The Guild


Blog 7.  (thanks for dealing with all these.)

First thing. The mic. There is a reason why gamers use a key to toggle their mic. You do not want to hear people all the time. I find that people will only use the mic button when they are in ‘neutral’ I believe that there are many emotions that players can experience while playing MMO games like The Game. (the game played in The Guild) These emotions fall into win, neutral, and rage. See my attached photo for a visualization of each.

The guild is a low budget, cult style show. There is nothing fancy about the shoe string budget. However, you can tell that somewhere along the line at least one person has played more than the healthy amount of MMO’s. With lines like “this hat gives me plus 5 ‘sextarity’” it is obvious that someone who makes decisions has the mind of a young adult.
That being said, I can see/relate to most things inside the game. I have been into MMO’s since grade school and have seen every type of gamer displayed in that show. The no-jobs who spend all their time organizing in game content like guilds because they can not control their lives outside. The parental-lockdowns, who can only escape the clutches of their mothers by entering the alternate dimensions of a virtual world.

Obviously some things in the show are for film purposes. I have never met any of my guild members in person. Voice chat, either in game or using an outside program like Vent automatically brings players more into the game. It is more intimate and literally points a voice the the avatar. The first meet of the characters in the guild was very humorous because I could see that actually happening. Everyone is looking for a replica of the in game character in the restaurant. Yet for the most part their avatars represented ‘ideals’ of the player. In my guild everyone is known by their characters names. Even though some people know each others first names they are still identified by their main toons name.


The in  game screenshot translates into. (bottom photos and meme I do not own or have rights to)   The middle one is the only state of mind where players can actually/properly use chat.



How to make a gamer.


Blog 6.

In class we have gone over three personality types. In this blog I would like to expand to make it 8.

The Joker – A player who revolves around some kind of nonsense, this is often in contradiction to game rules or social norms. These people can be refered to as trolls and are often the ones to utilize game glitches. They brake social and game norms for fun and pleasure often interfering with other gamers play.

Kinesthete – A person who likes the movement of the game/ its character a good example of this would be the game Flower

Explorer – A person who explores the virtual world. See all the viewpoints, open up all maps and wander endlessly. This is often associated with wanderlust.

Competitor – A player who plays to win. Best of the best in all aspects of the game and is not satisfied until this need is met.  The bottom photo is an example of this.  This is my current build.  I am a max level character with a decently high ilevel (item level, the score of your gear) and am continuing to raise it.  It also shows my achievements.  Considering I have only been playing since I started this blog (a few months now) this is a pretty good build so far.

Director – Someone who enjoys planning and executing scenes and events. This style of player often plays RTS games like Starcraft.

Collector – The thrill of collecting. To have and hold the most, best, items.

Artist/creator – The thrill of making things. This can be found in most MMO’s as crafting or even quest/object design.
Storyteller – The imagination is the key to play. This type of player is often seen in Role Playing games





Blog 5.

A cake can easily be related to the OSI model. Certain steps must be made to make a friggin food cake. Just like certain steps must be made to make a friggin good virtual thing.

To make a cake you need directions, to make a virtual document you need the OSI model.
So, to start your cake you need all that good stuff like the ingredients, materials, and directions/ know how. These steps could be layers 1-5 in the OSI model.

How to make your ingredients into the cake.

Take ingredients, mix it together. Bake.
This is like layer 6 in the OSI model. Take all that good stuff that the average person has no understanding of (scripts etc.) and create nice tidy displays for them.


Okay you got your cake all baked n’stuff. Now it’s the fun part.

Take that wonderful cake base of vanilla, chocolate, ice cream, or whatever you fancy and dress that shit up.

This could be considered layer 7 in the OSI model. You have your base “cake” and now you are making it look all pretty with links, buttons, colours, and visuals (toppings, icing, candles)  This would be the creation of many primitive functions that are built and finalized in layer 8.


Now the best part.

Put that cake down, get a glass/can of whatever you like and eat.

This represents layer 8, the final form. People can now use the virtual document.  The attached photo (non-meme) is a prime example of this.  There are a lot of background functions going on but the layer 8 (final shown ‘surface’ visual) shows an organized, united design that is easy to navigate and understand.  It tames the script beast.


Information Production


You are constantly creating information, and the same applied to your virtual world.
Two perfect examples would be the two text boxes in the above photo.  The left, is a chat box.  The right, is an action box.

Chat box.
The box on the bottom left of the screen. This is where players may type to interact with other characters.  There are many channels or information production and distribution here.  I can write something for everyone to see by entering the key sequence (longhand) /say, I could yell something by inputting /yell, I can whisper to someone so that no one else sees it by keying /whisper, I can talk to my guild by typing /guild, Party or Instance with /party.  These codes alone produce information, and the information is displayed to me in the chat box.  Many codes have separate colours that define them or sounds that are associated with the alert of a new message.  Interacting with the game, and the people within it is information production on a very basic visible level.

Action box
Box on the bottom right of the screen.  This is not so visible,  character actions like doing/taking damage, healing , and other in combat as well as out of combat texts appear here.  If you were playing pen and paper games this is what you would see.  These are direct actions from the character, other sprites both player and NPC.  These are all done behind the scenes in this virtual world.  Doing damage is signified by you swinging a sword, casting a spell, and a red number comes up near the target.  This is a great form of information production that is not usually looked at as it operates behind the image.


