Massively Multiplayer Games For Dummies
Massively Multiplayer Games for Dummies draws on Lum's many years of first-hand experience playing and making titles in the genre. Acting as a guiding hand for someone unfamiliar with the standards and expectations of what is essentially an insular society, the book assumes nothing about your knowledge of these games. The book is laid out into seven sections, which (in order) get you set up with a game, talk you through the newbie experience, cover groups, guilds, the endgame, and introduce you to the world of MMOGs outside of the gameworld. The seventh section is a great closer, with experiential and first-hand knowledge from Jennings and others who have been there and done that.
Jennings' lack of assumptions turns what could have been a limited-use dictionary into a truly universal reference. He lays out what a new player should expect when picking a first game to play, and goes into some detail on the technical requirements a PC should meet in order to play most of these games. The various classic 'roles' in a Massively Multiplayer title (tank, nuke, healer) are discussed in depth, with examples from several different titles used to add specifics to his general information. Discussions of grouping and etiquette are especially well seen. The act of 'pulling' (starting a fight in a controlled manner) is given a good deal of consideration. What might seem like quirky expectations long-time players will have when it comes to behavior (rolling on loot, frequency of healing, etc.) are explained and given a context for a player who just might not know otherwise. That, really, is the best thing about this book. It lays out the stuff that folks who have been playing these games for years just 'know', and are unlikely to even think about when describing play to a new gamer.
While this tome is aimed squarely at new players, even folks who have been playing for a while may learn something from his discussions of topics such as guilds and raiding. There is an entire section on Guild drama, and ways to know when it is time to move on. I know folks who have stayed with dysfunctional Guilds long after they should have, and this text could provide some backbone to a player with an attachment problem. The section on Raiding features some excellent pointers that will allow a player to reach a place between the common sense 'do what you're told' and scathing cries of 'learn2play!!!". Emphasis on position and considered movement is given, ensuring a new raider who has referenced this text will be a joy for any guild leader to have along. The raiding section is also one of several sections where Jennings offers up a first-hand account of the theory he's espousing. An overview of a raid on the dragon Onyxia in World of Warcraft is a useful conceit, a way to highlight the suggestions he makes in the rest of the chapter with a real-life context.
This 'learn by example' style of writing is both engaging to read, and very effective. It also fairly accurately recreates the conditions under which most new MMOG players learn how to operate within a gameworld. This gives players who use the text as a kickoff point a common reference with their more experienced brethren, and further integrates the new players with the rest of online gaming society. It also leads into the chapter on the 'game outside of the game', which ends the coddling period for a new player and thrusts them fully into online player society. Whatever illusions a new player might have about their fellow party members will be swiftly dismissed after even a single visit to an official game forum. There's also some discussion of strategy sites (like Allakhazam and Thottbot). Jenning's pragmatic approach is much appreciated; Acknowledging that there are places to go for help when you're just plain lost is not something I've seen many online game strategies do.
If you pick this book up while browsing in a store, the chapter to read when you've only got a short time available is chapter VII. The 'Part of Tens', featured in every Dummies book, is an extremely entertaining jaunt through some simple information about massive games. 'Ten things I wish I knew' are bite-sized pieces of advice for new players, all reassuring and usually funny. 'Ten MMG-Related Web Sites' detail some of the most informative sites about massive titles on the internet. It also lists some of the most 'informative', with sites CorpNews and F13 sure to give any new player a crash course in massive player society. 'Ten Proudest Achievements' is a series of firsthand accounts from actual players, each from a different game. Not only do they give the new player a humorous look at real play situations, they allow for exposure to different playstyles and gameworlds in the words of people like those they might meet in-game.
