.

Промоакции для игроков не только в шутерах — воспользуйся промокодом Vavada от наших партнеров и получи бонусы, которые подарят азарт и атмосферу, сравнимую с игровыми победами.

.

Gift Economy

To avoid having people set up 10 accounts and send themselves lots of free daily gifts, my Facebook restaurant game limits you to trading ingredients 1-for-1. You can set up extra accounts, and you can all send each other those daily gifts, but you cannot then go to each of those 10 accounts and send yourself the 10 gifts each received. Ignore the multi-account question and consider what this does to the game’s economy.

The best way to get what you want is to give it to someone else. First, if you need lots of beef, the easiest way to signal this is to send everyone beef. (You could also post it explicitly.) The default Facebook “send one back” option will get you beef. Let’s say you still want more beef. If the people you sent it to did not want it, you can trade with them, your whatever for the beef you just sent them.

To me, the interesting part is the deflation in the meat market. Flood the game with as much beef as you can for as many days as you can. This is entirely given away, so while you have lost nothing, you have gained no beef. But you still want beef, which other people now have excess amounts of. You can trade anything for beef, because people have more than they know what to do with.

In an MMO, when you flood the market with something, you are a seller and are driving down your own price. In a social media game, when you flood the market with something, you are a gifter and are driving down the price you pay.

: Zubon

What Exactly is a Makkaio Anyway?

Would you believe the internet moniker I’ve been using for the last 15 years came off a coffee mug?  I was in a gift shop in Honolulu, Hawaii, looking at a rack of mugs that had English names on one side and the Hawaiian translation on the other.  Matthew translates into Makaio.  Some dude was already using that name on AOL…so I very creatively added the second ‘K’ and BAM!

First… Continue reading What Exactly is a Makkaio Anyway?

The Early Incursions: Asheron’s Call

In 1999, I learned that Ultima Online was an actual game, not a theoretical project. I had heard the name before, but I had somehow gotten the notion that it was a bit of science fiction. Considering how revolutionary Neverwinter Nights on AOL seemed, just a few years earlier, it was far-fetched to think that we were already living the cyberpunk dream of fully realized virtual fantasy gaming.

What I imagined under the name “Ultima Online” and the reality were rather different, but I would not come to learn that for years. I did not look into it immediately because my friend who told me about it went on to describe it as already broken. She told a story that I have never checked in the past decade: the code throttled how many grand masters there were of each skill by making it harder to advance as more people were advancing that skill. This would reward less common paths, but if 10,000 people were making horseshoes, blacksmith advancement would be very slow. So went her story, “sword” was an obviously popular skill, so improvement there went at a glacial pace, and characters were being slaughtered by chickens and deer as they vainly tried to get their first few points, while the first grand masters ran rampant.

Google was young in those days, and we were not in the habit of verifying what some guy said about online games. More importantly at the time, it seemed perfectly plausible. We all know some poorly implemented systems that spoil grand projects. Heck, it still sounds plausible, doesn’t it? The founding MMOs had experiments that did not always work. If I told you that some obscure MMO (and you know I love to cite obscure crap) had such a newbie-unfriendly system, where you ended up slaughtering 500 bunnies to compete for a limited number of sword-advancement points per server per day, you might just shake your head and mutter something about Korean grind-fests.

The effect was that my group of friends did not rush to UO. (It would be a year before I knew what EQ was, even after seeing it in stores. “Oh look, yet another fantasy CRPG I have never heard of.” Why would I bother picking up the box?) No, some of them joined late in the beta for this exciting new game called Asheron’s Call… Continue reading The Early Incursions: Asheron’s Call

A Guild Wars White Wedding

Guild Wars Beyond kicks in another free update with the Hearts of the North update.  I really like where the Live Team has taken this one because it’s a wrap-up of the War in Kryta story told through the eyes of Lieutenant Keiran Thackeray. Thackeray, ancestor to Guild Wars 2’s Logan Thackeray, went missing in action after the Battle for Lion’s Arch. (Thankfully, ArenaNet lowered the difficulty of the Battle for Lion’s Arch so players should have an easier time getting to this new content.) We knew from Guild Wars 2 lore that the Lieutenant took off with iceheart Gwen, founded Ebonhawke, and made children. But, how did that happen?

