Towards Deep Player Behavior Models in Mmorpgs Johannes Pfau Jan David Smeddinck Rainer Malaka Digital Media Lab, TZI Open Lab, School of Comp

Total Page:16

File Type:pdf, Size:1020Kb

Towards Deep Player Behavior Models in Mmorpgs Johannes Pfau Jan David Smeddinck Rainer Malaka Digital Media Lab, TZI Open Lab, School of Comp Session: Paper Presentation CHI PLAY 2018, October 28–31, 2018, Melbourne, VIC, Australia Towards Deep Player Behavior Models in MMORPGs Johannes Pfau Jan David Smeddinck Rainer Malaka Digital Media Lab, TZI Open Lab, School of Comp. Digital Media Lab, TZI University of Bremen Newcastle University University of Bremen Bremen, Germany Newcastle upon Tyne, UK Bremen, Germany [email protected] [email protected] [email protected] ABSTRACT issues with large-scale systems, and cheating or other unethical Due to a steady increase in popularity, player demands for behavior. We approach the closing of multiple unsolved gaps video game content are growing to an extent at which consis- in these areas of concern for game research and development tency and novelty in challenges are hard to attain. Problems in based on an uncommon building block: deep player behav- balancing and error-coping accumulate. To tackle these chal- ior modeling (DPBM). We discuss the potential of DPBM lenges, we introduce deep player behavior models, applying with regard to the challenges indicated above. To establish machine learning techniques to individual, atomic decision- apt representation techniques we also explore the potential of making strategies. We discuss their potential application in different machine learning techniques for player modeling in personalized challenges, autonomous game testing, human massively multiplayer online role-playing games (MMORPGs) agent substitution, and online crime detection. Results from and implement a pilot study which provides a first data set a pilot study that was carried out with the massively multi- and enables the comparison between selected models. We player online role-playing game Lineage II depict a bench- hypothesize that different advantages can be attained from mark between hidden markov models, decision trees, and deep Hidden Markov Models (HMMs), decision trees (DTs) and learning. Data analysis and individual reports indicate that deep learning (DL), in terms of analytic capabilities and pre- deep learning can be employed to provide adequate models of diction power. After outlining the concept of employing user individual player behavior with high accuracy for predicting modeling with machine learning for approaching challenges skill-use and a high correlation in recreating strategies from in game research and development, we present the selected previously recorded data. techniques and illustrate the results of an exploratory study that was carried out with the established MMORPG Lineage II. CCS Concepts Deep learning appears most adequate in terms of prediction ac- •Information systems ! Massively multiplayer online curacy and behavior representation similarity, whereas HMMs games; •Human-centered computing ! User models; and DTs offer useful visualization and analysis features. These •Computing methodologies ! Machine learning ap- models also constitute the basis for ongoing subsequent future proaches; work focusing on the evaluation of user experience in different game modes. Author Keywords Through this paper, we contribute a general discussion of po- Neural networks; deep learning; HMM; decision trees; games; tential application fields of DPBM and machine learning in player modeling; personalization; game testing; adaptive the context of digital games, provide an overview of the state agents; dynamic difficulty adjustment of the art in research and industry, and point out distinct advan- tages of player behavior models. Additionally, our exploratory INTRODUCTION study exemplifies an early working utilization, highlighting Video game production and maintenance, especially for flag- advantages and disadvantages of the different models. ship productions, is reaching the limits even of what large companies can sustain. Following the demand of players, BACKGROUND games grow more complex in terms of content and mechanics, In related work, player behavior modeling has been ap- where the action spaces become nearly endless, greatly in- proached mostly with the goal of facilitating dynamic difficulty creasing the number of things that could potentially go wrong. adjustments (DDA) [1, 8, 20, 43, 50, 58]. Further application