Massively Multiplayer Online (Role-Playing) Games (MMORPGs and MMOs) are highly complex socio-technical distributed systems. The thickly knitted web of relations among players is the backbone upon which their success (or failure) lies. For this reason, both game designers and managers should be aware of how - even the thinnest - features of the environment will impact on players. We can enlist among these apparently “minor” aspects Looting Systems (LSs), which help allocating valuable in-game objects, as fairly as possible, among the players. In the present work, we try to cast some light on the medium/long term effects of the adoption of different LSs on players' satisfaction (and hence on their “fidelity” to a specific game service). We adopt an agent-based approach to simulate the effects and drawbacks of LSs on different player bases (according to Bartle's player types), demonstrating that a relation among LSs and players' satisfaction with the game service could really exists, and that an appropriate choice of the LS could affect the distribution of player types in the game community, thus offering hints for reflection and further investigation to MMOs/MMORPGs developers.

The perfect looting system: looking for a Phoenix? / D. Maggiorini, A. Nigro, L.A. Ripamonti, M. Trubian - In: Computational Intelligence and Games (CIG), 2012 IEEE Conference onPiscataway : Institute of electrical and electronics engineers, 2012. - ISBN 9781467311939. - pp. 371-378 (( convegno Computational Intelligence and Games (CIG) tenutosi a Granada nel 2012 [10.1109/CIG.2012.6374179].

The perfect looting system: looking for a Phoenix?

D. Maggiorini
Primo
;
L.A. Ripamonti
;
M. Trubian
Ultimo
2012

Abstract

Massively Multiplayer Online (Role-Playing) Games (MMORPGs and MMOs) are highly complex socio-technical distributed systems. The thickly knitted web of relations among players is the backbone upon which their success (or failure) lies. For this reason, both game designers and managers should be aware of how - even the thinnest - features of the environment will impact on players. We can enlist among these apparently “minor” aspects Looting Systems (LSs), which help allocating valuable in-game objects, as fairly as possible, among the players. In the present work, we try to cast some light on the medium/long term effects of the adoption of different LSs on players' satisfaction (and hence on their “fidelity” to a specific game service). We adopt an agent-based approach to simulate the effects and drawbacks of LSs on different player bases (according to Bartle's player types), demonstrating that a relation among LSs and players' satisfaction with the game service could really exists, and that an appropriate choice of the LS could affect the distribution of player types in the game community, thus offering hints for reflection and further investigation to MMOs/MMORPGs developers.
Settore INF/01 - Informatica
2012
Book Part (author)
File in questo prodotto:
File Dimensione Formato  
looting.pdf

accesso riservato

Descrizione: Testo articolo
Tipologia: Publisher's version/PDF
Dimensione 2.68 MB
Formato Adobe PDF
2.68 MB Adobe PDF   Visualizza/Apri   Richiedi una copia
Pubblicazioni consigliate

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/226805
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 9
  • ???jsp.display-item.citation.isi??? ND
social impact