Continue reading A Guild Wars White Wedding

Arise, GuildFans, Arise

It’s been an exciting and busy morning over at the ZAM network. They’ve just launched their Guild Wars 2 community, GuildFans. Running the site are long time KTR friends, JR (who writes occasionally at Biff the Understudy) and Inde. They are joined by Kattar and a slew of other community heavyweights as they put the spark of life into the new community site. Be sure to check out an interview with Eric Flannum where he talks about the news downtime (I was close), and also a really fun contest to design a Guild Wars 2 skill (judged by Guild Wars 2 developers) to win a massive Guild Wars 2 wall print! And, definitely be sure to say hello to this All-Star Guild Wars mod team in the forums. News from ArenaNet may be slow, but that doesn’t mean fans don’t have excitement of their own.

–Ravious

Minecrafting

I had enough positive recommendations for Minecraft to buy it with little more research than “it is Lego on crack with zombies that try to eat you at night.” Digging has been surprisingly entertaining, although I was excessively distracted by marking my tunnel entrance with a landmark that became a sky-shattering obelisk.

I will soon be comfortable enough to go visit others. Do y’all recommend any servers, communities, etc.? I am unfamiliar with the customs of this corner of the online world, so I would hate to find my play considered defacement of someone’s world. (I am still debating emigrating from my home TF2 server.)

: Zubon

Quick Game

I have complained about perverse randomization frequently this year, and I am sure it will come up as I continue to play a few rounds of Elements per day, but I just heard a winner from NetHack, the archetypal roguelike. Random roll: a monster started with line of sight to the character’s starting point. Random roll: the monster had a wand. Random roll: it was a wand of death. I presume that your odds of dying before your first action (in a perma-death game) are very low.

: Zubon

Art Treat Intermission: Dalí + Disney

If you can spare a moment from killing each other virtually, take a look at this rare little gem from way back in the day.

It’s the only collaboration between Salvador Dalí and Walt Disney, and it’s interesting (to me at least) because of the way in which two seemingly opposite styles are fused and flow so well together. You can clearly see and feel the classic Dalí surrealism and the old school Disney animation as separate elements all through the piece, but in complete harmony. Almost complementing each other. It’s called “Destino” (Destiny) and tells the story of a dancer who falls in love with a baseball player, but destiny – in the shape of time itself – makes it not meant to be.

(some fragments have been recently restored and done in 3D to complete the piece, but it’s not very intrusive)

Update: Check the comments for Dblade’s corrections to all this. Thanks for pointing it out ;)

Triceratops Summer: Beyond the Illusion of Permanence

What do you do when there is no tomorrow? Blizzard invited me back for a free pre-Cataclysm week, and this might inadvertently be the best possible gift to my MMO mental health.

What would you do in your MMO if progress were not saved? Would you even play? The immediate effect I see is the removal of Achievement. Yes, the servers will save whatever I do, but it is not as though I will be re-subscribing. The characters effectively go away after that week. How would you play differently if your characters were deleted at the end of the week?

This should be Explorer heaven: see as much as you like in a limited time frame. There is not much for the Achiever, as character advancement is meaningless, which raises the further question of how meaningful it ever was. And how far can you advance in a week? Okay, that could be an amusing Achiever expedition. There might be more for the Socializer, but I never much loved my server, there are few I would want to see that I do not have access to out-of-game, and I am not one to form new bonds only to sever them a week later. It could be Killer heaven, except that my characters would be several thousand gearscore behind the competition (and/or a large level grind).

I do not know if a week in WoW would be worth the download and install time, but the offer has given me much food for thought about what I do in-game and why.

: Zubon