This includes players facing unbalanced challenges, software areas that have been discussed are the modeling of behavior execution or gameplay bugs that go undetected, connectivity impressions for informing game development [6,9,26] and the reproduction of atomic tasks [12, 47]). After briefly highlight- © thePermission authors, to make 2020. digital This or hard is copiesthe author’s of all or part version of this work of forthe personal work. or ing MMORPGs as an especially fitting class of games for the It classroomis posted use ishere granted for without your feepersonal provided thatuse. copies Not arefor not maderedistribution. or distributed application of DPBM with machine learning in the next sec- Thefor definitive profit or commercial version advantage was published and that copies as: bear this notice and the full citation Pfau,on the J., first Smeddinck, page. Copyrights J. forD., components & Malaka, of thisR. work(2018). owned Towards by others Deep than thePlayer tion, the subsequent sections introduce general categories that Behaviorauthor(s) Models must be honored.in MMORPGs. Abstracting CHI with PLAY credit ’18 is permitted.Proceedings To copy of otherwise, the 2018 or encompass the application areas of these isolated reports and Annualrepublish, Symposium to post on serverson Computer-Human or to redistribute toInteraction lists, requires priorin specificPlay, permission381–392. https://doi.org/10.1145/3242671.3242706and/or a fee. Request permissions from [email protected]. discuss the potential of individual behavior models for tack- CHI PLAY ’18, October 28âA¸S31,2018,˘ Melbourne, VIC, Australia ling common challenges in games research and development Âl’ 2018 Copyright is held by the owner/author(s). Publication rights licensed to ACM. ACM 978-1-4503-5624-4/18/10...$15.00 A-D. https://doi.org/10.1145/3242671.3242706 1 381 Session: Paper Presentation CHI PLAY 2018, October 28–31, 2018, Melbourne, VIC, Australia The Case for Player Modeling in MMORPGs human player. Given such abilities, challenging “oneself” can MMORPGs typically encompass several aspects that highlight present continuous and powerful DDA, since players have to the potential benefits of the application of player modeling. adapt and overcome their own behavior in order to be less The vast amount of data that each individual player is gen- predictable. In this light, genuinely balanced challenges can erating constantly along with the immediate opportunity to be provided to players on a generative basis. Moreover, if the compare it to the global behavior data of a big community skill level of a player can be quantitatively assessed by means provides a rich basis for powerful but data-demanding ma- of player modeling, novel PvE modes are conceivable that chine learning algorithms. Moreover, the player behavior in confront the player with ever-changing enemies originating MMORPGs can most often be broken down into movement from a potentially large set of human players with adequate behavior and action selection (skill usage). Each skill in this skill levels. context is unique and discrete, which allows for less noisy be- B. Autonomous Game Testing havioral state categorization compared to other popular video Automatic simulations of video game play have proven to game genres, such as first-person shooters (FPS) or real-time be usable in situations where human testing is too tedious or strategy (RTS) games, where behavioral data quickly gets noisy [53]). Also, the continuously required internet connec- not exhaustive enough for the purpose of finding bugs and tion simplifies centralizing and outsourcing the computational glitches [4, 15, 38, 45], parameter tuning [60], and assuring effort (e.g. through cloud computing). In return, player behav- solvability [42]. Based on the insights and the potential of our ior models can enrich MMORPGs in various ways, such as previous work on a tool for completing and debugging adven- increasing novelty and the prevalence of interesting challenges ture games [35]), we want to further extend the possibilities of (see A), human tester relief and predicting the effects of game autonomous game testing. changes (see B), preventing game or match disruptions (see For developers, one of the most difficult and time-consuming C), and preventing unfair or unethical player behavior which phases of the game design process [22] is the balancing of dif- can not only harm the player community but can also cause ferent character classes. Following the