<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Thumb Gods &#187; Dungeons &amp; Dragons</title>
	<atom:link href="http://thumbgods.com/archives/tag/dungeons-dragons/feed" rel="self" type="application/rss+xml" />
	<link>http://thumbgods.com</link>
	<description>Game reviews, beta news and indie games.</description>
	<lastBuildDate>Thu, 09 Sep 2010 19:51:46 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0.1</generator>
		<item>
		<title>Inmate Loses Fight To Play D&amp;D</title>
		<link>http://thumbgods.com/archives/2010/01/27/inmate-loses-fight-to-play-dd</link>
		<comments>http://thumbgods.com/archives/2010/01/27/inmate-loses-fight-to-play-dd#comments</comments>
		<pubDate>Wed, 27 Jan 2010 15:31:27 +0000</pubDate>
		<dc:creator>Meg</dc:creator>
				<category><![CDATA[Discussion]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Dungeons & Dragons]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game over]]></category>
		<category><![CDATA[RoM]]></category>

		<guid isPermaLink="false">http://thumbgods.com/?p=1571</guid>
		<description><![CDATA[A man serving life in prison for first-degree intentional homicide lost his legal battle Monday to play Dungeons &#38; Dragons behind bars. Prison officials instigated the Dungeons &#38; Dragons ban among concerns that playing the game promoted gang-related activity and was a threat to security. Singer challenged the ban but the 7th U.S. Circuit Court [...]<p><a href="http://thumbgods.com/archives/2010/01/27/inmate-loses-fight-to-play-dd">Inmate Loses Fight To Play D&#038;D</a> is a post from: <a href="http://thumbgods.com">Thumb Gods</a></p>
]]></description>
			<content:encoded><![CDATA[<blockquote><p>A man serving life in prison for first-degree intentional homicide lost his legal battle Monday to play Dungeons &amp; Dragons behind bars.</p>
<p>Prison officials instigated the Dungeons &amp; Dragons ban among concerns that playing the game promoted gang-related activity and was a threat to security. Singer challenged the ban but the 7th U.S. Circuit Court of Appeals on Monday upheld it as a reasonable policy.</p>
<p>Dungeons &amp; Dragons players create fictional characters and carry out their adventures, often working together as a group, with the help of complicated rules.</p></blockquote>
<p>I don&#8217;t think we should punish murderers by letting them hang out and play D&amp;D in the first place&#8230; but it seems a bit odd that prisoners can watch cable and read other books, but not D&amp;D. Maybe prison officials are afraid of someone getting shanked over the division of party loot?</p>
<p>Via <a href="http://www.fresnobee.com/oddnews/story/1796441.html">Game over: Inmate can&#8217;t play Dungeons &amp; Dragons &#8211; Odd News &#8211; Fresnobee.com</a></p>
<p><a href="http://thumbgods.com/archives/2010/01/27/inmate-loses-fight-to-play-dd">Inmate Loses Fight To Play D&#038;D</a> is a post from: <a href="http://thumbgods.com">Thumb Gods</a></p>
<img src="http://thumbgods.com/?ak_action=api_record_view&id=1571&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://thumbgods.com/archives/2010/01/27/inmate-loses-fight-to-play-dd/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Kill 10 Rats And Bring Me Their Tails!</title>
		<link>http://thumbgods.com/archives/2010/01/04/kill-10-rats-and-bring-me-their-tails</link>
		<comments>http://thumbgods.com/archives/2010/01/04/kill-10-rats-and-bring-me-their-tails#comments</comments>
		<pubDate>Mon, 04 Jan 2010 15:22:15 +0000</pubDate>
		<dc:creator>Lexton Collins</dc:creator>
				<category><![CDATA[Discussion]]></category>
		<category><![CDATA[action]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[China]]></category>
		<category><![CDATA[ds]]></category>
		<category><![CDATA[Dungeons & Dragons]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[Eurogamer]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[online games]]></category>
		<category><![CDATA[Past]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[RoM]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[war]]></category>
		<category><![CDATA[WarCraft]]></category>
		<category><![CDATA[Warhammer Online]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://thumbgods.com/?p=1547</guid>
