Survey On Teamwork In Online Games
Marik_Steele
To rule in hell... Join Date: 2002-11-20 Member: 9466Members
<div class="IPBDescription">Let your voice be heard about NS &others</div> <!--QuoteBegin--wwwPlanetHalfLife.com+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (wwwPlanetHalfLife.com)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Effective Teamwork In Online Games
10/29/2003 15:50 PST | Community | by redef
Tobias, a student of the SAE Institute in Zurich, Switzerland, is currently conducting a <a href='http://www.the2ndsky.ch/survey2k3/' target='_blank'>survey</a> for online gamers who play team-based games. The information gained in the survey is to be used in his final research project to identify methods to improve online teamwork. If you feel like giving him a hand check it out. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Just finished it myself, and actually enjoyed talking about how much I prefer some games over others and why. I'm curious as to what the results will be. Of course it won't be an accurate survey unless there's a large enough group being questioned, so...head on over!
10/29/2003 15:50 PST | Community | by redef
Tobias, a student of the SAE Institute in Zurich, Switzerland, is currently conducting a <a href='http://www.the2ndsky.ch/survey2k3/' target='_blank'>survey</a> for online gamers who play team-based games. The information gained in the survey is to be used in his final research project to identify methods to improve online teamwork. If you feel like giving him a hand check it out. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Just finished it myself, and actually enjoyed talking about how much I prefer some games over others and why. I'm curious as to what the results will be. Of course it won't be an accurate survey unless there's a large enough group being questioned, so...head on over!
Comments
No:
players who play online often are mad L337. They have far more range in stratigic processing in thier given situation than any commander can have. In NS a good player doesnt always follow the WP's, cause he knows better, and the commander doesn't always know best. Teamwork is most blatantly an issue when your whole team does the same thing, the only real use of a commander would be direction. Restrictions placed on a good player instantly staple his ability to act diversly in apropriate situations, and therefore staple the fun he has playing the game. Many a player will drop his sniper for a carbine in DoD, when he realizes that it won't help him rush the flag.
--Scythe--
I also gave him a huge response on why his idea was rather flawed.
1. The individual player must be at a very low power state. If the player decides to to anything on his/her own without serious thought, he/she will probably be culled quickly.
2. The conflict the teams are involved in should be low to medium intensity. This does not mean the conflict cannot be bloody, there should be times when there is a big push and plenty casualties. It simply should not be the same atmosphere that appears in Quake style games (UT2K3 is a Quake style game). The lowered intensity as a whole allows players to truly appreciate the high intensity ("heart pounding") moments, makes the game more fun, and allows the players to think.
Game making is just like music making. In order to startle someone with a sudden orchestra hit or some such, you must allow them to calm down first so they feel secure. Constant hits will not do a darned thing since it is expected.
3. There must be a common goal. This goes without saying.