Seeking and Disseminating Information in World of Warcraft.

Tanking in raid.

Tanking in raid. Information Seek and Disseminate

The information loop is constant in virtual worlds, these loops are often more apparent than in real life yet many of the same feedback loops exist.

There is a constant seeking and disseminating of information, the photo I posted is of me in a raid.  This is a great example of how players need to be constantly seeking and disseminating information.  The amount of people alone means that everyone has to work together to defeat the bosses and ads that would cripple and destroy a group of lesser numbers. Although my interface is not vanilla. It still shows, if not ads to the experience, I am running a few add on programs in this, the ones seen are middle left, (coloured bars) that represent how much damage has been done by the top players in the raid.  My second (visible in this photo) mod is located underneath the enemy icon on the top left, beside the bright green boxes.  I use this shows me what characters are getting aggression and being attacked.  Lastly, I have an add on that increases the amount of action bars (the bars that hold my activatable skills) that I have, allowing me to use more of my available skills than the vanilla load out.

As a tank I am constantly watching these bars, constantly seeking information from them and understanding what they mean.  The tauntmaster addon (located under the enemy tab on the top left) for example.  I am constantly seeking information from this.  If the bars are grey, then no one has aggression.  Aggression is basically the amount you piss off an enemy.  Piss them off enough and they attack you.  Once the grey bars get in the oranges it means that they are close to being attacked, once they are red it means they are being attacked.  As a tank, it is my job to minimize the people getting attacked by trying to get as much aggression (piss everything off the most) as possible.  This way the healers have one person to heal and it is much easier.  Once the bars are red in colour I need to taunt their attack off them.  This is a great example of seeking and disseminating information as it would otherwise be very hard to know if people were being attacked otherwise.

Every character is constantly monitoring their skill bar.  This is located in the bottom middle of my photo.  These are your available actions; my skills can be instants, or use my resources.  So before I activate a skill I need to be aware of how much mana/energy/rage/runes I have and if the ability I want to skill will have the resources to activate. This is shown in two ways, on the top left is my icon.  It displays a lot of information, health and resources being the two most important.  I am constantly seeking information and monitoring these things to allow me to carry out tasks in game.  The skill bars along the bottom tell me when a skill is activatable, allowing me to look less often at my icon.  The little picture represents a skill, when the picture is in full colour and in whole than it means that it is ready to be activated.  When the picture is not complete than it means it is on cooldown.  This is a perfect example of human to interface (non human) interaction, or, seeking and disseminating information.

There are many many many more examples in the game and even within this photo.  However it would being to be very redundant for me to explain them all.


Information Traveling in Virtual Worlds.

Blog comp information travel.Figure 1

wow info travel.Figure 2

Information travels.  No matter where you are, or what you are doing you are both directly and indirectly interacting with the environment around you.  A virtual world, is a perfect example of this.  The example that will be used is World of Warcraft.  A VW (virtual world) is a prime example because the interactions between not just the user, but objects within the world are much more apparent and multi leveled.  There are the seen, and the unseen. The things you directly interact with and the things that are interacted in proximity, or as a chain to other things.  The two photos in this post are great example of things that are directly changeable by the user/users.

Figure 1:

This is a photo of my computer, there are arrows pointing to and from objects within the photo.  These represent the ways information travels.
Technology based, these things are not directly effected by the user.  Instead they are linked to the computer, which is in turn linked to the internet.  This is how the information travels, and the information flows both ways between the tower and its accessories.
These paths lead to a chair, unfortunately. I am not the best with selflies, so instead the chair represents the user.  These are things that the user interacts with.  Everything goes both ways, for example clicking on the mouse directly changes something on screen (information out) and the button moves, and makes a noise (information return) allowing the user to physically know that they have clicked.

Figure 2:

This photo is a screenshot of in game content in World of Warcraft.  I have put a red box and things that are of the biggest effect to the user.  The boxes represent information display, and a display is a form of traveling.  A health bar for example (top left) a full green bar  represents full health, however, if the user went into combat they would have the opportunity to directly change that bar.  A change the health bar, Like a reduction of size, indicates to the player (info travel) that they are not at full health.  Each box represents a form of information travel.


Blog 1, Getting Started

The three steps to game play.

Opening the game: (first screenshot)  This can change depending on how nerdy the user is.  A true nerd will have the shortcut WoW icon on their desktop, brandishing their badge of honor.  Hidden nerds and people that play WoW for a class will have it tucked away and out of sight.  Once this is opened, the game scripts start.

Sign in: (second screenshot) The first gateway to the game is the sign in page.  The user has minimal choices at this stage.  Clearly marked and displayed are the two sign in areas, the top for your username, the bottom for your password.  There are other options here that allow your to customize your experience with the game and this menu.

Character Select: (third screenshot) POW you are almost there.  A couple clicks away from facerolling both real and metaphorical online trolls. But first.  The selection of your instrument of destruction. You may choose a character that already exists or if you want a different flavor you may make a new character (avatar)  you may choose between the available races and their corresponding class types.  Feeling spicy? Try a shaman.  Feeling like a big ol’steak maybe try a warrior. Maybe food is not your thing, that is cool, try a brewmaster monk!  After your taste palette is satisfied you have finished the last hurdle for entering the game.

Now get out there and win stuff. (fourth screen shot, although I am not winning :[ )

Screenshot (9) Sign in Select PLAY