Playing, learning, growing …

Since October last year I am playing Atlantica, one of those MMPORGs which I think is similar to WOW ( I guess since I don’t know WOW yet ), but this one is free to play. I am fascinated by the real smart reward & reputation system of this game and how it keeps your motivation on a high level and thus keeps you going.

You level-up based on your experience and of course the higher you get the more experience you need to level-up. On a higher level you gain only little experience by fighting low level monsters, thus you have to deal with the difficult ones to grow your experience. At the beginning of a typical quest you just have to fight one party of monsters, occaisonally you might run into a second or third party in parallel if this place is very crowded. Later in the quest you are forced to enter those called shadow dungeons where it is almost guaranteed that you have to fight two or three parties in parallel. If you are not strong enough at that time you might decide to collaborate with other players and form parties yourself. Fighting in a team is rewarded by gaining extra experience points; basically experience made by one of your team members contributes to your experience growth as well.
I love this concept since it simply pays back to collaborate and get in touch with other players to accomplish missions. This "shared experience" gaining has given birth to what is called LDP in the game ( "Long Distance Parties" ): these are parties of player who are actually strong enough and don’t need to fight in parties, they just form one to boost their experience growth. Or if someone isn’t fighting currently he joins the party of someone else just to keep experience points coming in.
Atlantica also has a mentor concept and often a mentee joins the party of his mentor who typically is on a much higher level to profit by his experience growth.

As I said already: on a higher experience level you gain little experience points when fighting low level monsters. But sometimes you have to do it simply to gain important items or money. This then is a typical trade off you also have to make in real life sometimes: money versus experience, dollars versus skill improvement, learning and excitement. In other words: sometimes you have to do the boring stuff to earn money instead of doing "exciting projects" to grow your skills.
In that sense it is amazing how close such a game matches with reality. One blog article is actually not sufficient to describe all aspects of it, one could write an entire book about it. And even I play it almost a year already ( and have reached level 79, 120 is the maximum currently ) there are still new aspects of that reward and reputation system I learn from my guild buddies or other friends each day. It must have taken the developer of that game years to come up with a clever and complex system like that.

Let me simply list a few more features of the game I have not mentioned so far which also play a role for your "career" and "business" in Atllantica as well:

  • Like in real life money plays a role as well.
  • You can carry it with you or keep it on your bank account. In the first case you risk some loss when loosing a fight against an opponent.
  • You get some interest rates for money you keep on the bank, but you have to pay for transactions ( deposit or withdrawel )
  • You get money through fighting
  • or crafting items and selling on the market
  • or exchanging books and selling on the market
  • You learn extra ( magic ) skills through books
  • You can boost your intelligence, dexterity and other attributes in several ways, e.g. also through getting equipement and weapons. You can craft those on your own, buy it on the market, get it during a battle, upgrade it. To craft you need to have an appropriate crafting skill and you have to buy or collect material. You can also learn crafting skills from other players. The higher your level is the higher level equipment you need, which of course gets more and more expensive, thus you need more and more money.

In some sense this reward & reputation system mirrors real life to a great extent. In some sense I wished the reward & reputation system in large companies would work the same way: e.g.

  • a straight and objective experience measurement system. No "self-certifications" any more, you get experience points right away after you have accomplished something, not once a year based on some fuzzy rating delivered by your boss which might be more based on statistical or political aspects than anything else,
  • a reward for team play and mentoring
  • a permanent growing of your skills by ensuring your future missions ( e.g. projects ) fit to your current skill level in a way that they ask you to do a little more than you have done before; that’s what a healthy growth is all about: the "little more" over time.
  • earning money or some form of virtual credits you can use for future projects

This motivation mechanism in those games actually is that efficient that it can become dangerous. In the recent "bild der wissenschaft" magazine there has been an article about pathological gambling, a new disease of modern societies. WOW is mentioned as THE example of a dangerous game making people addicted and disabling them to survive in real life. MMPORGs are drugs for those people who use it to escape their real life, even to an extent where it becomes pretty dangerous for them: they loose their jobs or stop finding a new one, they even forget to eat and sleep.
Used in the right dosage however those games can provide a great experience. I know, reality is not a game. And of course we do not fight monsters, instead we try to help our customers and sell our solutions. But wait a minute, all the obstacles getting into our way – technical defects, plan changes, issues, change requests, budget cuts, team conflicts, politics, conflicting stakeholder interests – aren’t those like monsters in those games lurking at every corner waiting for us to get them out of our way ? What else can we learn form games like Atlantica for our corporate culture and the way we do our business ? Probably more than we initially thought when we said: "Hey, that is just a silly game !"

Still playing ATLANTICA …

Today has been the first time that I met someone in a MMPORG and we built a relationship and collaborated for a while. He actually became my mentor and we made a deal that he would bring me from my current level 18 to level 30 to earn 200.000 bucks for both of us. This is actually a very nice concept in this game to encourage player to help other players. I wish the bonus system in my company would work like this as well.

We spent a couple of hours together, he helped me with a challenge I had failed to get through so far and gave me a lot of training, info and hints.