definition of Sirlin [44], financial losses for players and companies (see D). These as- a multiplayer game is “balanced if a reasonably large number pects are further discussed in the following sections to clarify of options available to the player are viable” (where viabil- how these potential benefits of DPBM can come to play in ity sets the requirement of having many meaningful choices (massively) online multiplayer games. throughout a game), while “players of equal skill should have an equal chance at winning” A. Personalized Challenges . Together with frequently desired asymmetrical character configuration possibilities this inher- Due to the complexity and scale of the game environments ently leads to combinatorial explosions, which can become and interactions it can be difficult to consistently present mo- tivating, well-perceived and evenly balanced
Recommended publications
  • Company of Heroes 2 (Classic Controls) Keyboard Shortcuts
    Page 1 of 4 Company of Heroes 2 (classic controls) cheat sheet Note about classic and grid controls U Reverse move V Enter primary build menu Company of Heroes 2 allows you to select between B Enter secondary build menu "Classic" and "Grid" hotkeys. The default option is classic hotkeys, and they are easy to remember because the key and the action is generally related to Unit selection each other (e.g. press A to (A)ttack). Infantry Grid hotkeys are organized closer, so you can use Cmd + . Select all infantry units them easily only with your left hand. Cmd + Alt + . Select all idle infantry units Hotkey type can be changed in Menu > Options > Gameplay tab . Select next infantry unit The list below are the classic hotkeys taken from the Alt + . Select next idle infantry unit game manual. Vehicles Cmd + / Select all vehicles General Cmd + Alt + / Select all idle vehicles PauseBreak Pause the game / Select next vehicle F10 Toggle in-game menu Alt + / Select next idle vehicle Engineers / Pioneers Camera Cmd + , Select all engineers/pioneers Move the mouse (move mouse to the edge of the Cmd + Alt + , or Select all idle engineers/pioneers screen) Move camera Cmd + F1 Middle click + Move camera , Select next engineer/pioneer Move the mouse Alt + , Select next idle engineer/pioneer or Arrow keys Miscellaneous Wheel up or Page Zoom in Cmd + F2 Select all units Up ; Select all units currently on screen Wheel down or Zoom out Tab Select next unit in a group of Page Down selected units Alt + Move the Rotate and tilt Control + Tab Select previous unit in a group of mouse selected units Backspace Reset camera tilt F10 or Esc Clear all selections Backspace then Reset camera rotation and zoom Backspace General Home Move camera to starting position General Universal unit controls Left click Select Right click Give orders (move, attack, etc.) Keyboard controls below are same for all units.
    [Show full text]
  • 2012 Video Game Industry Litigation Review
    Science and Technology Law Review Volume 16 Number 1 Article 13 2013 2012 Video Game Industry Litigation Review Tanner Robinson Max Metzler Follow this and additional works at: https://scholar.smu.edu/scitech Recommended Citation Tanner Robinson & Max Metzler, 2012 Video Game Industry Litigation Review, 16 SMU SCI. & TECH. L. REV. 1 (2013) https://scholar.smu.edu/scitech/vol16/iss1/13 This Article is brought to you for free and open access by the Law Journals at SMU Scholar. It has been accepted for inclusion in Science and Technology Law Review by an authorized administrator of SMU Scholar. For more information, please visit http://digitalrepository.smu.edu. 2012 Video Game Industry Litigation Review Tanner Robinson* Max Metzler** As far as significant gaming law developments are concerned, 2011 was a tough act to follow.' Last year a new paradigm emerged-courts applied the test set forth in Hart v. Electronic Arts, Inc. to lawsuits involving celebri- ties' publicity rights in video games, 2 and the Supreme Court validated a new art form in Brown v. Entertainment Merchants Association.3 While not new in 2012, an important trend certainly continued in a significant way: the video game industry continued to become more mainstream.4 As video games continue to cross demographic lines and become more ubiquitous, production companies begin to resemble those in other industries. As a result of risk-focused business decisions and industry growth, many of last year's contentious lawsuits have settled. As the scope of a business expands, the variety of its contracts tends to expand as well.
