May 2006 be a year of new beginnings, of hope and of peace for all the world. Think globally, act locally? Here’s my small contribution.
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Archive for December, 2005
In multiplayer online games, there are no saved games or “do-overs”. Players need to learn quickly to use the tools of the game in a way that encourages and empowers them. Learning must be quick, because the player is anxious to get into the real game. Here’s how some games have implemented their training support for new players.
A very nice paper by Irish authors called “Theory Building in Knowledge Management” discusses the implicit and explicit assumptions that guide theory and practice, and analyze the major schools of thought within KM. They define KM as being in a “pre-science” state…which certainly explains the differences of beliefs, values and fundamentals expressed by practitioners.
Speaking from a user’s standpoint, creative approaches to moving characters from Point A to Point B in multiplayer games are important for the overall gameplay experience. Solving the challenge of how to move characters around the game as they interact with the environment and other players is a critical success factor. Here are some of the many options available and how they’ve played out in MMOGs I know.
I recently started to tire of The Apprentice. The same thing that made me enjoy it and learn from it originally is the same thing that now makes it a little uninteresting — the formulaic structure of the show. The characters change, but the show’s format is predictable. Yet that very predictability enhances its value for teaching.
GoogleMaps use satellite imagery to enable users to travel the world vicariously and zoom in (in many areas) to the level of their own neighborhood. Landmarks and buildings are shown, creating a fascinating opportunity for game designers to create games that would use GoogleMaps as the basis for the game world. Here are some of the kinds of games that might be created and what might be interesting about them.