The back of the book contains pure information: a lexicon and a software disc. The lexicon is a large glossary of terms and abbreviations that are commonly used in massive games. Seeing 'WTB' or 'LFG' in your chat window can be intimidating, and new players with this available will have far less to worry about. The glossary even includes some more esoteric terms likely to be seen in-game, like STFU, FTW, and Zerg. The software disc is actually a demo disc, containing installs for the Wolfpack Studios title Shadowbane and Mythic's own Dark Age of Camelot. While I personally wouldn't suggest either of those games to a player new to the genre, it's nice that they were able to bundle in some of the actual software. Someone who hasn't even purchased a game yet will at least have the option of trying out the lessons learned throughout the book.
Scott Jennings accomplishes a laudible goal in the writing of this book. While the Massive genre's growth would indicate that there is no longer a reason to worry about the 'death of the industry', quality over quantity is something that I've always felt fairly strongly about. MMGs for Dummies is, in many ways, a citizen's guide to online worlds. It gives you the lay of the land and teaches you some of the expectations your fellow citizens will have. By introducing knowledgeable new players to the genre, Lum is improving the lot of everyone who plays. After all, gameworlds can be as good or as bad as the people that inhabit them.
Gamers who are already members of the MMOG nation will probably not get a lot of mileage out of this book. A few tidbits might prove enlightening, many of the anecdotes are humorous, and the history that Jennings imparts to the book will be informative for pretty much everyone. This text is well and truly aimed at people new to the genre, though, and experienced players can give it a pass. If you've never played a MMOG, and want to, this book will be well worth the price. For the cost of about a month's subscription fee, you can avail yourself of the knowledge of an online gaming veteran that won't ever complain about your ninja looting, your camping, or your fascination with the /dance command.
Massively Multiplayer Game For Dummies
Well, from my experiences interacting with people online, I'm pretty sure I've been playing it.
At least link to the book!
Religion for nerds. Stuff that really matters
As long as it tells the dummies to stop running around shouting things like "50 Cent r00lz!" or "Who here likes to f**k?" it's well worth the money and I hope it sells to every n00b out there.
...they should be able to sell it to virtually every MMG player in the world. Good marketing idea.
99 bottles of beer in 175 characte
Should be placed in EBay gaming section as a must buy with any account! For true N00bs this will be great and maybe even cut down on the improper channel usage and the not so random /ooc HELP!
Although I am kicking myself for not having thought of this, as I am sure all seasoned veterans are as well. The Suffering of 5 years of EQ, then 2 more in SWG and now WoW has taught me by the mighty mackerel blow to the head! I again say Kudos.
But the acronymns for the gear, and just the vernacular in general, makes it difficult to learn some of the intricacies of the game. A guide to *that* would be awesome.
But as with anything, if you don't ask questions YOU WILL NEVER LEARN ANYTHING. Jump in with both feet, but ask for help on the way!
Anonymous Cowards are at -6...
http://www.amazon.com/gp/product/0471752738/qid=11 36023806/sr=8-1/ref=pd_bbs_1/102-1472913-3813725?n =507846&s=books&v=glance
Not sure of the political hoofrah surrounding this, but hey, it's my book, so I want you to buy it and stuff.
(Thanks for the review, Zonk)
Welcome to Real Life.
In this game you start life as a helpless child totally dependent on others for survival. As you gain experience and skills you will have access to more of the game's features, including day care, school, college, and finally a place called "the real world."
You will also have responsibilities. If you so choose, you can become responsible for new game-players as they enter the game as infants. Be aware that this is committment that will entail responsibilities for as long as both of you are still in the game.
The game never ends, but at some point you will be forced to exit the game due to circumstances or declining health. The game is engineered so it is very difficult to spend more than 115 years in the game without a severe decline in health.
Strategies:
Early in the game: Listen to others and realize that part of their responsibility is to protect you from harm. Learn from them.
Mid-game: If you have responsibilities for others particularly new players take them seriously. Form lasting alliances.
Late game: Give useful advice to those who are in earlier stages of the game. Spend time with newcomers.
Knowledge is how to play a game, intelligence is how to win, wisdom is knowing what game to play.
mmorpgs = treadmill that makes you fatter.
;(
i've really got to stop playing them
>
> In this game you start life as a helpless child totally dependent on others for survival. As you gain experience and skills you will have access to more of the game's features, including day care, school, college, and finally a place called "the real world."