    [Show full text]
  • Playing Soviet Soldiers: Virtual Communicative Memory in Kyrgyzstan — Mikhail Shakhnazarov Master’S Thesis in Peace and Conflict Transformation, May 2017
    Centre for Peace Studies Playing Soviet Soldiers: Virtual Communicative Memory in Kyrgyzstan — Mikhail Shakhnazarov Master’s thesis in Peace and Conflict Transformation, May 2017 1 2 Abstract The thesis explores the fields of memory studies and video game studies. As a result, it proposes the concept of virtual communicative memory to encapsulate the special form of memory that can be produced by player interaction with video games. As an instance of modern media, video games bring the added dimensions of player agency, engagement of personal values and ethical sensibilities of the players, and shared experience of simulated historical environments. These factors justify the investigation of the memory-making potential of video games. To explore the feasibility of the proposed theoretical development, the thesis presents an analysis of the game Company of Heroes 2 (Relic Entertainment, 2013). In this analysis, the dominant historical themes of the game are fleshed out and the memory making potential of the game is evaluated with a view to virtual communicative memory. The thesis also contains the results of empirical research carried out during the summer of 2016 in Bishkek, Kyrgyzstan. The research was designed to explore player engagement with the game and the process by which players negotiate the meaning potentials and historical themes contained in the game. This research provides some support for the concept of virtual communicative memory and points to numerous further research avenues, such as the use of video games in education. 3 Acknowledgements This was not easy. To my supervisor, Holger Pötzsch, thank you for your support and guidance. To Daria Gettueva, thank you for your patience.
    [Show full text]
  • Company of Heroes™2 Closed Beta Announced
    FOR IMMEDIATE RELEASE COMPANY OF HEROES™2 CLOSED BETA ANNOUNCED Early Access Phase for Pre-order Customers and Returning Alpha Testers. SAN FRANCISCO AND LONDON – March 28, 2013 – SEGA® of America, Inc. and SEGA® Europe Ltd. today announced that Company of Heroes™ 2, the eagerly anticipated strategy game from Relic Entertainment, Inc., will be running an exclusive, early access beta phase which will go live Tuesday 2nd April. The closed beta playtest features the game’s critically acclaimed competitive multiplayer and skirmish gameplay, giving players access to six maps, 1v1, 2v2, 3v3 and 4v4 competitive gameplay, as well as the ability to play alone or with teammates against the AI. Players also get access to the first 40 levels of progression, and the ability to customize their loadouts to suit their play style using the all new Army Customizer. This first phase of the closed beta will be open to pre-order customers and Alpha testers only. There will be a second phase in the coming weeks where a wider audience will get a chance to take part. For more information keep watching www.companyofheroes.com. The Company of Heroes 2 closed beta will be hosted on Steam and utilizes Steamworks match- making and friend lists. Players need the free Steam client to redeem closed beta access keys and play. Greg Wilson, Producer of Company of Heroes 2, commented, “We are excited to be able to launch the closed beta for Company of Heroes 2. We invite our fans to help us test and balance the game prior to launch, as well as see the changes we’ve already made since the Alpha test in December.” Quinn Duffy, Game Director, said “We’ve added two brand new maps to the roster for this phase as well as the four already in the Alpha Stress Test.
    [Show full text]
  • Oberkommando West the Oberkommando West , Battle Hardened and Newly Equipped, Are a Resurgent and Very Dangerous Foe. Despite B
    Oberkommando West The Oberkommando West , battle hardened and newly equipped, are a resurgent and very dangerous foe. Despite being challenged by an economy nearly shattered after years of continuous war, the OberKommando West still manage to field some of the most impressive heavy armor yet seen: the technical prowess of Germany is on full display as devastating armored force equipped with a new generation of super-heavy tanks repeatedly counterattack the US Forces attempting to drive into the heart of Germany. Seventy ton ‘King Tigers’ are supported by well-trained infantry; assault Sturmpioneers lead the way while capable Volksgrenadiers are a threat to enemy infantry and vehicles alike. Available for $12.99 or together with the US Forces for $19.99 the Oberkommando West allows players to play Company of Heroes 2 against players from around the world and the game’s AI. Enter the field of battle alongside the Eastern Front Wehrmacht and face off against the Soviet and US Forces factions in Company of Heroes 2’s multiplayer modes. FEATURES: OBERKOMMANDO WEST: A completely new take on the German forces brings brand new abilities and new strategies to the frontline THE WESTERN FRONT: Expand the war to the popular Western Front theater of combat, featuring breathtaking new environments, that bring realism and vibrancy never before seen in the game NEW MAPS: Eight stunning new maps join the extensive collection of over 20 existing Company of Heroes 2 maps as well as over 1,000 community created maps available on the Steam workshop INTENSE ONLINE COMBAT: Feel the unprecedented ferocity of frontline strategic warfare and engage in visceral battle with adversaries across the globe EVERY BATTLE TELLS A STORY: Experience the up-close moment-to-moment brutality of frontline warfare and control the battle through your military prowess.
