Project Massive Results And Survey Iteration
Project Massive, a study being run out of Carnegie Mellon university into the tendencies of MMOG players, has released the findings of its second wave of testing and the third iteration of the survey. From the site: "Previously, Project Massive has investigated player communication and organization in PC based, Massively Multiplayer games. While this work continues, the inquiry has been expanded to address the impact of online play on the players' real life activities, perceptions, and experiences. No longer is the study limited to PC based MMOs. A number of online genres including first-person shooters and real-time strategy games have been added. Further, both console and PC player populations are included in the sample."
they took the name of our adult film study!
You can hold down the "B" button for continuous firing.
In 1993, players would routinely pay around $3-$6 per hour for text-based, commercial multiplayer online games versus today's ~$14.95/mo flatrate.
I got my first job in the industry working for a company that produced such a game. If memory serves, players for that game could get a dedicated Tymnet pipe to play the game, flatrate, for a mere $1,000.00/mo.
We politely referred to those players as being "dedicated." Or, on occasion, "committed."
We're indie. We're working on our 14th game.
Offtopic? Someone didn't get the joke....
"The newly born animals are then whisked off for a quick run through a giant baking oven." --heard on Food Network
Does slashdot count as a MMORG?
Since the addition of the /pizza command in EQ2 the average weight of it's players has nearly doubled!
And violent tendencies in WoW players is up 400% due to downtimes and exceedingly long queues for realms.
Also that 75% of all statistics are made up!
Accept any challenge, No matter the odds.
I suspect that this study is merely a cover/excuse for the grad student(s) doing the study to play games for 8 hours a day and get the Uni to pay for it.
I know this survey is supposedly ongoing, but it would be nice if the authors could at least offer some conclusions. After going over some of the data, nothing surprised me. I'm not sure what they hope to find, or what their objective is.
One man's Funny is another man's Offtopic.
15% of the players reported playing on average 21 hours per week. That's a part-time job! With the advent of selling property online for cash, one wonders if playing MMOG's will become a part-time job...
Though I question the accuracy of some of the statistics, since it's nearly impossible to play for 156 hours per week as that would only allow for 12 hours of sleep per week.
Nobody finds it interesting that City of Heroes is actually leading World of Warcraft in "What MMOG do you play the most?"? City of heroes has far less suscribers than World of Warcraft, peaked at 180,000 down to about 120,000 last I heard. Not to rip on CoH since I actually enjoyed it more than WoW, but it's just odd that the distribution of results seems so far from the sales quotes from the companies. Any ideas on why?