		<description><![CDATA[Guest author Lexton “Lunarhound” Collins discusses the upcoming Guild Wars 2, believable NPC drama, heroic errand-running, and shares his perspective on what makes a good MMO great. Most gamers, both fans and detractors, would agree that MMO&#8217;s need shaking up. It&#8217;s happened before, when City of Heroes and, shortly afterward, World of Warcraft made camp [...]<p><a href="http://thumbgods.com/archives/2010/01/04/kill-10-rats-and-bring-me-their-tails">Kill 10 Rats And Bring Me Their Tails!</a> is a post from: <a href="http://thumbgods.com">Thumb Gods</a></p>
]]></description>
			<content:encoded><![CDATA[<p><em>Guest author Lexton “Lunarhound” Collins discusses the upcoming Guild Wars 2, believable NPC drama, heroic errand-running, and shares his perspective on what makes a good MMO great.</em></p>
<p><em><a href="http://thumbgods.com/wp-content/uploads/lex-wordle.jpg"><img class="aligncenter size-medium wp-image-1598" title="lex wordle" src="http://thumbgods.com/wp-content/uploads/lex-wordle-300x188.jpg" alt="" width="391" height="245" /></a></em>Most gamers, both fans and detractors, would agree that MMO&#8217;s need shaking up. It&#8217;s happened before, when <a href="http://http://simpsonsparadox.com/2004/09/city-of-heroes.html">City of Heroes</a> and, shortly afterward, <a href="http://thumbgods.com/archives/tag/world-of-warcraft">World of Warcraft</a> made camp grinding a thing of the past and brought quest-based advancement to the mainstream. Suddenly, characters had purpose-driven lives. Other games followed suit, and life was good in cyberland.</p>
<p>Now, several years later, gamers are growing weary of the new grind. It&#8217;s tough to ensure that every single one of the hundreds of quests necessary to keep an <a href="http://thumbgods.com/archives/tag/mmorpg">MMO</a> going are interesting, and players are growing weary of the endless variations on &#8220;kill ten rats and bring me their tails&#8221;. Mini dramas acted out by NPC&#8217;s cease to feel immersive when sticking around for a minute afterward lets you watch the world reset before your eyes so that the next players in line can ride. Collecting exclamation marks and running errands for people too lazy to deliver their own letters or fight their own battles feels less like an adventure and more like checking off a list of chores. Few want to go back to the way things were, but developers, and many players, seem to be finding it difficult to see a way forward.</p>
<p>There have been efforts to do something different but they&#8217;ve gone largely unnoticed. Guild Wars came hot on the heels of World of Warcraft, and attempted to remedy many of the &#8216;theme park&#8217; issues that came with a static world that had to reset each quest for the next player by making heavy use of instancing. Players see each other in towns, but once outside, you and your party had your own private copy of the world. This allowed them to change things permanently based on your actions. Unfortunately, this lead to many players not considering it a real MMO and, despite its commercial success, it didn&#8217;t inspire many imitators. Additional problems came from the fact that players could not jump, climb or swim and the world was full of invisible walls that forced strict adherence to the current mission path. <a href="http://thumbgods.com/archives/2009/06/13/dd-online-beta-opp">Dungeons &amp; Dragons Online</a> came along a few years later with a similar world structure coupled with much better implementation of the mission-based game play and a great new action combat system, but the facts that it couldn&#8217;t (at the time) effectively be played solo and it required a monthly fee, it also ended up being relegated to niche status.</p>
<p>Now, Guild Wars has a sequel on the way. ArenaNet was very secretive about it for quite some time after its announcement, and even now information is limited, but what is beginning to emerge paints an interesting picture of a title that is trying to shake up the genre all over again. With the inclusion of open world areas and much greater mobility (players will be able to jump, swim and climb as they can in most other MMO&#8217;s), as well as new attitudes toward creative use of instancing, they might actually succeed this time.</p>
