30/the-gaming-iconoclast-discomfort-zone/</guid><comments>http://massively.joystiq.com/2008/04/30/the-gaming-iconoclast-discomfort-zone/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/grouping/" rel="tag">Grouping</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/tabula-rasa/" rel="tag">Tabula Rasa</a>, <a href="http://massively.joystiq.com/category/the-gaming-iconoclast/" rel="tag">The Gaming Iconoclast</a></p><a target="_blank" href="http://worldofwarcraft.com"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/04/ow225.jpg" /></a><em>A mind, once opened, can never be shut again. </em><br />-- Alfred Einstein<br /><br />Have you ever wondered how the other half lives? Maybe you're a <a target="_blank" href="http://www.wowinsider.com/category/the-care-and-feeding-of-warriors/">tank</a>, and know the intricacies of threat and mitigation inside and out, but can't figure out what those finger-wigglers at the back are going on about. Or perhaps you're a <a target="_blank" href="http://www.rgtr.com/about_the_game/careers/afs_sniper_division.html">sniper</a>, and don't care about what goes on in the melee fracas.<br /><br />When the game itself runs out of challenges for you, and you're not ready to move on, it becomes time to challenge ourselves. We may not be ready or willing to move to another virtual world altogether -- we've got friends in <a target="_blank" href="http://www.watchtheguild.com/">a guild</a> that we want to keep playing with, for example, not to mention all the sparkly toys we've accrued. If you've gotten <em>too </em>good at your primary role, and keep frequent company with a group who is likewise adept at what they do, it can be easy to grow complacent. There are ways to spice things up once in a while, by doing <a target="_blank" href="http://www.wowinsider.com/2008/03/10/a-night-on-the-town-karazhan-style/">themed events</a>, or partaking in certain <a target="_blank" href="http://www.vicefund.com/">vices</a>. But these are temporary measures, more the exception than the rule.<br /><br />To truly push ourselves, we need to step fully clear from what we've mastered. For some folks, it may be sidling around from the bad guy's face to their back, or trading in some brass knuckles for a crossbow. For me, it meant wading into the thick of the fray, rather than lobbing damage or healing from a more-or-less <a target="_blank" href="http://www.wowhealers.com/content/view/200/50/">safe distance</a>. In this spirit, I wanted to learn what those sneaky guys at the top of the damage charts were up to.<br /><br />How hard could it be, right?<p><a href="http://massively.joystiq.com/2008/04/30/the-gaming-iconoclast-discomfort-zone/" rel="bookmark">Continue reading <em>The Gaming Iconoclast: Discomfort Zone</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/04/30/the-gaming-iconoclast-discomfort-zone/">The Gaming Iconoclast: Discomfort Zone</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 30 Apr 2008 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/04/30/the-gaming-iconoclast-discomfort-zone/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1178918/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/04/30/the-gaming-iconoclast-discomfort-zone/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard-entertainment</category><category>classes</category><category>featured</category><category>grok</category><category>grouping</category><category>groups</category><category>learning</category><category>ncsoft</category><category>noob</category><category>tabula-rasa</category><category>the-gaming-iconoclast</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Rafe Brox]]></dc:creator><pubDate>Wed, 30 Apr 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[MMO MMOnkey:  MMOs as Conditioned Learning Engines (Part 1)]]></title><link>http://massively.joystiq.com/2008/04/24/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-1/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/04/24/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-1/</guid><comments>http://massively.joystiq.com/2008/04/24/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-1/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/everquest-ii/" rel="tag">EverQuest II</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/hands-on/" rel="tag">Hands-on</a>, <a href="http://massively.joystiq.com/category/mmo-mmonkey/" rel="tag">MMO MMOnkey</a></p><a href="http://massively.joystiq.com/category/everquest-ii"><img vspace="5" hspace="5" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/04/eq2-levelup-km-(custom).jpg" /></a>The behaviorists were like the orcs of psychology. Limited in vision, arrogant, belligerent and intolerant, they ruled the world of scientific psychology with an iron fist from the 1920s through the 1950s. Many of them were very capable scientists, however, and much of their work, especially in their signature area of learning, has stood the test of time. The behaviorists' biggest mistake lay in insisting that the principles of learning they discovered provided a complete and thorough explanation of what people do and why they do it. They thought they had the whole story. They didn't. They only had part of the story but it was an important part. We don't want to make the same mistake the behaviorists made and think their learning theories fully explain what we see people do in MMOs. But we also don't want to ignore the very powerful effects the principles of learning they discovered are having in every successful MMO on the market because when you get right down to it, games like <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcraft</em></a> couldn't be better conditioning engines if they had been designed by <a href="http://en.wikipedia.org/wiki/B.F._Skinner">B.F. Skinner</a> himself.