    [Show full text]
  • David Bravo Díaz
    FACULTAD DE FILOSOFÍA Y LETRAS DEPARTAMENTO DE HISTORIA MODERNA, CONTEMPORÁNEA, AMÉRICA, PERIODISMO, COMUNICACIÓN AUDIOVISUAL Y PUBLICIDAD. TESIS DOCTORAL: LA II GUERRA MUNDIAL A TRAVÉS DE LA TELEVISIÓN FORMATOS, CONTENIDOS Y DIMENSIÓN SOCIAL Presentada por David Bravo Díaz para optar al grado de doctor por la Universidad de Valladolid Dirigida por: Dr. José-Vidal Pelaz López David Bravo Díaz 2 La II Guerra Mundial a través de la televisión 3 David Bravo Díaz Índice general. Índice de gráficas, tablas e ilustraciones. .................................................... 9 Gráficas. ................................................................................................ 9 Tablas. .................................................................................................. 9 Ilustraciones. ........................................................................................ 9 1. INTRODUCCIÓN .............................................................................. 14 1.1. PLANTEAMIENTO DEL TRABAJO. LOS OBJETIVOS. ........ 17 1.2. UN NUEVO CAMPO PARA LA HISTORIOGRAFÍA. ............... 23 1.3. ALGUNOS TEMAS PARA EL DEBATE. ................................... 31 1.4. HISTORIOGRAFÍA SOBRE LA REPRESENTACIÓN DE LA II GUERRA MUNDIAL. .................................................................... 37 1.5. ANÁLISIS DE CONTENIDO, FUENTES Y ESTRUCTURA DEL TRABAJO. ...................................................................................... 46 2. EL CINE SOBRE LA II GUERRA MUNDIAL ................................
    [Show full text]
  • US Forces Under the Command of General Dwight D
    US Forces Under the Command of General Dwight D. Eisenhower, US Forces have driven ashore on the bloody beaches of Normandy and fought their way deep into Europe driving back the German war machine. Now battle fatigued and spread out on enemy soil, an army made of citizen soldiers are pitted against a battle-hardened professional military with over four years’ experience. Facing the best Germany has to offer, the US Forces fight desperately and viciously to expand the frontlines. An adaptable army that will bend but not break, the US Forces draws on some extremely versatile infantry and vehicles, while the unique base structure of the army captures the temporary nature of the frontlines. Fast light and medium armored vehicles, like the iconic M4A3 Sherman, provide mobile firepower to support versatile Riflemen, while elite Paratroopers and airpower disrupt enemy plans well behind the front lines. Available for € 12.99 or together with the Oberkommando West for € 19.99 the US Forces allows players to play Company of Heroes 2 against players from around the world and the game’s AI. Enter the field of battle alongside America’s Soviet allies and face off against the Wehrmacht and Oberkommando West factions in Company of Heroes 2’s multiplayer modes. FEATURES: US FORCES: Wield the mighty power of Eisenhower’s American army with brand new abilities and strategies THE WESTERN FRONT: Expand the war to the popular Western Front theater of combat, featuring breathtaking new environments, that bring realism and vibrancy never before seen in the game NEW MAPS: Eight stunning new maps join the extensive collection of over 20 existing Company of Heroes 2 maps as well as over 1,000 community created maps available on the Steam workshop INTENSE ONLINE COMBAT: Feel the unprecedented ferocity of frontline strategic warfare and engage in visceral battle with adversaries across the globe EVERY BATTLE TELLS A STORY: Experience the up-close moment-to-moment brutality of frontline warfare and control the battle through your military prowess.