<p>In <a href="http://www.eurogamer.net/articles/guild-wars-2-preview_4?page=1">a preview at Eurogamer</a>, back in August, lead designer Eric Flannum states that &#8220;I think I can safely say that you won&#8217;t see a single exclamation mark floating above a character&#8217;s head in Guild Wars 2.&#8221; This one little sentence makes for a pretty bold statement considering the direction of MMO&#8217;s for the past few years and, luckily, he elaborates:</p>
<p>&#8220;We actually don&#8217;t have a traditional RPG/MMO quest system&#8230; Instead what we&#8217;ve got are Events. Think of them as group-orientated activities. This is one of the many things that will encourage the player to explore the world &#8211; you can wander through and never quite know what you&#8217;re going to see. You might come across a fortress that&#8217;s being attacked by centaurs, or it might be that the centaurs attacked half an hour before you got there and they hold it now. You might start walking along a road you&#8217;ve walked a hundred times and suddenly there&#8217;s a caravan traveling along that road that you may not have seen, and you can go help that caravan out.&#8221;</p>
<p>Supposedly, these events will form a complex web within any given public area, spawning new ones and phasing out old ones based on cause and effect. An older example given is that of a dragon attacking a bridge. Players can band together to defeat the dragon, which might open up a new chain of events that can be participated in. Alternately, they might fail, choose not to help, or simply not be there when the dragon attacks, which would result in the bridge being destroyed and a completely different chain of events opening up, revolving around repairing the bridge. The difference between this and something like Warhammer Online&#8217;s public quests is that they will not simply reset repeatedly so that players can do them over again. The assertion that there will not be a traditional quest system seems to indicate that public areas will consist of countless such events and, rather than wandering around looking for someone with an exclamation mark to tell them what to do, players will spend their time looking for something actually happening. The potential of such a system to change the way questing is seen in online games is staggering.</p>
<p>That isn&#8217;t to say that all adventuring will be completely directionless. Each player will have a personal quest chain to play through that reflects his or her own character. From <a href="http://www.mmorpg.com/gamelist.cfm/game/473/feature/3812">an interview with MMORPG.com</a> in December:</p>
<p>&#8220;When a player creates a character in Guild Wars 2, they will be able to answer many questions about their personal character history. These answers will help determine your personal story in the game. As many fans have theorized, one of the first things you choose is a &#8216;subdivision&#8217; of your race, which provides a more personal feel to your character&#8217;s history. For the humans, that means their ancestry&#8211;Elonan, Krytan, Ascalonian and Canthan&#8211;and also their social status as gentry or commoners of the city of Divinity&#8217;s Reach. For charr, it primarily means their legion, whether Blood, Ash, or Iron. The asura choose between the three most respected colleges of learning; Synergetics, Dynamics, and Statics. The sylvari follow the path of their seasonal cycle, or the time of day in which they awakened, being Dawn, Day, Twilight or Night. The norn choose their personal totem, and may choose to walk in the path of bear, snow leopard, raven or wolf. From these and other initial determinations, a wealth of personalized storylines develop, so that each player in the game experiences a story that is individually tailored to their character.&#8221;</p>
