Sunday, February 13, 2011

The Psychology of Multi Media Online Role Playing Games


A character in a MMORPG is a reflection of how players see or intend to see themselves.

Most Massively Multi-Player Online Role Playing Games or MMORPG provide the players with an option on what character to play. This involves choosing their abilities and their looks. The player may want to become a healer that helps other players stay alive while they fight. Other become long range fighter through their bow and arrow or guns. Others find hand to hand combat more exciting.

This is already tells you a part of how they want to see themselves especially if the game they are playing allows them form teams and communities. Leaders will naturally gravitate towards setting the goals of the team, setting a common time so that teams can play together, and even dictate which teams they will fight.

It is also not a strange thing to encounter female players posing as male figures and kids becoming the most powerful character. A game may also be a place where they live out their frustrations. It is empowering for a lot of women to play a male character and "experience" the privileges that come with it. Express their aggression online instead of doing it in the real world.

It is also an license to do what they want without suffering the consequences. In the game, they can kill as many opponents as they want, curse, laugh, love and not have to live with the results of what they did. They can be careless and irresponsible and the only thing that will suffer is their character. There is a way around it, just restart the character. The only thing that is lost is the time they invested in their old character but at least they get a new start. That is something you can't do in real life.

MMORPG, in other words is a chance for players to live life a second time.








Abel Alexander has been internet marketing for nearly 8 years. Come visit his latest website over at Hearing Aids Prices which helps people find the best Used Hearing Aids and useful tips and information.


Choosing Character Class in Role Playing Games


When players want to enter the rich, exciting world of Dungeons and Dragons, they will do so through the use of a specially constructed character, which fits into that world. The universe of Dungeons and Dragons is a different one than the Earth on which we reside and, therefore, common people who populate the world today would not fit appropriately into this rich fantasy environment. Therefore, any player who wants to enter the world of Dungeons and Dragons will have to invent a character that they can participate in that world as. Using the Player's Handbook, any participant in the game can quickly and easily make a player who they like and feel comfortable using to move about the world created in the game.

The first thing that a player needs to do when constructing a character is to figure out what type of character they want to play. This comes down to the dissection and examination of the different character classes located in Dungeons and Dragons. Many different options are available to new players, especially once one takes into consideration the edition of Dungeons and Dragons, which is being played. Each edition revises the one before it, adding certain character classes and dropping others as the designers of the game see fit.

The most current Fourth Edition of Dungeons and Dragons presents eight different character classes that players can choose to make their character, although each of these eight classes fits into one of four different roles, whom each draw their power from one of three different sources. Players can either play as a Cleric, Fighter, Paladin, Ranger, Rogue, Warlock, Warlord, or as a Wizard. Many of these classes seem to be similar at first glance, but when one takes into consideration the role that these classes play, the game suddenly opens up into a much more expansive tone.

Each of these eight character classes will either work as a Controller, Leader, Defender, or a Striker. Controllers are players who will focus on multiple targets at one, either in an attacking or supporting format. Currently, only Wizards fill this role, making them one of the more valuable members of a team. Leaders will more traditionally be used to support allies, making them stronger or healing them, although they will attack under the right circumstances.

Clerics and Warlords both serve as Leaders. Defenders work to not only block enemy attacks, but work to make those enemies focus on the Defenders themselves. Fighters and Paladins fill this role within the game. Finally, Strikers are the sort who have advanced mobility, moving quickly around the fighting space, delivering blows and trying to avoid being attacked themselves. Rangers, Rogues, and Warlocks all work as Strikers.

Finally, though, each of these characters will draw their power from a different source. If a character has a divine source of power, they will draw their power from the gods. If a player has an arcane source, though, the power will instead be drawn from the magical energy of the cosmos. Players with martial sources instead find their power from their own training and willpower. Each of these combinations works to make all of these characters incredibly unique within the confines of the game.








Victor Epand is an expert consultant for board games, chess boards, and dungeons and dragons miniatures. You will find all these things and more if you visit used board games, chess boards


Get Into Airsoft Games - Your Easy Access to Action-Packed Role Playing Games


Airsoft games are becoming more and more popular at present. Most of the time, people set aside regular sports, such as football or basketball, to engage in a game with more action and more participation. As a matter of fact, these games are being considered as a sport where people train their hardest for. Nowadays, you will be able to see people training their hardest with their friends. If they are good, they enter competitions, which are becoming more and more rampant nowadays.

