Tuesday, August 30, 2011

A Response to Straw Towers

Recently the class participated in an activity where the objective was to, using a set number of straws and as much tape as needed, build a tower that would reach higher than any other player's tower. The rules stated that the tower could not lean on anything except it's own legs and that it had to stay standing for at least three seconds. This blog is a response to the question, "Would you say that the tower activity counts as "meaningful play" based on the definitions in the book?"

In a few words, no I do not think so.

What I saw in that activity was a chance to creatively solve a problem, with a hint of competition in it. However I don't feel as though the parameters of the project would fall under play. What we did has more in common with arts and crafts, or a science fair project. We had to work in a team, come up with our own solutions, and we were judged against our peers for our efforts.

This is not meant to discredit the project however. We were given creative leave to solve the problem however we wished, and it was a great way to get a look at our unique design styles. But ultimately I did not see the player/game or player/player relationship present in any game.

Based on the information I gathered before writing this blog, I'm interested in seeing just what kinds of activities we will be doing later on that will actually count as meaningful play. I look forward to seeing what sort of creativity can stem from it all.

Wednesday, August 24, 2011

Life After WoW: Prologue

Many moons ago Blizzard Entertainment released a MMORPG (Massively Multiplayer Online Role Playing Game) based off of their WarCraft universe. The game, called World of Warcraft, or WoW, changed online gaming forever, and established the standard for MMOs for years to come. Imitators and emulators came from every walk, trying to replicate the gold that WoW had started. Some tried keeping things fresh by adding their own spin on the formula, while others shamelessly copied every aspect of the game. None of these tactics worked, and they all ultimately failed or faded into obscurity as WoW continued to dominate. It seemed like Blizzard had managed to obtain a monopoly on the genre, but that was then, and this is now. And now...

Things are not going quite as well.

To start, articles in Game Informer said that from March of this year to July Blizzard reported a loss of 800,000 subscribers. Granted this means they dropped from 11.9 to 11.1 million, but it is still a significant drop, and their largest since they started the game. They have even started a "unlimited free trial" version of the game, which allows players to play as long as they like up to a certain level, getting rid of the standard 10 and 12 day trials.

Another sign of the WoW apocalypse is the fact that competing companies have stopped trying to emulate them. MMOs of the future are moving in different directions. A great example of this transition is the emergence of the MMOFPS (First Person Shooter). Games like Planetside dominated the somewhat unknown market but eventually faded away. Now the sequel is coming and a few other titles have been announced, such as Firefall, which is built on PvP (Player versus Player). These and other titles that are redefining how MMORPGs are played will reshape the mold that WoW broke.

WoW's days were gilded and full of cheap imitations. Their strength was and still is obvious, but it's the dawn of a new age in online gaming, and the future looks even brighter than Blizzard's golden child.

All information was found at these sites:
http://www.gameinformer.com/b/news/archive/2011/08/06/world-of-warcraft-subscriptions-fall-again.aspx

http://www.gameinformer.com/b/news/archive/2011/05/09/world-of-warcraft-drops-over-500k-subscribers-post-cataclysm.aspx

http://www.gameinformer.com/games/planetside_2/b/pc/archive/2011/08/18/new-planetside-2-screens-land.aspx

http://www.gameinformer.com/games/firefall/b/pc/archive/2011/08/18/hands-on-with-firefall-s-pvp.aspx