Spiel Mit Den Leben

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Spiel Mit Den Leben Spiel mit den Leben Eine deskriptive und qualitative Analyse des Multiuserdungeons „Ultima Online“ Andreas Berger [email protected] Wien 1999 Integrations- und Desintegrationsleistungen Neuer Technologien Inhalt I Beschreibung von Ultima Online _____________________________________________ 4 1.1 Allgemeines: ___________________________________________________________ 4 1.1.1 Kommerzielle Vermarktung: ______________________________________________________ 5 1.1.2 Statistische Daten: ______________________________________________________________ 6 1.2 Technik: ______________________________________________________________ 7 1.2.1 User Interface:_________________________________________________________________ 7 1.2.2 Datenaustausch:________________________________________________________________ 9 1.2.3 Sonstige Technische Daten: _______________________________________________________ 9 1.3 Die Welt:______________________________________________________________ 9 1.3.1 Geschichte: ___________________________________________________________________ 9 1.3.2 Sosoria: _____________________________________________________________________ 12 1.3.2.1 Ressourcensystem: _________________________________________________________ 17 1.3.3 Mileau: _____________________________________________________________________ 18 1.4 Die Spieler: ___________________________________________________________ 18 1.4.1 Charaktere: __________________________________________________________________ 18 1.4.2 Skills: ______________________________________________________________________ 18 1.4.3 Berufe:______________________________________________________________________ 20 1.4.4 Reputation: __________________________________________________________________ 21 1.4.5 Luxusgüter: __________________________________________________________________ 23 1.4.5.1 Söldner:__________________________________________________________________ 23 1.4.5.2 Haustiere: ________________________________________________________________ 24 1.4.5.3 Häuser: __________________________________________________________________ 24 1.4.5.4 Schiffe: __________________________________________________________________ 24 1.4.5.5 Vendors:_________________________________________________________________ 25 1.4.5.6 Sonstige Luxusgüter: ________________________________________________________ 25 1.5 Die Götter: ___________________________________________________________ 26 1.5.1 Gamemaster (GMs):____________________________________________________________ 26 1.5.2 Seher: ______________________________________________________________________ 26 1.5.3 Counselors: __________________________________________________________________ 26 II Interaktionen in Ultima Online: ____________________________________________ 27 2.1 Möglichkeiten: ________________________________________________________ 27 2.1.1 Normal / Regulär: _____________________________________________________________ 27 2.1.2 Schreien: ____________________________________________________________________ 27 2.1.3 Flüstern:_____________________________________________________________________ 27 2.1.4 Emotionen: __________________________________________________________________ 27 2.1.5 Aktionen:____________________________________________________________________ 28 2.1.6 Kommunikationskristalle: _______________________________________________________ 28 2.1.7 UO-Chat-System: ______________________________________________________________ 29 2.1.8 UO-Messenger: _______________________________________________________________ 29 2.1.9 Andere (externe) kommunikationsunterstützende Tools:_________________________________ 30 2.2 Kommunikationsanalyse: ________________________________________________ 30 2.2.1 Allgemeines: _________________________________________________________________ 30 2.2.1.1 Untersuchter Datensatz:______________________________________________________ 32 2.2.2 Deskriptive Analyse: ___________________________________________________________ 33 2.2.2.1 Sinneinheiten: _____________________________________________________________ 33 2.2.2.2 Wörter: __________________________________________________________________ 34 2.2.2.3 Emotionen: _______________________________________________________________ 34 2.2.2.4 Rechtschreibung:___________________________________________________________ 35 2.2.2.5 Situationen:_______________________________________________________________ 35 2.2.3 Qualitative Analyse:____________________________________________________________ 37 Ultima Online Seite 2 Integrations- und Desintegrationsleistungen Neuer Technologien 2.2.3.1 Dauer einer Kommunikation:__________________________________________________ 37 2.2.3.1.1 Arten von Begegnungen:__________________________________________________ 