<p>According to ArenaNet, these choices, though part of character creation, will not affect class or power in any way. Their sole impact is on the player&#8217;s own personal narrative. This sounds tantalizingly like the Origins system in Dragon Age: Origins, and is an exciting thought when considered in the context of an MMORPG.</p>
<p>There&#8217;s no telling, of course, how much of an impact any of this will have or how well it will be received until the game is available to the public in some form. And if these claims were being made by a smaller developer without the experience or budget to back them up, they might be only a faint cause for hope at best. But ArenaNet has the budget and the talent to back up its big ideas, and it has already proven with one successful series that it knows what it&#8217;s doing.</p>
<p>Most seem to believe that the ultimate feat for an MMORPG would be to topple <a href="http://thumbgods.com/archives/2009/03/30/chinas-gamers">World of Warcraft</a>. I&#8217;m not so sure. I think the ultimate measure of success is moving the genre as a whole forward. With a new approach to quest content, a strong focus on providing the player with a personal storyline, and the lack of any sort of monthly fee, Guild Wars 2 stands poised to do exactly that. Will it topple <a href="http://thumbgods.com/archives/2008/12/18/world-of-warcraft-font">World of Warcraft</a>? I doubt it. But it may force Blizzard to change in order to compete, which would almost certainly lead to other games following suit. Now that would be an accomplishment.</p>
<p><a href="http://thumbgods.com/archives/2010/01/04/kill-10-rats-and-bring-me-their-tails">Kill 10 Rats And Bring Me Their Tails!</a> is a post from: <a href="http://thumbgods.com">Thumb Gods</a></p>
<img src="http://thumbgods.com/?ak_action=api_record_view&id=1547&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://thumbgods.com/archives/2010/01/04/kill-10-rats-and-bring-me-their-tails/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>D&amp;D Online Beta Opp</title>
		<link>http://thumbgods.com/archives/2009/06/13/dd-online-beta-opp</link>
		<comments>http://thumbgods.com/archives/2009/06/13/dd-online-beta-opp#comments</comments>
		<pubDate>Sat, 13 Jun 2009 16:42:21 +0000</pubDate>
		<dc:creator>Meg</dc:creator>
				<category><![CDATA[Beta]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[beta opp]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[ds]]></category>
		<category><![CDATA[Dungeons & Dragons]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[free to play]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[MMOGs/MMORPGs]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[storm]]></category>

		<guid isPermaLink="false">http://thumbgods.com/?p=1252</guid>
		<description><![CDATA[Sign up for the upcoming closed beta of Dungeons &#38; Dragons Online! DDO is a free-to-play MMO launching later this summer. Apply for the DDO beta!. D&#038;D Online Beta Opp is a post from: Thumb Gods<p><a href="http://thumbgods.com/archives/2009/06/13/dd-online-beta-opp">D&#038;D Online Beta Opp</a> is a post from: <a href="http://thumbgods.com">Thumb Gods</a></p>
]]></description>
			<content:encoded><![CDATA[<p><a href="http://images.google.com/imgres?imgurl=http://img.qj.net/uploads/articles_module/66507/dungeons_and_dragons_online_stormreach_logo_qjpreviewth.jpg&amp;imgrefurl=http://mmorpg.qj.net/tags/Twilight-Forge/3016&amp;usg=__HQkblRjoghOx4w8RZlcYfPFtskY=&amp;h=374&amp;w=640&amp;sz=31&amp;hl=en&amp;start=1&amp;um=1&amp;tbnid=VXaGLqrl_1aH6M:&amp;tbnh=80&amp;tbnw=137&amp;prev=/images%3Fq%3Dd%2526d%2Bonline%2Blogo%26hl%3Den%26client%3Dfirefox-a%26rls%3Dorg.mozilla:en-US:official%26sa%3DG%26um%3D1"><img style="border: 1px solid;" src="http://tbn2.google.com/images?q=tbn:VXaGLqrl_1aH6M:http://img.qj.net/uploads/articles_module/66507/dungeons_and_dragons_online_stormreach_logo_qjpreviewth.jpg" alt="" width="149" height="88" /></a> Sign up for the upcoming closed beta of Dungeons &amp; Dragons Online! DDO is a free-to-play MMO launching later this summer.</p>
<p><a href="http://content.turbine.com/pages/www.ddo.com/beta_signup/index.php?utm_source=ddo_com">Apply for the DDO beta!</a>.</p>
