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	<title>Comments on: A Letter from Pharaoh</title>
	<atom:link href="http://www.killtenrats.com/2010/02/13/a-letter-from-pharaoh/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.killtenrats.com/2010/02/13/a-letter-from-pharaoh/</link>
	<description>a group of adventurers on an epic quest</description>
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		<title>By: Network Effect &#124; Kill Ten Rats</title>
		<link>http://www.killtenrats.com/2010/02/13/a-letter-from-pharaoh/comment-page-1/#comment-37784</link>
		<dc:creator>Network Effect &#124; Kill Ten Rats</dc:creator>
		<pubDate>Thu, 11 Mar 2010 00:07:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5934#comment-37784</guid>
		<description>[...] on other servers or across Horde/Alliance. Paid transfers mitigate that. A Tale in the Desert (until recently), EVE, and Darkfall have smaller but proportionately more powerful network effects because everyone [...]</description>
		<content:encoded><![CDATA[<p>[...] on other servers or across Horde/Alliance. Paid transfers mitigate that. A Tale in the Desert (until recently), EVE, and Darkfall have smaller but proportionately more powerful network effects because everyone [...]</p>
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	<item>
		<title>By: Katherine</title>
		<link>http://www.killtenrats.com/2010/02/13/a-letter-from-pharaoh/comment-page-1/#comment-37236</link>
		<dc:creator>Katherine</dc:creator>
		<pubDate>Mon, 15 Feb 2010 23:03:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5934#comment-37236</guid>
		<description>Exactly. On a large server I feel like I can always find someone wanting to do the same stuff as me, whereas in a large guild (500+) I feel overwhelmed by the number of people in chat.</description>
		<content:encoded><![CDATA[<p>Exactly. On a large server I feel like I can always find someone wanting to do the same stuff as me, whereas in a large guild (500+) I feel overwhelmed by the number of people in chat.</p>
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	<item>
		<title>By: Chas</title>
		<link>http://www.killtenrats.com/2010/02/13/a-letter-from-pharaoh/comment-page-1/#comment-37233</link>
		<dc:creator>Chas</dc:creator>
		<pubDate>Mon, 15 Feb 2010 20:53:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5934#comment-37233</guid>
		<description>Rog, you&#039;re making a critical logical mistake in your thinking regarding smaller servers: treating all users as if they had identical interests, needs, login schedules, and desires in social connections.

If your goal is to force every player to be less selective in their social networks, then yes, small servers do that.  If you want people to find a good critical mass of people that share their interests, play-style preferences, and online schedule, you need larger server capacities.</description>
		<content:encoded><![CDATA[<p>Rog, you&#8217;re making a critical logical mistake in your thinking regarding smaller servers: treating all users as if they had identical interests, needs, login schedules, and desires in social connections.</p>
<p>If your goal is to force every player to be less selective in their social networks, then yes, small servers do that.  If you want people to find a good critical mass of people that share their interests, play-style preferences, and online schedule, you need larger server capacities.</p>
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	<item>
		<title>By: Fuzzy</title>
		<link>http://www.killtenrats.com/2010/02/13/a-letter-from-pharaoh/comment-page-1/#comment-37232</link>
		<dc:creator>Fuzzy</dc:creator>
		<pubDate>Mon, 15 Feb 2010 14:03:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5934#comment-37232</guid>
		<description>I&#039;m running Naxx 25... FOR SCIENCE!</description>
		<content:encoded><![CDATA[<p>I&#8217;m running Naxx 25&#8230; FOR SCIENCE!</p>
]]></content:encoded>
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		<title>By: yeebo</title>
		<link>http://www.killtenrats.com/2010/02/13/a-letter-from-pharaoh/comment-page-1/#comment-37227</link>
		<dc:creator>yeebo</dc:creator>
		<pubDate>Sat, 13 Feb 2010 23:24:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5934#comment-37227</guid>
		<description>MMOs are an interesting test bed for social theory.  If they didn&#039;t have to be fun to play, imagine the science we could get done!</description>
		<content:encoded><![CDATA[<p>MMOs are an interesting test bed for social theory.  If they didn&#8217;t have to be fun to play, imagine the science we could get done!</p>
]]></content:encoded>
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	<item>
		<title>By: Dr. Cosmos</title>
		<link>http://www.killtenrats.com/2010/02/13/a-letter-from-pharaoh/comment-page-1/#comment-37223</link>
		<dc:creator>Dr. Cosmos</dc:creator>
		<pubDate>Sat, 13 Feb 2010 19:37:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5934#comment-37223</guid>
		<description>Hey man this sounds like a really cool research idea. You should consider keeping track of what happens and recording it for a social science journal. It&#039;s a fun community of researchers. Check out hatac.org or tiltfactor.org.

Or check out this call, fits your experiment perfectly (though its admittedly a tad wordy)

&quot;Digital Game Play as Sociotechnical Practice

September 02 2010 &#124; Trento, Italy

Deadline: March 15 2010

http://events.unitn.it/en/easst010/abstract-submission

The Digital Game industry has become one of the fastest growing,
innovative and globalised industries in advanced Western economies and
Digital Games have become a key cultural artefact and leisure practice
in contemporary societies. Developing out of the American military
industrial and academic complex in the 1970s the study of Digital
Games design and play is the study of a range of sociotechnical
practices and the negotiations between a range of human and non-human
actors operating within systems of rules. The complexity of these
relationships brings forth a series of questions that can be
investigated using Science and Technology Studies approaches. However,
to date games studies, with few exceptions, have failed to adopt STS
approaches and the STS community has largely ignored this area of
study.