<p> </p>
<p>Behaviorist learning theory is commonly know as <a href="http://en.wikipedia.org/wiki/Operant_conditioning">operant conditioning</a> and it is based on the simple idea that actions that are accompanied by good, pleasant, or desirable outcomes are more likely to be repeated while actions that are accompanied by outcomes that are bad, unpleasant or undesirable are less likely to be repeated. In other words, actions that are rewarded are likely to recur and actions that are punished are not. People didn't need the behaviorists to tell them this; the behaviorists' contributions were to clearly distinguish between different kinds of rewards and punishments and to demonstrate how each had different effects on what people do and how they do it. The behaviorists called the learning procedure that has the largest effect on how we play MMOs <a href="http://en.wikipedia.org/wiki/Reinforcement">positive reinforcement</a>. This type of learning occurs whenever a person does something and gets something they enjoy or value as a result. When people are positively reinforced, they are more likely to repeat or continue the action they were doing when they were rewarded and MMOs shower their players with positive reinforcement.</p>
<p>For your own positive reinforcement on this topic, read on.<br /></p><p><a href="http://massively.joystiq.com/2008/04/24/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-1/" rel="bookmark">Continue reading <em>MMO MMOnkey:  MMOs as Conditioned Learning Engines (Part 1)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/04/24/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-1/">MMO MMOnkey:  MMOs as Conditioned Learning Engines (Part 1)</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 24 Apr 2008 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/04/24/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-1/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1174023/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/04/24/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-1/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>eq2</category><category>everquest-2</category><category>game-design</category><category>learning</category><category>leveling</category><category>loot</category><category>reinforcement</category><category>reward</category><category>rewards</category><dc:creator><![CDATA[Kevin Murnane]]></dc:creator><pubDate>Thu, 24 Apr 2008 09:00:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: Playing with your friends]]></title><link>http://massively.joystiq.com/2008/04/23/player-vs-everything-playing-with-your-friends/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/04/23/player-vs-everything-playing-with-your-friends/</guid><comments>http://massively.joystiq.com/2008/04/23/player-vs-everything-playing-with-your-friends/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/guilds/" rel="tag">Guilds</a>, <a href="http://massively.joystiq.com/category/grouping/" rel="tag">Grouping</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/politics/" rel="tag">Politics</a>, <a href="http://massively.joystiq.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><p> </p>
<div style="text-align: center;"><a href="http://www.fragdolls.com/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/04/fragdollskickinit.jpg" title="The Frag Dolls: These girls show up in games with a posse, and kick some serious ass." alt="" /></a><br /></div>
<p>Players often venture into the wilderness of online games alone and friendless, seeking out allies in the worlds they inhabit and making friends as they go along. Some games are better at encouraging players to work together than others, too. You're not going to last very long playing by yourself in games like <em><a href="http://massively.joystiq.com/category/everquest" mce_href="http://massively.joystiq.com/category/everquest">EverQuest</a> </em>or <a href="http://massively.joystiq.com/category/eve-online/" mce_href="http://massively.joystiq.com/category/eve-online/"><em>EVE Online</em></a>, so you have to go looking for people to play with. On the other hand, in games like <em><a href="http://massively.joystiq.com/category/world-of-warcraft/" mce_href="http://massively.joystiq.com/category/world-of-warcraft/" target="_blank">World of Warcraft</a></em> you can start at the first level and get to level 70 without ever talking to another human being (it's even easier if you're <a target="_blank" mce_href="http://massively.joystiq.com/2008/04/18/player-vs-everything-coolest-classes-ever/" href="http://massively.joystiq.com/2008/04/18/player-vs-everything-coolest-classes-ever/">a Hunter</a>). Regardless of whether your particular game of choice forces you to find friends, many people like to have friends to play with anyway. Even if you don't <em>need</em> them, it's kind of the point of online games to play with other people. Right?</p>
<p>That's why some people roll into these games with a ready-made <a target="_blank" mce_href="http://www.merriam-webster.com/dictionary/posse" href="http://www.merriam-webster.com/dictionary/posse">posse</a>. Maybe it's a group of real-life friends that want to play together online, or maybe it's a guild composed of players that you met in a previous game and you'd all like to try something different together. Either way, it's pretty nice to be able to work with a group of people you already know, trust, and like. You don't have to hope that the fickle hand of fate will deliver good <a target="_blank" mce_href="http://www.urbandictionary.com/define.php?term=pug" href="http://www.urbandictionary.com/define.php?term=pug">PuG</a>s to you (we all know how rare those are), and you don't have to worry about trying to find a new group of people who you can relate to in a sea of anonymous faces (many of whom will have <a target="_blank" mce_href="http://en.wikipedia.org/wiki/Value_system" href="http://en.wikipedia.org/wiki/Value_system">value systems</a>, expectations, and <a target="_blank" mce_href="http://en.wikipedia.org/wiki/Maturity_%28psychological%29" href="http://en.wikipedia.org/wiki/Maturity_%28psychological%29">maturity levels</a> that will be <a target="_blank" mce_href="http://wowsource.blogspot.com/2007/02/chuck-norris-in-warcraft.html" href="http://wowsource.blogspot.com/2007/02/chuck-norris-in-warcraft.html">different than yours</a>). Is it possible you're missing out on something by bringing your own people in, though? If so, do you care?</p><p><a href="http://massively.joystiq.com/2008/04/23/player-vs-everything-playing-with-your-friends/" rel="bookmark">Continue reading <em>Player vs. Everything: Playing with your friends</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/04/23/player-vs-everything-playing-with-your-friends/">Player vs. Everything: Playing with your friends</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 23 Apr 2008 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/04/23/player-vs-everything-playing-with-your-friends/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1174991/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/04/23/player-vs-everything-playing-with-your-friends/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bigots</category><category>culture</category><category>featured</category><category>friends</category><category>girl-gamers</category><category>group</category><category>groups</category><category>jerk</category><category>learning</category><category>meeting</category><category>player-vs-everything</category><category>pug</category><category>social</category><category>stalker</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Wed, 23 Apr 2008 16:30:00 EST</pubDate></item></channel></rss>