38 2.2.3.2 Sprache: _________________________________________________________________ 38 2.2.3.3 Spieler-Typen:_____________________________________________________________ 40 2.2.3.4 Themen: _________________________________________________________________ 41 2.2.3.4.1 Mikro-Ebene / Spielbezogene Kommunikation: ________________________________ 41 2.2.3.4.2 Meso-Ebene / Spielerbezogene Kommunikation:________________________________ 41 2.2.3.4.3 Makro-Ebene:__________________________________________________________ 42 2.2.3.4.4 Meta-Ebene: ___________________________________________________________ 42 2.2.3.5 Kommunikationsarten: ______________________________________________________ 42 2.2.3.6 Gesprächsentwicklung: ______________________________________________________ 43 2.2.4 Beispiele für Analysen: _________________________________________________________ 44 2.3 Gemeinschaft in Ultima Online: ___________________________________________ 45 2.3.1 Allgemein:___________________________________________________________________ 45 2.3.2 Der „gute Ton“: _______________________________________________________________ 45 2.3.3 Privatsphäre: _________________________________________________________________ 46 2.3.4 Devianz und Sanktionsmöglichkeiten: ______________________________________________ 47 2.3.5 Gilden:______________________________________________________________________ 49 2.3.5.1 Guild-Masters: ____________________________________________________________ 49 2.3.5.2 Hierarchie: _______________________________________________________________ 50 2.3.5.2.1 Entscheidungen (in Gilden): _______________________________________________ 50 2.3.5.3 Selbstbild: ________________________________________________________________ 51 2.3.6 Ereignisse:___________________________________________________________________ 54 2.3.6.1 Ein Bardenwettstreit:________________________________________________________ 54 2.3.6.2 Ein japanis ches Begräbnis (bei dem sich auch alle anderen Gildenmitglieder aus Solitarität mittels Gift-Trunk umgebracht haben):______________________________________________________ 55 2.3.6.3 Eine Hochzeit:_____________________________________________________________ 55 Literatur:_________________________________________________________________ 57 Offline Informationsquellen: ________________________________________________ 57 Online -Informationsquellen (Stand 11.09.1999):__________________________________ 57 Zusammenfassung _________________________________________________________ 58 Zitation: _________________________________________________________________________ 58 Abstrakt: ________________________________________________________________________ 58 Anhang A - Logfiles: _______________________________________________________ 60 Anhang B - Analyse einer Hochzeit ___________________________________________ 92 Ultima Online Seite 3 Integrations- und Desintegrationsleistungen Neuer Technologien I Beschreibung von Ultima Online: 1.1 Allgemeines: Ultima Online wurde im September 1997 von Origin Systems International, welches eine Tochtergesellschaft des weltweit erfolgreichsten Spieleherstellers Electronic Arts ist, auf den Markt gebracht. Im Vorfeld standen etwa dreijährige Programmierung und ein halbjährlicher Beta-test zu dem ca. 2000 User zugelassen waren. Es handelte sich um den ersten großen kommerziellen Versuch eine virtuelle Welt über das Internet anzubieten.1 Erfinder dieser Welt war Lord British aka Richard Garriott, der auch als geistiger Vater der berühmtesten und meistverkauftesten Fantasy-Rollenspielserie „Ultima“ ist, die ihre Ursprungsjahre in den 80-er Jahren2 hat. Weitere Designer sind die Produzenten Ralph Koster und Rich Vogel. Als das Spiel zum ersten Mal der breiten Öffentlichkeit zugängig war, gab es enorme Schwierigkeiten, sowohl in technischer als auch in spielerischer Hinsicht (vor allem durch Bugs aller Art), und die Kritiken in den Zeitschriften waren dementsprechend. Ultima Online verfügte jedoch über ein sogenanntes Patching System, mit dem es möglich ist, das bereits installierte Programm jederzeit zu erweitern bzw. zu verändern. Dadurch nahm auch die Qualität des Spieles rasant zu. Trotz der anfangs zumeist negativen Bewertungen waren die Leute, die Ultima Online begannen, in kürzester Zeit süchtig und durch Mundpropaganda nahm die Zahl der Spieler rasant zu. Dies führte zum nächsten Problem: Die Server (zu Beginn gab es davon neun (alle in den USA), sowie die Telefonleitungen waren in kürzester Zeit überlastet. Vor allem für Spieler, die weit entfernt von den Standorten der Server waren, hatten durch die Verbindungsqualität3 oft mehr Frust- als Lusterlebnisse. 1 Zeitgleich kam „Meridian 59“ auf den Markt, daß aber aufgrund seiner auf Europa beschränkten Serverlage, des geringen finanziellen
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