This track seeks to develop the relationship between the game studies
community and the STS community. Several research questions can be
used to guide this: What STS theories can be used to understand
Digital Games as sociotechnical phenomenon? Is the concept of practice
and the practice-based approach useful to investigate Digital Games?
Is there a relationship between power as inscribed and imposed by
artefacts and the technical dimensions of Digital Games? What rules
are inscribed into Digital Games technologies and what social worlds
do these rules describe? What contribution can the study of Digital
Games make to the STS discipline at large? And what contribution can
an STS approach make to game studies? Can we foresee an after-method
approach for Digital Games? We invite papers that tackle the
sociotechnical dimensions of Digital Games and address some of the
questions outlined above. Contributions might include (but are not
restricted to):

• Digital Games as material semiotic artefacts
• Digital Games as sociotechnical assemblages
• The mess of digital games
• Innovation in game design as actor-networking and social shaping
• Digital Game design and/or play as performance and practice
• Disruptive sociotechnical users’ practices (e.g. hacking, modding)
• The scripting of gendered gaming practices
• Governance and regulation of gaming practices

Abstracts of no more than 500 words should be sent by email (following
website instructions:
http://events.unitn.it/en/easst010/abstract-submission by 2010 March
15th. Please include also a preliminary references list (up to 4).
Contact for inquiries: stefano.depaoli@nuim.ie</description>
		<content:encoded><![CDATA[<p>Hey man this sounds like a really cool research idea. You should consider keeping track of what happens and recording it for a social science journal. It&#8217;s a fun community of researchers. Check out hatac.org or tiltfactor.org.</p>
<p>Or check out this call, fits your experiment perfectly (though its admittedly a tad wordy)</p>
<p>&#8220;Digital Game Play as Sociotechnical Practice</p>
<p>September 02 2010 | Trento, Italy</p>
<p>Deadline: March 15 2010</p>
<p><a href="http://events.unitn.it/en/easst010/abstract-submission" rel="nofollow">http://events.unitn.it/en/easst010/abstract-submission</a></p>
<p>The Digital Game industry has become one of the fastest growing,<br />
innovative and globalised industries in advanced Western economies and<br />
Digital Games have become a key cultural artefact and leisure practice<br />
in contemporary societies. Developing out of the American military<br />
industrial and academic complex in the 1970s the study of Digital<br />
Games design and play is the study of a range of sociotechnical<br />
practices and the negotiations between a range of human and non-human<br />
actors operating within systems of rules. The complexity of these<br />
relationships brings forth a series of questions that can be<br />
investigated using Science and Technology Studies approaches. However,<br />
to date games studies, with few exceptions, have failed to adopt STS<br />
approaches and the STS community has largely ignored this area of<br />
study.</p>
<p>This track seeks to develop the relationship between the game studies<br />
community and the STS community. Several research questions can be<br />
used to guide this: What STS theories can be used to understand<br />
Digital Games as sociotechnical phenomenon? Is the concept of practice<br />
and the practice-based approach useful to investigate Digital Games?<br />
Is there a relationship between power as inscribed and imposed by<br />
artefacts and the technical dimensions of Digital Games? What rules<br />
are inscribed into Digital Games technologies and what social worlds<br />
do these rules describe? What contribution can the study of Digital<br />
Games make to the STS discipline at large? And what contribution can<br />
an STS approach make to game studies? Can we foresee an after-method<br />
approach for Digital Games? We invite papers that tackle the<br />
sociotechnical dimensions of Digital Games and address some of the<br />
questions outlined above. Contributions might include (but are not<br />
restricted to):</p>
<p>• Digital Games as material semiotic artefacts<br />
• Digital Games as sociotechnical assemblages<br />
• The mess of digital games<br />
• Innovation in game design as actor-networking and social shaping<br />
• Digital Game design and/or play as performance and practice<br />
• Disruptive sociotechnical users’ practices (e.g. hacking, modding)<br />
• The scripting of gendered gaming practices<br />
• Governance and regulation of gaming practices</p>
<p>Abstracts of no more than 500 words should be sent by email (following<br />
website instructions:<br />
<a href="http://events.unitn.it/en/easst010/abstract-submission" rel="nofollow">http://events.unitn.it/en/easst010/abstract-submission</a> by 2010 March<br />
15th. Please include also a preliminary references list (up to 4).<br />
Contact for inquiries: <a href="mailto:stefano.depaoli@nuim.ie">stefano.depaoli@nuim.ie</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rog</title>
		<link>http://www.killtenrats.com/2010/02/13/a-letter-from-pharaoh/comment-page-1/#comment-37220</link>
		<dc:creator>Rog</dc:creator>
		<pubDate>Sat, 13 Feb 2010 18:54:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5934#comment-37220</guid>
		<description>I&#039;m a firm believer in the theory behind Dunbar&#039;s number, but I&#039;ve always felt the numbers usually given are too arbitrary for such a sound principle.

The Bernard-Killworth researched numbers make more sense to me, somewhere between 230-290 for personal networks.

This is just one reason I&#039;ve always been boggled when MMORPGs have this obsession with adding more and more players per server. 

In my experience, smaller servers tend to create stronger communities. Better networks between players, so it makes sense.</description>
		<content:encoded><![CDATA[<p>I&#8217;m a firm believer in the theory behind Dunbar&#8217;s number, but I&#8217;ve always felt the numbers usually given are too arbitrary for such a sound principle.</p>
<p>The Bernard-Killworth researched numbers make more sense to me, somewhere between 230-290 for personal networks.</p>
<p>This is just one reason I&#8217;ve always been boggled when MMORPGs have this obsession with adding more and more players per server. </p>
<p>In my experience, smaller servers tend to create stronger communities. Better networks between players, so it makes sense.</p>
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