Objective-Building in User-Defined Worlds Dylan Kilby

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Objective-Building in User-Defined Worlds Dylan Kilby Florida State University Libraries Honors Theses The Division of Undergraduate Studies 2013 Objective-Building in User-Defined Worlds Dylan Kilby Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] Abstract: (cyberspace, Internet, video game, RuneScape, MMO, RPG, goal-setting) The purpose of this honors thesis is the exploration of how a player of role-playing video games creates, designs, and seeks to fulfill self-made objectives in video games with large playing worlds and little or no defined endgames, called “expanded world role-playing video games,” or EWPRG. This thesis also examines the evolving intentions of a gamer as they participate in an EWRPG, and how objectives change with the player’s relationship with the game. The researcher performed a content analysis on the on-line role-playing games RuneScape to identify possible pathways to objective building and aspects in which gamers would be more inclined to participate. The results of the content analysis were discussed and compared during a focus group session, whose recruits self-identified as role-playing gamers. Finally, a second focus group was conducted in which recruits created a gaming map and discussed what aspects of each recruit’s map inspired certain objectives or interests. 1 THE FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION AND INFORMATION OBJECTIVE-BUILDING IN USER-DEFINED WORLDS By DYLAN KILBY A Thesis submitted to the Department of Communications in partial fulfillment of the requirements for graduation with Honors in the Major Degree Awarded: Spring, 2013 2 The members of the Defense Committee approve the thesis of Dylan Kilby defended on April 15th, 2013. ______________________________ Dr. Ulla Bunz Thesis Director ______________________________ Dr. Tom Welsh Outside Committee Member ______________________________ Dr. Laura Arpan Committee Member 3 Table of Contents I. Introduction………………………………………………….. 8 Objective-building…………………………………………………. 8 Expanded-World Role-Playing Games……………………………. 9 Preview of Study…………………………………………………… 10 II. Literature Review…………………………………………..... 11 Cybergeography……………………………………………………. 11 Objectives in Role-Playing Games………………………………… 12 RuneScape…………………………………………………………. 14 Cartography………………………………………………………… 16 Focus Groups and Innovative Users……………………………….. 17 III. Methods and Justifications…………………………………… 19 RuneScape as an Extended-World Role-Playing Game…………… 19 Content Analysis Justifications…………………………………….. 20 Focus Group One: Gaming Architecture…………………………… 22 Focus Group One Justifications…………………………………….. 23 Focus Group Two: Mapping……………………………………….. 25 Focus Group Two Justifications……………………………………. 27 IV. Results of Content Analysis………………………………..... 29 Account Registration………………………………………………. 29 High Scores and Non-Game Content………………………………. 31 Game Mechanics and Technical Settings………………………….. 33 User Interface………………………………………………………. 36 Chat System………………………………………………………... 40 Items, the Inventory System, and Banking………………………… 42 Game Economics…………………………………………………… 46 The Gaming World…………………………………………………. 48 Transportation………………………………………………………. 51 Enemies and Monsters……………………………………………… 53 Skills………………………………………………………………… 55 Combat……………………………………………………………… 57 Quests……………………………………………………………….. 62 Mini-Games…………………………………………………………. 65 Distractions and Diversions…………………………………………. 68 Achievements……………………………………………………….. 69 4 (Chapter VI, continued): Interpretation and Analysis………………….. 71 Quests…………………………………………………………………. 73 Money-Making……………………………………………………….. 75 Combat………………………………………………………………… 77 Alternative Tasks……………………………………………………… 79 V. Focus Group One……………………………………………….. 82 Versatility and Customizability………………………………………. 83 Common Objectives………………………………………………..... 84 Aesthetics…………………………………………………………….. 86 Fear of Death…………………………………………………………. 87 Alternative Tasks…………………………………………………….. 88 Exploration…………………………………………………………… 89 Combat……………………………………………………………….. 89 Narratives…………………………………………………………….. 90 Emotional Contexts………………………………………………….. 91 Process of Objective-Building……………………………………….. 92 VI. Focus Group Two………………………………………………. 94 Map 1 Discussion…………………………………………………….. 95 Map 2 Discussion…………………………………………………….. 96 Map 3 Discussion…………………………………………………….. 97 Analysis and Interpretation…………………………………………… 98 VII. Conclusion………………………………………………....... 100 Discussion of Results…………………………………………………. 100 Ramifications and Applications………………………………………. 107 Limitations……………………………………………………………. 107 Avenues for Future Study…………………………………………….. 108 Appendix A: Focus Group One, Supplementary Materials………………… 112 E-mail to Participants…………………………………………………. 112 Sample Focus Group Questions………………………………………. 