    [Show full text]
  • Towards Deep Player Behavior Models in Mmorpgs Johannes Pfau Jan David Smeddinck Rainer Malaka Digital Media Lab, TZI Open Lab, School of Comp
    Towards Deep Player Behavior Models in MMORPGs Johannes Pfau Jan David Smeddinck Rainer Malaka Digital Media Lab, TZI Open Lab, School of Comp. Digital Media Lab, TZI University of Bremen Newcastle University University of Bremen Bremen, Germany Newcastle upon Tyne, UK Bremen, Germany [email protected] [email protected] [email protected] ABSTRACT issues with large-scale systems, and cheating or other unethical Due to a steady increase in popularity, player demands for behavior. We approach the closing of multiple unsolved gaps video game content are growing to an extent at which consis- in these areas of concern for game research and development tency and novelty in challenges are hard to attain. Problems in based on an uncommon building block: deep player behav- balancing and error-coping accumulate. To tackle these chal- ior modeling (DPBM). We discuss the potential of DPBM lenges, we introduce deep player behavior models, applying with regard to the challenges indicated above. To establish machine learning techniques to individual, atomic decision- apt representation techniques we also explore the potential of making strategies. We discuss their potential application in different machine learning techniques for player modeling in personalized challenges, autonomous game testing, human massively multiplayer online role-playing games (MMORPGs) agent substitution, and online crime detection. Results from and implement a pilot study which provides a first data set a pilot study that was carried out with the massively multi- and enables the comparison between selected models. We player online role-playing game Lineage II depict a bench- hypothesize that different advantages can be attained from mark between hidden markov models, decision trees, and deep Hidden Markov Models (HMMs), decision trees (DTs) and learning.
    [Show full text]
  • Company of Heroes Eastern Front Campaign
    Company Of Heroes Eastern Front Campaign Company Of Heroes Eastern Front Campaign 1 / 4 2 / 4 I present to you, in honor of the old 'Berli Cheat CodesFirst thing you need to set the game up so you can use console. 1. company of heroes eastern front campaign youtube com/watch?v=xfVcNzKg2T The trials you’ll face along the Eastern Front The campaign in Company of Heroes 2 is a series of morally ambiguous situations where the guys you’re fighting for appear just as bad as the.. The revival comes as BAYADA’s home health care nurses are delivering care in the homes of over 25,000 clients each week.. Known as “Heroes on the Home Front,” the campaign, which will supplement the company’s annual online resource for nurses titled NursesWeek. company of heroes eastern front campaign company of heroes eastern front campaign, company of heroes eastern front mod campaign Spl Vitalizer Mk2-t (free Version Download For Mac These numbers are expected to exponentially grow due to the health care industry’s trending increase in care delivered within homes and community settings, and due to the COVID-19 virus specifically in the following ways:Company of Heroes: Eastern Front.. com, will air in markets across the country in an effort to pay respect to home health care nurses and inspire those who are greatly needed on the front lines—fighting against the COVID-19 virus—during this pivotal time in history.. At the moment ﺍﻓﻀﻞ ﺑﺮﺍﻣﺞ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻭﻳﻨﺪﻭﺯ 7 ﺗﺤﻤﻴﻞ .u can play pvp and pve in skirmish May 4, 2017 @ 6:30pm Can i help with this mod, i Fotor Download Mac 3 / 4 Download Rossa Ku Menunggu The 88mm Kwk 36 L/56, it is one of the most powerful Installing Company of Heroes Eastern Front 2/2 http://www.