>
>You will also have responsibilities. If you so choose, you can become responsible for new game-players as they enter the game as infants. Be aware that this is committment that will entail responsibilities for as long as both of you are still in the game.
>
> The game never ends, but at some point you will be forced to exit the game due to circumstances or declining health. The game is engineered so it is very difficult to spend more than 115 years in the game without a severe decline in health.
This guy's gotta be astroturfing or shilling. He's missed a whole bunch of problems with the gameplay.
First off, it's slow. We're talking boring like the Sims, but even slower-paced, and the devs only concession to the slow gameplay is to have a speed-up item that can only be used once a day. Moreover, the speed-up item only works at night (when you should be trying to play) rather than during the day part of the cycle where the game is at its most boring.
The list of defects goes on. No fucking server rollbacks. You read in the paper that your character's about to get hit by a nuke, so you spend a few days setting up a menage-a-trois with your boss' wife and just one lousy goat, and no nuke comes. Gameplay after that sucks so hard that you might as well pull out the old .45 and reroll.
Anyways, this guy's review is teh suck. But "Real Life" is teh bigger suck. I wouldn't even warez it.
It avoids repetition somewhat by giving you harder puzzles based on your performance; but in the end, there's still plenty of repetition once you learn the game. You're going to find that anywhere. Developers can only come up with so much content for a persistent world. Since there isn't an end to the game, every play session has to be an end in itself. Like most MMOGs, once it hits that repetitive point you've either met people who you want to keep playing with, or you move on.
My script don't crash! She crashes, you crashed her!
1. Kingdom of Loathing still cracks me up, especially the stick-figure graphics. /. with this, but a couple of us are working on another game: Mutant Freaks of Nature.
2. I'm a little scared to toot my own horn on
Mutant Freaks of Nature: "Frighteningly Addictive"
Where is Chinese Gold Farming for Dummies? And I wanna see a translated version!
Click Click Bloody Click PANCAKES!
Do you know you can shorten amazon links? To just the first part:
http://www.amazon.com/gp/product/0471752738
(that way it will fit on web pages, and no one will be suspicious of you embedding links, and also your private amazon browsing history won't be embedded in the url.)
The problem isn't explaining what PK means. The problem is that by the Xth time you have to explain it to some idiot to lazy to google you are running out of patience.
Yes there are somethings you will have to ask to find out. There is nothing shamefull about that. Just realize that you may be the 100th person asking it today and even the most helpfull of people can have a bad day.
The most difficult thing. Other players are not there to help you. So when somebody helps you say "thank you". Everytime. You would be suprised how many people can't be arsed. Doesn't matter if you are the nicest person on the planet if a helpfull player has just dealt with an asshole you could catch the flak. Live sucks but thats the way it is.
Before you ask a question A: make sure you read the docs. Read that manual during the install. Questions that are in the manual really are irritiating to answer.
B: Do not ask, "my I ask a question". That is irritating. Just state the question already.
C: Do not spam. If nobody is replying then accept it and come back later. If chat is busy do not spam your question 3 times in row to make sure people see it. It is a good way to find yourselve quickly playing a very solo MMO game.
D: Use proper and full english. Nothing more annoying then having to decipher a bunch of engrish.
E: Be polite. You catch more more flies with honey or something. Say thank you. Yeah you got what you want but you might need some help in the future and some people /addignore those who do not say thank you.
F: Be patient. A helpfull player may be in the middle of a battle and cannot instantly answer your every message.
G: But the most important, learn to google. 99% of the MMORPG questions are repeats and someone somewhere will already have answered it complete with pictures on the web.
In the end there are such a thing as stupid questions. Do not expect others to fall over themselves to help you avoid reading manuals or doing your own websearches.
Oh of course some call my attitude elite. Like that is an insult. Yet I have noticed one thing. All those people who always complain they cannot not get help NEVER help others themselves. The people that demand the most are the ones who give back the least. odd eh?
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.