Approaches To Teamwork In Online Games Surveyed
Thanks to GamersWithJobs for their piece discussing a new study about teamwork in online games. The study homepage has a PDF download of the student-authored paper, which is based on a survey interviewing "a total of 4,712 people" about their team-based gaming experiences online. In terms of improving and evolving teamwork, a variety of options are discussed: "A central commander role like in [Half-Life mod] Natural Selection supports the team aspect... and received positive feedback. However, an unskilled commander might destroy the team experience, as indicated by the votes for S2's Savage."
"A central commander role supports the team aspect... and received positive feedback. However, an unskilled commander might destroy the team experience" That last bit makes me think of the PHB in Dilbert, which suggests teamwork in online games is just a mirror of teamwork in everything else - makes sense really.
that this was in fact a sideswipe at first post whores.
I am one of many. My idea is not unique, nor do I expect my voice alone to sway you. I speak in a chorus of opinion.
..is indeed a problem in Savage. It's a problem that's solveable (there's a vote to impeach command), but players often won't bother to vote - kind of like reality.
A smaller threshold (30% or so, with longer vote time) to impeach would largely solve the problem on public servers. Alternatively, command could be restricted to those who scored well in the previous round (or they could be allowed to choose commander). These players will not be horrible commanders, or will at least be able to choose a non-newbie to command. The game also needs to handle "command vacuum" better. For example, requests for funds should be auto-approved.
I guess what I'm saying is that the problems are not so much in concept but in implementation. Like other game features in the past, "team with commander" is something that needs to be ironed out. On the whole, though, it makes for a rewarding gameplay experience - it's a good way for allowing individuals to play together cohesively without being game experts.
Let's not stir that bag of worms...
"A game like Tribes 2 'scored' in both 'worst support for teamwork' and consequently 'worst teamwork experience'."
Shouldnt this be Tribes *1*. In Tribes 2, classes and roles actually mean something. Tribes 1 on the other hand.....
Way to pat yourself on the back.
I like Battlefield 1942 for the most part.. however, most of the time it feels like I'm playing by myself.
:)
Rarely when I get on a team with some people who actually have some teamwork skills, it's great -- like all of the tanks actually working together to take over bases, or having the chopper hover over a group of tanks protecting them.
I think a neat idea for games like this would be to have a single "commander" play the game in more of an RTS overhead fashion. He can tell the units playing in the 3D environment where they should go and who they should group with. At the very least, this mechanism would just give each unit a way point. This alone would make the game have much more of a feeling of teamwork.
Maybe I should look for a clan or something.. I'm just too used to the crappy public servers
My sig can beat up your sig.
I play online games, almost solely for the teamwork. I don't like Deathmatches, I like feeling as part of a team.
My favs:
Subspace/Continuum:Highlevel play, especially when flagging. The attaching dynamic (You can warp to any spot where one of your teammates are), encourage team play.
Day of Defeat/Counter-Strike:Both, I feel offer impeccable team play, in a bit different style. I prefer Day of Defeat, as there is nothing better than hopping around ruins, laying down covering fire and slowly moving forward. As well, I think that one-kill rounds kinda suck for teamplay. It encourages conservatism which ruins it.
Diablo/Diablo II:Made for co-op.
I'm looking forward to playing FFXI, for some good team play as well.
But mostly, I play Day of Defeat now.
http://www.soldat.pl
Play capture the flag. Be a true leader, or a true follower, or just a stupid sniper camper. Someone's gotta defend the flag, after all.
SAILING MISHAP
I don't know if any of you /.ers have heard of it, but just recently, a demo of Unreal 2's XMP (eXpanded MultiPlayer) was released. Its a great little game, and really reinforces good teamwork over anything else. A lot of people really like it, except for little things like the lack of decent servers... and the vehicles are kind of tough to get used to as well. But i've heard it compared to all sorts of games, from BF1942 to Tribes and back again. Personally I think its a bit of a mix between '42, Tribes, Fortress games, and Unreal 2. Though it is distinctly Unreal 2 flavoured. Lotta fun. The full version should be out very soon (possibly as early as tomorrow), and the best part is that its FREE for owners of Unreal 2! If you don't own U2, you can either snag it from the bargain bin, or go pick up a copy of U2: Special Edition (basically U2 reboxed with XMP), which should be out soon as well.
:)
Either way, give the demo a shot if you're craving something new and interesting. You just might like it.
(PS: You should just be able to Google for the XMP demo, but www.beyondunreal.com is a good place for a few mirrors)
t0mmygunz: d00d wtf shewt hiz azz
cyklon3_81: biatch whur is he?!!
t0mmygunz: rewft0p, rewftop, wtf wtf sh0000t!!!
art3miz: d00dz ther cuming 4 teh fLAG!!! HEELP
cyklon3_81: fux i died
if i remember correctly from my online quake games, that pretty much sums up a lot of the teamwork out there. but like homer, my memory's not the greatest (obligatory simpsons quote):
Homer: Hey Marge, after your big tantrum against legalized gambling, I bet it feels pretty weird to be in a casino.
Marge: I was for the casino.
Homer: Strike three, Marge! I remember that meeting and I have a photographic memory...
[flashback: Marge wears a blue dress and has green hair. She holds a rolling pin. Homer's arms are massive]
Marge: Legalized gambling is a bad idea. You can build a casino over my dead body. Blah blah blah blah blah. Blah blah blah, blah blah blah blah blah.
Man: For you: it's the President. [tentacle hands Homer a phone]
Homer: Y'ello? [back to reality] And then I said to the President -- get this -- Marge? Marge?
As a contrast to a 16 player game where you are pretty stuck with the players you have, how do you organise almost 10,000 players? Yes, thats the number of active players on the European server for Planetside. Check the bottom of this stats page if you don't believe me! ...pretty good draw! ...heheheheh!
Essentially though, the system allows the setup of 10 man squads that share experience. The leader (the first to invite anyone else) also gets commmand points for base captures. The draw is that you should get more experience in a squad and the more exp, the more certifications for weapons/vehicles allowed
Squads can also communicate easier and can see each other on maps as well as squad waypoints, but a recent update allowed three squads to be formed into a platoon and also see the other squads locations and their waypoints(objectives) too.
There's a draw for squad leaders as they get additional command powers like setting waypoints, to battleplans on the map or at higher levels, usage of the orbital strike
Squads/platoons are purely "whilst playing" structures. If everyone logs off, the squad needs to be formed again. This brings up the Outfit which is almost a clan.
Outfits are there so players can find ppl that want to play the way they like to. Outfits are persistent and you have to be invited into an outfit. You can communicate on an outfit level so that you can get invited into a squad that fits you eg: a tank squad or an airborned squad.
The leader feedback part though is pretty much "U don't like, U leave". After all, if you think you can do better, there is nothing to stop you setting up your own squad!
Oriental Hero "I want to live in a city where the Police don't shoot you" Jean Charles de Menezes
The game should have had a commanding tutorial. Perhaps the full version does. Barring that, the best practice is to play as a non-commander (to see what weapons/towers/strategies do, and to hopefully see what a good commander does) and as commander on an empty server.
Let's not stir that bag of worms...