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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[League of Legends adds player-driven 'Honor' system]]></title><link>http://massively.joystiq.com/2012/10/02/league-of-legends-adds-player-driven-honor-system/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/10/02/league-of-legends-adds-player-driven-honor-system/</guid><comments>http://massively.joystiq.com/2012/10/02/league-of-legends-adds-player-driven-honor-system/#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/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/news-items/" rel="tag">News Items</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-Play</a>, <a href="http://massively.joystiq.com/category/moba/" rel="tag">MOBA</a>, <a href="http://massively.joystiq.com/category/league-of-legends/" rel="tag">League of Legends</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/10/02/league-of-legends-adds-player-driven-honor-system/"><img alt="League of Legends adds playerdriven 'Honor' system" data-src-height="310" data-src-width="530" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/10/lol-honor-header.jpg" /></a></div>
While reporting poor sportsmanship and offensive behavior during matches in <em><a href="http://massively.joystiq.com/tag/league-of-legends/">League of Legends</a></em> is standard, <a href="http://massively.joystiq.com/tag/riot-games/">Riot Games</a> has added a new feature to the game by which positive behaviors will be recognized. This new system, dubbed simply "Honor," will give players the tools to tag folks with a permanent thumbs up for making the gaming experience enjoyable.<br />
<br />
This new system has four categories that players can be rated on. At the end of a match, participants can indicate whether someone was helpful, was friendly, displayed teamwork, or was just an overall honorable opponent. Each player's Honor is recorded in his or her summoner profile and displayed for all to see. In the future, Riot Games might also reward those summoners with the highest honor.<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/2012/10/02/league-of-legends-adds-player-driven-honor-system/">League of Legends adds player-driven 'Honor' system</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 02 Oct 2012 14:00:00 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/2012/10/02/league-of-legends-adds-player-driven-honor-system/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20339358/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/10/02/league-of-legends-adds-player-driven-honor-system/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dota</category><category>e-sport</category><category>esport</category><category>f2p</category><category>fantasy</category><category>free-to-play</category><category>Honor</category><category>Honor-system</category><category>league</category><category>league-of-legends</category><category>lol</category><category>moba</category><category>player-rating</category><category>positive-reinforcement</category><category>rewarding-good-sportsmanship</category><category>riot</category><category>riot-games</category><dc:creator><![CDATA[MJ Guthrie]]></dc:creator><pubDate>Tue, 02 Oct 2012 14:00:00 EST</pubDate></item><item><title><![CDATA[MMO MMOnkey: The rat Skinner, or negative reinforcement in MMOs]]></title><link>http://massively.joystiq.com/2008/05/23/mmo-mmonkey-the-rat-skinner-or-negative-reinforcement-in-mmos/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/23/mmo-mmonkey-the-rat-skinner-or-negative-reinforcement-in-mmos/</guid><comments>http://massively.joystiq.com/2008/05/23/mmo-mmonkey-the-rat-skinner-or-negative-reinforcement-in-mmos/#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/game-mechanics/" rel="tag">Game Mechanics</a>, <a href="http://massively.joystiq.com/category/leveling/" rel="tag">Leveling</a>, <a href="http://massively.joystiq.com/category/quests/" rel="tag">Quests</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://www.epilogue.net/cgi/database/art/list.pl?gallery=7457"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/kanchek-km425.jpg" alt="Kanchek - Ancient Rat Warrior, painting by Ed Cox" /></a></center>Like the wardens in <a href="http://everquest2.station.sony.com/"><em>Everquest 2</em></a> or the druids in <a href="http://www.worldofwarcraft.com/index.xml"><em>World of Warcraft</em></a>, reinforcement in MMOs is not always what it appears to be. In <a href="http://massively.joystiq.com/2008/04/24/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-1/">an earlier column</a> we wrote about how positive reinforcement, as defined by behaviorist learning theory, occurs whenever the player receives something beneficial and pointed out a number of the simple ways this kind of reinforcement is used in MMOs. <a href="http://massively.joystiq.com/2008/05/09/mmo-mmonkey-mmos-as-conditioned-learning-engines-part-2/">A second column</a> used the bounty and collection quests in <a href="http://massively.joystiq.com/category/everquest-ii"><em>EQ2</em></a> as examples of how positive reinforcement could be well (the bounty quests) or poorly (the collection quests) implemented.
<p>Several Massively readers who enjoy the collection quests took us to task and pointed out some of the ways <em>EQ2's</em> <a href="http://eq2.wikia.com/wiki/Collection_Quests_Timeline">collection quests</a> can be rewarding in terms of gold, experience and loot. They also made the point that <a href="http://massively.joystiq.com/tag/bounty-hunter">bounty quests</a>, like hot elf chicks, are old, tired and overused as staples of MMO play. I mean, really, who wants to kill another 20 rats for Fatboy the quest giver? Not me, and I'm guessing many of you don't either.</p><p><a href="http://massively.joystiq.com/2008/05/23/mmo-mmonkey-the-rat-skinner-or-negative-reinforcement-in-mmos/" rel="bookmark">Continue reading <em>MMO MMOnkey: The rat Skinner, or negative reinforcement in MMOs</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/2008/05/23/mmo-mmonkey-the-rat-skinner-or-negative-reinforcement-in-mmos/">MMO MMOnkey: The rat Skinner, or negative reinforcement in MMOs</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 23 May 2008 13:25:00 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/2008/05/23/mmo-mmonkey-the-rat-skinner-or-negative-reinforcement-in-mmos/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1201858/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/23/mmo-mmonkey-the-rat-skinner-or-negative-reinforcement-in-mmos/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bounty-quest</category><category>collection-quest</category><category>corpse-running</category><category>everquest-ii</category><category>featured</category><category>negative-reinforcement</category><category>positive-reinforcement</category><category>reinforcement</category><category>reward</category><category>world-of-warcraft</category><dc:creator><![CDATA[Kevin Murnane]]></dc:creator><pubDate>Fri, 23 May 2008 13:25:00 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></channel></rss>