A real new experience for me and something which really distinguishes a MMPORG type game from an offline computer game I was used to play so far: getting to know real player – or at least an avatar with a real person behind.

His name is MuaDib in the game and he shared with me some other interesting information: he used to play Metin2 by Gameforge and mentioned that this obviously is a type of game where finally you have to spend real money to get further in the game by buying necessary items, passports or maps. A clever trick of the provider to make money. He revealed some more interesting stories: that people pay up to 3.200 Euro for avatars, that companies hire kids or unemployed people to let them play and make play money or develop characters which they then sell for real money. This is called china farming or gold farming and a huge multi-million business for some companies !  

He also mentioned that pretty soon a new game by the Asian company  NCSoft will be coming out: Aion. ATLANTICA obviously has been developed by another Asian company – Ndoors- and it took 3 years to develop it. Impressive.

Learned enough for today, about ATLANTICA and MMPORGs in general. Time to get some sleep.

Playing Atlantica

Atlantica is the first MMORPG I am really playing. Their ads on www.unitedmedia.com or wherever I saw those made me curious, thus I signed up and started playing. It is in beta and seems to be free for now.
Registration went smooth and after the 2 gigabyte download and 5 gigabyte installation I fired up the client and started playing.
I am pretty much impressed, I have to say. Not only is this a really well designed game, it also shows a great performance. And it’s a good candidate to become a drug. The day before yesterday I went to bed after midnight. That has to stop, of course ;-)

To me this is a great example of a well designed game. It is pretty complex but it allows you to start easy and learn additional functions and skills step by step while playing. The initial training just takes a few minutes before you can have some fun. Early experiences of success keep you going. Later on it let’s you “train”  new user interface functions and gives you feedback right away whether you have done this right ( like e.g. when you learn what you have to do to craft new items ). These learning steps are like missions and are
presented to you when needed. This keeps you motivated to go through this and learning the software becomes real fun and part of the game.

Besides, it has nice graphics and sounds.

Windows XP under Windows Vista – with VirtualBox 2.0

After in June I have set up a Windows XP under my Windows Vista Box my first enthusiasm has been decreased a little bit: it turned out that VMWare Server ( V 1.0.6; today it offered an update but their web site did not respond Sad) actually does not play very nice under my Vista: the first time I try to fire up my guest operating system it starts eating memory like hell and takes forever to start. There is also a good chance that it freezes my PC.

After Lifehacker mentioned VirtualBox 2.0  I decided to give that a try. Installation went smooth as well as setting up my first Windows XP guest system. What I really like is the seamless adjustment of my guest systems desktop when resizing the windows and the seamless catching of mouse and keyboard as I move into the guest OS screen; this had been enabled after I installed the virtual box extensions on the guest system. What is really nice is that it starts my Windows XP fast and smoothly without any major hiccups on my host. What is also very beautiful is that I even was able to get one of my old strategy games to run properly on this virtual machine ( “Cossacks European Wars”, which doesn’t run on Vista of course and did not run well on VMWare due to video problems. Since I am working on one of the last and obviously very complex missions with lots of active units I have been running into limitations on my old Windows XP Sony PC with 512 MByte RAM and a Pentium 4 1.7 GHz processor: the simulation was running a bit bumpy. On my new computer with 4 GByte and a Intel Core 2 Quad CPU Q9300 with 2.5 GHz this mission runs pretty smooth under VirtualBox 2.0 – thus the overhead through virtualization does not seem to have a major negative impact compared to the gained hardware resources ).

Scene from Cossacks European Wars, Baltic Campagne:
Lots of units to deal with.

What I also like is the dynamic size management of my hard drive image ( up to a pre-defined maximum ).

I couldn’t get USB support to work so far: it does seem to recognize my USB devices but I was not able to access my USB memory stick. I use Shared Folders instead which works nicely: the shared folder can be found in the Explorer under My Network Places –> Entire Network –>VirtualBox Shared Folder. Audio started working after I switched the Audio settings for my virtual machine from “Null Audio Driver” to “Windows DirectSound”.

The virtualization technology seems to be quiet different: I believe VirtualBox uses more of the host operating system than VMWare. My old Vista problem with PicasaWeb is still there on my guest Windows XP under VirtualBox, but was gone when using VMWare.

Nevertheless: good job, Sun, I am positively surprised Smile !

The untapped potential of virtual game worlds to shed light on real world epidemics

heise.de had an article this morning about another application for virtual worlds: to be a platform to model spreading of diseases. While mathematical models fail to model social behavior with a reasonable accuracy virtual worlds could help to better simulate and understand how disease would spread in social groups. The Lancet has an article about a US science team discovering this.

It has happened in World Of Warcraft accidentally in a special game area called Zul’Gurub for high level characters:  A virtual opponent named Hakkar started infecting other players with contaminated blood. It was never planned that this disease would spread like this and there was no way to control it. After more and more avatars passed away the only solution was to restart the virtual world with a “version” before this “feature” had been applied by programmers of World Of Warcraft ( something not possible in real worlds of course to travel back in time ).