Almost anyone, young or old, who is capable can immerse themselves in this battlefield simulation. All they have to do is have a special firearm called airsoft or soft air guns. These are replicas of rifles and guns used in the war. These were actually originally from Japan and were made to fit the gun demanding population. Since guns were against the law, manufacturers decided to replicate them.

Then and there, airsoft was created. As you can see, the game has evolved over the years. Now, one can engage in battlefield replicas complete with trees, bunkers and other objects which can replicate a military facade. It is even complete with the costumes, with helmets and bulletproof vests. Here, people can experience what it is like working in a team and feel the thrill of working with real military tactics.

People are then separated into groups and are given a specific mission. Of course, the task depends on what type of game you are playing. It can range from capturing opponents and their flags to one man hunts and the like. All in all, airsoft games are definitely exciting games to try. If you do research, more and more countries around the world are being addicted to these types of games. If you are interested, you should call up some friends and who knows? You might release your inner airsoft player and have some great skills!








If you're interested in learning more about the weapons people use in airsoft games, check out Erika Ayala's new article on AK 47 Airsoft Gun

If you wish to know more about the weapons inside this very interesting game, visit her latest site on Soft Air Guns.


Saturday, February 12, 2011

Role Playing Games--Character Guide 3


Introduction: Ah the attacker. How can one go wrong? Truly, this is the specialty that needs no introduction, but we'll give it one anyway. In a role playing game, the attackers are the solid, effective damage dealers. Whether through their high chance of successfully hitting, their ability to inflict severe injury, or their capability at causing debilitating status damage, attackers master the art of taking their opponents down. Solid and dependable, attackers don't need a variety of tricks and tactics. Give them their weapons, point them at their opponents, and watch the combat end.

For purposes of this article, attackers can include any and all of the following: a character who has a reliable chance of hitting in combat; a character who deals significant damage; or a character who can weaken opponents with status effects. An attacker, however, should not be confused with an achiever (who has a high chance of succeeding any action, not just attacks) or a blaster (who deals massive damage to multiple opponents). Generally speaking, an attacker can attack only a few foes, typically one, on any given turn. Attackers also are able to attack without cost; they don't usually have major limitations on how often they can utilize most of their abilities.

In Quests of the Realm, attackers are represented, logically enough, by the attack preference.

Player Tactics: Obviously, if you are playing an attacker, your tactic is to attack. It helps, however, to determine just what style of attacking you prefer. In QoTR, you can decide this on the fly in battle if you want, varying your tactics. Depending on the game you play, the type of character and abilities you choose may limit your options.

If you plan to go for damage power over accuracy, you might not get many hits in, but those you do achieve will be decisive. This can be a weakness against defenders, who take your already low chance of hitting and further reduce it. If you favor hitting often, don't expect to turn the tide with a single move; you need some time to wear your foe down. This, then, is of less use against tankers, who can take more of your hits. If you favor status effects over direct "hit point" style damage, your attacks are better at directly weakening a foe in combat, but not strictly better at wearing them down. The effectiveness generally varies depending on how your game handles status effects, but generally speaking, it is easier to deal damage than to blind, stun, or confuse a foe.

All combinations have merit, and an attacker certainly compliments any other specialty in a combat-oriented game. Attacker/defenders or attacker/tankers have both offense and defense covered. If you favor direct damage, being an attacker/blaster might suit you well. On the flip side, if you like a high chance of hitting, you might prefer attacker/achiever. Generally speaking, an attacker/user might be better able to inflict status effects than others, while an attacker/enhancer is good at weakening foes while augmenting allies, which can make for an interesting combination.

GM Tactics: Attackers are good at dealing damage, which makes them deadly. If you put your players up against a boss-level attacker, you are putting their characters at significant risk of death. Although some groups prefer a "take us to the edge" style of play, the focus of these articles for a GM is to help challenge the players while maintaining a respectable chance that their characters will survive the encounter.

That in mind, attackers are best used as fodder foes--that is to say, opponents who are individually weaker than the main characters, and tend to fight in numbers. The numerical advantage indicates that despite their lesser power, these opponents will probably score a hit eventually. As attackers, they can deal respectable harm even to higher-level foes, making them into credible threats. A couple elite-level attackers focused on status effects helping out a boss can strongly intensify the challenge of a climactic battle, though you may want to tone the boss down some. If you wish to use a boss attacker, you might go for a character who hits often at the expense of pure damage power. This maintains the attacker's threat and helps get around pesky defenders, but also gives characters a chance to retreat, heal, or overwhelm the foe through numbers.