<p><a href="http://thumbgods.com/archives/2009/06/13/dd-online-beta-opp">D&#038;D Online Beta Opp</a> is a post from: <a href="http://thumbgods.com">Thumb Gods</a></p>
<img src="http://thumbgods.com/?ak_action=api_record_view&id=1252&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://thumbgods.com/archives/2009/06/13/dd-online-beta-opp/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gary Gygax Dies At 69</title>
		<link>http://thumbgods.com/archives/2008/03/05/gary-gygax-dies-at-69</link>
		<comments>http://thumbgods.com/archives/2008/03/05/gary-gygax-dies-at-69#comments</comments>
		<pubDate>Wed, 05 Mar 2008 17:10:15 +0000</pubDate>
		<dc:creator>Meg</dc:creator>
				<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[ds]]></category>
		<category><![CDATA[Dungeons & Dragons]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[RoM]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://thumbgods.com/archives/2008/03/05/gary-gygax-dies-at-69</guid>
		<description><![CDATA[Gary Gygax, co-creator of D&#38;D, has passed away. From the NYT obit: Gary Gygax, a pioneer of the imagination who transported a fantasy realm of wizards, goblins and elves onto millions of kitchen tables around the world through the game he helped create, Dungeons &#38; Dragons, died Tuesday at his home in Lake Geneva, Wis. [...]<p><a href="http://thumbgods.com/archives/2008/03/05/gary-gygax-dies-at-69">Gary Gygax Dies At 69</a> is a post from: <a href="http://thumbgods.com">Thumb Gods</a></p>
]]></description>
			<content:encoded><![CDATA[<p>Gary Gygax, co-creator of D&amp;D, has passed away. <a href="http://www.nytimes.com/2008/03/05/arts/05gygax.html?_r=1&amp;ref=arts&amp;oref=slogin">From the NYT obit</a>:</p>
<blockquote><p>Gary Gygax, a pioneer of the imagination who transported a fantasy realm of wizards, goblins and elves onto millions of kitchen tables around the world through the game he helped create, Dungeons &amp; Dragons, died Tuesday at his home in Lake Geneva, Wis. He was 69.</p>
<p>His death was confirmed by his wife, Gail Gygax, who said he had been ailing and had recently suffered an abdominal aneurysm, The Associated Press reported</p>
<p>As co-creator of Dungeons &amp; Dragons, the seminal role-playing game introduced in 1974, Mr. Gygax wielded a cultural influence far broader than his relatively narrow fame among hard-core game enthusiasts.</p></blockquote>
<p>I played a lot of D&amp;D before discovering online text-based MUDs, and I&#8217;m sad that the co-creator has passed away. D&amp;D is a great starting point for videogamers, and if you haven&#8217;t played it already, you definitely should! </p>
<p><a href="http://thumbgods.com/archives/2008/03/05/gary-gygax-dies-at-69">Gary Gygax Dies At 69</a> is a post from: <a href="http://thumbgods.com">Thumb Gods</a></p>
<img src="http://thumbgods.com/?ak_action=api_record_view&id=375&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://thumbgods.com/archives/2008/03/05/gary-gygax-dies-at-69/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Stages of MMO Gaming</title>
		<link>http://thumbgods.com/archives/2005/08/06/the-stages-of-mmo-gaming</link>
		<comments>http://thumbgods.com/archives/2005/08/06/the-stages-of-mmo-gaming#comments</comments>
		<pubDate>Sat, 06 Aug 2005 12:37:04 +0000</pubDate>
		<dc:creator>Yzabel</dc:creator>
				<category><![CDATA[In The Media]]></category>
		<category><![CDATA[MMOGs/MMORPGs]]></category>
		<category><![CDATA[ds]]></category>
		<category><![CDATA[Dungeons & Dragons]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[RoM]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[RPGs]]></category>

		<guid isPermaLink="false">http://thumbgods.com/archives/2005/08/06/the-stages-of-mmo-gaming</guid>
		<description><![CDATA[Another reflexion today, rather than simple &#8220;news about gaming&#8221;. MMORPG.com&#8217;s writer Erich Von Hase has published an editorial on the topic of The Roles of the MMO Gamer. He starts by a description of the different &#8220;phases&#8221; a player generally goes throughâ€”and for being one of these players myself, I can tell that these are [...]<p><a href="http://thumbgods.com/archives/2005/08/06/the-stages-of-mmo-gaming">The Stages of MMO Gaming</a> is a post from: <a href="http://thumbgods.com">Thumb Gods</a></p>