113 Appendix B: Focus Group Two, Supplementary Materials………………… 114 E-mail to Participants…………………………………………………. 114 Sample Game Tiles…………………………………………………… 116 Sample Focus Group Questions……………………………………….. 117 Appendix C: RuneScape Content Analysis, Supplementary Materials……... RuneScape World Map………………………………………………... 118 List of Skills in RuneScape……………………………………………. 121 List of Quests in RuneScape…………………………………………... 127 5 Appendix D: Legal Documents……………………………………………. 136 Recruitment Speech: Focus Group 1………………………………… 136 Recruitment Speech: Focus Group 2………………………………... 136 Recruitment Form: …..……………………………………………… 137 IRB Acceptance Notification: …..………………………………….. 138 Informed Consent Statement: …..………………………………….. 139 Works Cited………………………………………………………………. 141 6 DESCRIPTION OF FIGURES 1. RuneScape logo………………………………………………….. 29 2. RuneScape account registration form…………………………… 30 3. RuneScape high scores…………………………………………... 32 4. Welcome screen…………………………………………………. 33 5. Options screen…………………………………………………… 35 6. User interface……………………………………………………. 36 7. Chat box…………………………………………………………. 37 8. Sample player interface with the “Inventory” tab open…………. 38 9. Mini-map………………………………………………………… 39 10. Sample Friends/Clan chat interface……………………………... 41 11. Item options……………………………………………………… 43 12. The banking interface……………………………………………. 45 13. General store interface…………………………………………... 47 14. A player standing on the edge of the Wilderness………………... 50 15. A player using the Home Teleport spell………………………… 52 16. A low-level enemy in RuneScape……………………………….. 54 17. A player’s skill tab………………………………………………. 55 18. Fighting an enemy………………………………………………. 58 19. Sample prayers………………………………………………….. 60 20. Quest journal and diary for the Another Slice of H.A.M. quest… 63 21. Sample Achievement and description…………………………… 70 22. Map 1……………………………………………………………. 95 23. Map 2……………………………………………………………. 96 24. Map 3……………………………………………………………. 97 25. List of game tiles………………………………………………… 116 26. Members’ map…………………………………………………... 119 27. Non member’s map……………………………………………… 120 28. Skills tab………………………………………………………... 121 7 CHAPTER ONE INTRODUCTION Video games account for one of the largest and relatively new mass media industries in the world, with over $25 billion in revenue in 2011 in relatively little time. Gamers span a large variety of consumer profile. However, total profits are down 6% from 2010 (Entertainment Software Association, 2012), so it is vital that companies create fun and engaging video games for players to improve the health of the industry. One method by which game companies may do this is in creating objectives that are more suited to gamers’ natural playing styles and provide features that allow gamers to create and follow their own objectives. Objective-Building This thesis assumes that objectives are important motivational factors in promoting gamers to participate in certain activities. The objective-building process is often studied in communication and business management; this thesis applies the theories of objective-building to video games, and seeks to identify how and why players choose to participate in certain activities. Additionally, the thesis will explore why gamers choose objectives at what points in their gaming career. Goals and objectives, as defined by Bass & Sauers (1990), are the “objects or aims of individuals’ actions.” Video games use goals as measurements of progression and objective- building in this thesis is defined as the methods and justifications by which gamers satisfy objectives exclusive to the individual and not necessarily integrated in the existing gaming architecture. 8 This thesis is based on Nies and Pelayo’s approach that supervised research into the understanding of users’ needs in complex social or technical systems can increase the efficacy of the system (2010). Studying and understanding the decision-making process in the creation of gaming objectives can therefore lead to more efficient gaming platforms and design; this thesis aims at understanding objective-building and at identifying systematic pathways behind the individual’s identification of goals, and whether or not these may be generalized over the gamer population. The goal is a stronger understanding of the cognitive and behavioral roles in which gamers participate and how role-playing games facilitate these behaviors. Expanded World Role-Playing Games Expanded world role-playing games (henceforth “EWRPG”) are games with no or little- defined endgame scenarios and wide-open spaces that enable and promote self-design of objectives. Some EWRPGs (e.g. World of Warcraft) have ranked among the top-selling and critically acclaimed games released in the past decade (Blizzard, 2012). These games in particular stress gamers’ self-reliability and propensity to create objectives for themselves, rather than setting fixed invariant
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