Tuesday, November 5, 2019

Games Decisions.

A little while back, I've come across some articles talking about decision making and the flow theory (https://learn.canvas.net/courses/3/pages/level-6-introduction-and-readings), that I find quite interesting. Lots of difficulties associated with making a huge multi player online game, comes in several parts. An ‘MMO’ (Massive Multi player Online game) is particularly delicate to create due to technical reasons involving ‘server scaling’, as well as designing issues involving scaling economics, politics, level design, pacing, persistence, and progression. (https://pdfs.semanticscholar.org/2247/e6a3f394bf389c7ffe1c8dbbcf05eff86265.pdf). Many early ‘MUD’s (Multi-User Dungeons) involve populations of dozens-to-thousands of people and still have vibrant communities thus far. Minecraft, for instance, is wildly successful, despite its reliance on relatively small, instanced server, and other games, such as Fortnite, that successfully limit their focus to matches of 100 or less. There are plenty other game genres, in particular action and strategy games, that haven’t been successfully scaled to the massively multi player realm thus far. The main reason is that these games meet different requirements in terms of scalability than an already scalable role-playing genre: in particular, it’s player densities. When researching to make human-scale systems, there are several key concepts based on social psychology, each providing a set of restrictions on social design (https://lostgarden.home.blog), and it’s quite obvious it all comes down to friendships and social circles.

 Friendship.
Friendship.

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