    [Show full text]
  • Engaging with the Second World War Through Digital Gaming
    Engaging with the Second World War through Digital Gaming Pieter Van den Heede This research was funded by Erasmus University Rotterdam under the Research Excellence Initiative (REI) program: ‘War! Popular Culture and European Heritage of Major Armed Conflicts’. Printed by: Ipskamp Printing, Enschede Cover design: Joost de Boo (https://www.joostdeboo.com/) Layout: Douwe Oppewal (www.oppewal.nl) Copyright © Pieter Van den Heede All rights reserved. No part of this publication may be reproduced, stored in a retrievable system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the author. Engaging with the Second World War through Digital Gaming Omgaan met de Tweede Wereldoorlog via Gaming thesis To obtain the degree of Doctor from the Erasmus University Rotterdam by command of the rector magnificus Prof.dr. F.A. van der Duijn Schouten And in accordance with the decision of the Doctorate Board. The public defence shall be held on Thursday February 11, 2021 at 3.30 PM by Pieter Johan Bernard Jozef Van den Heede born in Ghent, Belgium Doctoral Committee Promotors Prof.dr. C.R. Ribbens Prof.dr. J. Jansz Prof.dr. M.C.R. Grever Other members Prof.dr. R.D. Futselaar Prof.dr. E. Kingsepp Prof.dr. J. de Mul ACKNOWLEDGEMENTS The dissertation that lies before you is the result of many years of work. In the most direct sense of the word, the project started in the Summer of 2015, when I first entered my newly assigned office at Campus Woudestein (in the building confusingly known as both ‘Van der Goot’ and ‘M’).
    [Show full text]
  • Ennen Ja Nyt : Historian Tietosanomat, 2017(1)
    This is an electronic reprint of the original article. This reprint may differ from the original in pagination and typographic detail. Author(s): Pasanen, Tero Title: Grinding for war : Authenticity and experience in WWII MMOs Year: 2017 Version: Please cite the original version: Pasanen, T. (2017). Grinding for war : Authenticity and experience in WWII MMOs. Ennen ja nyt : historian tietosanomat, 2017(1). http://www.ennenjanyt.net/2017/01/grinding-for-war-authenticity-and-experience- in-wwii-mmos/ All material supplied via JYX is protected by copyright and other intellectual property rights, and duplication or sale of all or part of any of the repository collections is not permitted, except that material may be duplicated by you for your research use or educational purposes in electronic or print form. You must obtain permission for any other use. Electronic or print copies may not be offered, whether for sale or otherwise to anyone who is not an authorised user. Ennen ja nyt - Historian tietosanomat Grinding for War: Authenticity and Experience in WWII MMOs Kirjoittanut Tero Pasanen Julkaistu 2017-01-11 08:01:15 WORLD WAR II IN GAMES World War II is undoubtedly the most thoroughly covered historical theme in the medium of digital games.[1] The popularity of WWII manifested itself in a host of generic creations in the 2000s. These games oversaturated the markets, and eventually exhausted the subject matter.[2] In recent years, major game developers and publishers have mostly shunned the topic. The more popular wargame genres have almost completely deserted the theme, while the niche genres have continued to draw from this well-trodden source of inspiration.
    [Show full text]
  • Best Pc Strategy Games Download 10 Best Strategy Games of All Time for PC in 2021
    best pc strategy games download 10 Best Strategy Games Of All Time For PC in 2021. We all know very well that the latest generation of consoles has been solidified themselves as great machines to play games. However, some genres seem exclusive to PC, like MMORPG or strategy; hence, we will tell you the best strategy games for PC. List of 10 Best Strategy Games Of All Time For PC. The latest generation of consoles has been solidified themselves as great machines to play games. However, some genres seem exclusive to PC, like MMORPG or strategy; hence, we will tell you the best strategy games for PC. 1. Among US. Among US is an online multiplayer game that came into existence after a popular mobile game – PUBG Mobile. It’s a game that supports four to ten players. As the match starts, one team player gets the ‘Imposter’ role. Players must complete the tasks around a spaceship while an imposter lurks among the crew. The ultimate goal of the imposter is to sabotage the work of other crew members and kill each of them. On the other hand, the other players need to complete all tasks or discover and vote the imposter off the ship. 2. Counter-Strike: Global Offensive. Well, Counter-Strike: Global Offensive is probably more popular than any other game on the list. It’s an online multiplayer shooting game that you can play with your friends. The unique graphics and addictive gameplay make the game very interesting and exciting. It has multiple modes ranging from team deathmatch to classic 10vs10 mode.
    [Show full text]