]]></description>
			<content:encoded><![CDATA[<p>Another reflexion today, rather than simple &#8220;news about gaming&#8221;. MMORPG.com&#8217;s writer Erich Von Hase has published an editorial on the topic of <a href="http://www.mmorpg.com/showFeature.cfm?loadFeature=183&#038;fp=1280,1024,918919640,20050806080411" target="_blank">The Roles of the MMO Gamer</a>. He starts by a description of the different &#8220;phases&#8221; a player generally goes throughâ€”and for being one of these players myself, I can tell that these are indeed exact, or at least very close to what happens.</p>
<blockquote><p>First there is a â€˜Buzzâ€™. Players hear news of a new MMOG soon to be released or they hear good things about an MMOG from magazines, websites, or friends. Second is the â€˜Acclimationâ€™. We all know the drill &#8211; buy the game, install, and then spend a little time figuring out how to make it work. Depending on the game, it can take a few minutes, hours, or days to master the interface and basic gameplay so that we can actually get rolling. Next comes â€˜Fascinationâ€™, or so the developers hope. This is the point at which players become enamored with the game, get lost in it, and make friends there. If a player doesnâ€™t lose interest in the Acclimation phase, the Fascination phase is what sets players onto the path of the recurring monthly subscriptions. During this phase players are having too much fun to worry about the price of the subscription. It is negligible compared to the amount of fun they are having. There is so much to see and do. At this point, many of us have gotten so infected with an MMOG that weâ€™d probably pay more each month because the game has become such a priority in our lives. But eventually, most of us lose interest for one reason or another and ask that inevitable question, â€˜Why do I keep paying to play this game?â€™ Iâ€™ve played enough MMOGs to know that when someone asks that question, a cancelled subscription is not far to follow. Which brings us to our final stage, â€˜Cancellationâ€™, where we ask ourselves what we were thinking for playing so long and stop paying our hard earned money to do something we no longer enjoy. Although many players have gone through what could be called the â€˜Reactivationâ€™ phase, it is essentially just the cycle starting over.</p></blockquote>
<p>The editorial also shortly comes back on the beginning of role-playing games, starting with table-top <em>Dungeons &#038; Dragons</em> and 80&#8242;s early MUDs, to go on with the explanation about why nowadays&#8217; MMO players behave the way they do. Then come a quite thorough portrait of what I could call the main &#8220;trends&#8221; in behaviors, namely the Socializers, Explorers,  Conquerors and Collectors (in case anyone is wondering, I&#8217;m primarily a Socializer in this little crowd). If knowing MMORPGs a little, and taking some time to observe fellow players, one can easily see that in a nutshell, things can indeed be summarized this way.</p>
<p>Every time I stumble upon such an article, editorial or blog entryâ€”you name itâ€”, I can&#8217;t prevent myself from feeling the fascination that lies in these mechanics. Perhaps even more than other kinds of games, due to the human factor heavily involved in it (opponents and allies aren&#8217;t &#8220;only&#8221; NPCs anymore, after all), MMOGs hold, in my opinion, an important dimension regarding social behaviors as well as psychology. Which indeed gives me one more reason to plug the Daedalus Project (see my <a href="http://thumbgods.com/archives/2005/08/06/latest-daedalus-issue" target="_blank">previous entry</a>). Simply because it&#8217;s interesting and, well, <em>instructing</em>.</p>
<p><a href="http://thumbgods.com/archives/2005/08/06/the-stages-of-mmo-gaming">The Stages of MMO Gaming</a> is a post from: <a href="http://thumbgods.com">Thumb Gods</a></p>
<img src="http://thumbgods.com/?ak_action=api_record_view&id=162&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://thumbgods.com/archives/2005/08/06/the-stages-of-mmo-gaming/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
