Developing a hybrid of MMORPG and LARP using usability methods: the case of Takkar


Christensen Laust Juul Jørgensen Thomas Tae-Yang Jørgensen Anker Helms
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

This paper examines the idea of combining Live Action Role-Playing (LARP) and MMORPG into a hybrid game named Takkar. We developed three versions of Takkar in an iterative fashion. In each iteration we constructed and tested game play and features using principles and ideas drawn from game development theory and usability/Participatory Design such as user interviews and expert reviews. Between iterations we made use of LARP-theory and theories of virtual environments to further develop the concept. Considerations of embodiment, concurrency in actions and rich communication emerge as central factors for the successful transfer between the two parts of the hybrid. Usability methods proved effective during game development giving a better and faster understanding of the needs of the players.

 

Game Mediated Communication: Multiplayer Games as the Medium for Computer Based Communication


Wiklund Mats
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

As multiplayer games evolve in functionality and with respect to the number of participants, in-game communication between players is increasing. As in-game communication increases, games may be considered the natural medium for computer based communication in general. Special issues may arise due to the real-time nature of many games, as intraplayer communication must not interfere with other parts of the gameplay. To obtain information on the extent to which computer based chat is spontaneously associated with multiplayer games, an empirical study was conducted. Children from age 10 to age 15 were interviewed about their computer based communications. To ensure unbiased results, game related issues were never brought up by the interviewer. Results show that multiplayer games were spontaneously pinpointed by 16.83% of the interview subjects being asked about their computer chat habits. Positive remarks dominated, but some negative aspects were also mentioned, such as difficulty chatting and playing simultaneously.