by Korhonen et al.in 2007
The authors separate multi-player games in 2 categories:
- online games
- proximity games
The authors define a persistent
multi-player game as a game maintaining the game state from a game session to another. My summary of this paper focuses mainly on MMOG, that is to say multi-player games belonging to the "online" and persistent categories defined by the authors. Some games mentioned in the paper are for mobile devices such as smart phones or portable consoles. I feel like these games actually fit into the MMOG category, even though MMOG on these platforms/hardwares does not seem to mean the same thing as MMOG on PC or home consoles. But I can imagine a future where portable consoles embed wireless communication and computational technologies powerful enough to enable playing MMOG anywhere in a city.
Heuristics
The game heuristics proposed by the authors are quite similar in their purpose to Nielsen's HCI heuristics. Indeed, the authors previously defined a playability heuritics model for mobile games containing 3 modules: game usability, mobility and gameplay. Based on previous research works and the analysis of 3 mobile multi-player games, the authors propose 8 new heuristics for multi-player mobile games. Below is a table of the heuristics and quick examples I have found for these heuristics in MMOG.
the game supports communication |
instant textual chat, vocal chat |
---|---|
there are reasons to communicate |
activities performed by group of players (raids, group pvp), trade, chitchating |
the game supports groups and communities |
looking-for-group flag, challenging boss monsters for groups of players, guild headquarters, factions, class-specific forum sections |
the game helps the player to find other players and game instances |
/who-like functionality, NPC broadcasting players messages |
the game provides information about other players |
PVP ladder, Control Panel-like functionality |
the design overcomes lack of players and enables soloing |
Healing NPC, (common) transportation NPC, «trash mobs» and soloable mini-bosses |
the design minimizes deviant behavior: cheating, exploiting, hacking, grief/anti-fair-play |
filtering rude words |
the design hides the effect of the network, the issues are latency, disconnections and pricing of data traffic (if the player has to pay for the data transfered) |
lost-packets dead-reckoning |
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