Attackers are front-lines fighters, plain and simple. They don't need tricks and tactics, but that doesn't mean they can't use them, and it certainly doesn't mean that all attackers are alike. By choosing your preferred attack style and selecting specialties that compliment it, you can create a highly customized warrior. This variety can also help wise QLs use offensively-oriented foes to threaten the players without putting them at excessive risk of character death.








Copyright © 2006 Dustin Schwerman.

Dustin Schwerman has been playing RPGs for over a decade, using an analytical approach to critically evaluate the game systems (and so to create the most powerful characters he could get away with). He used the extensive experience gained doing so to create his own game, Quests of the Realm. QoTR focuses on unlimited character customization, relying on its author's understanding to detect and counter game-breaking power plays. Though balanced, QoTR still allows players to create highly effective characters and run them through heroic story lines. To contact Dustin, read more of his writings, or learn more about Quests of the Realm, visit his web site, Quellian-dyrae [http://www.quelliandyrae.com].


The Godfather Death, and the Fairy Godmother - Fairy Tales, and Role Playing Games with Godparents


In the world of fairy tales it is not uncommon for the protagonist to have an interesting godfather or godmother. The best known of these is the fairy godmother variant, a creature of great power the godmother would provide her godchild with great gifts as they needed it in life. Lesser known but for the purposes of RPG's perhaps more important are the godparents from "The God Father" and " The Godfather Death," for in these two stories the godparents are the devil and death himself (respectively). In both these stories the father resolves to ask the first person he meets on the street to be the child's godfather. "The Godfather Death" is in many ways the more interesting of these two stories, first because it develops the relationship between Death and his godson more then most any other fairy tale, and second because although the father has resolved to ask the first one he sees to be godfather he passes over god and the devil for he believes that both of these discriminate against the poor. Upon meeting death however he is happy for death treats all people equally, taking them as it is their turn to die.

Within role playing games we can take from this the idea that a person could indeed on rare occasions choose a godparent for their child, no matter what the parents normal disadvantages. It would be interesting to play a character with a godparent who provided them with some great gift, but who in return made demands that would be difficult to keep. In the case of the Godfather Death, the person knew how to stop Death from taking someone, but was told never to do this if Death stood at the persons head. However realizing that Death loved him the godson chose to ignore this, for he loved those who where dying. In role playing games this may not be as much of a challenge for the players for although their characters might be attached to someone the player may not be. Unless the player is able to more honestly play their character. And then what is it death might demand in return for the sparing of someone's life.

To take this idea a step further the godfather in an RPG could be an evil god, who waits until long after the character is good to provide him with his gift. Imagine the conflict of being caught between a godfather one has grown to love and the ideology and beliefs that the character holds dear. Again such conflicts require a good role player; however there is real value in such stories, for it is such conflicts that make fantasy so interesting. For within fantasy the conflict is itself invented and so is able to question much more deeply the reality in which we live just as fairy tales are.








Ty Hulse is helping to develop dragonsmeet.net as center for role playing games, where you can learn about the impact of fairy tales on RPG's, and about creating fantasy worlds for your role playing games.


Role Playing Games - Past, Present, and Future


Few genres of games have had such a dedicated and enthusiastic audience, as that of Role Playing Games, and all this while never having been the most popular or top-selling genre. Role Playing Games first arose to worldwide fame with the creation of various table games and board based games, especially Gary Gigax's Dungeons & Dragons, a franchise which still remains largely synonymous with RPG's as a whole, and particularly with table top RPG's. Much of the initial inspiration for what have become RPG staples was found though the famous Lord of the Rings trilogy of books, along with other fantasy books, as well as myths and legends from various cultures. 

RPG's remain quite possibly the most misunderstood gaming genre, due to the presence of many monsters and demons, and because many RPG's offer players the choice of aligning themselves with the forces of either good or evil, some religious leaders have considered RPG's to be a bad influence, and some even consider them to be satanic or sympathetic towards Satanism. Some others reject RPG's for other reasons, such as the common perception that many RPG gamers are geeky or just unpopular, thus 'uncool' in the eyes of some people, yet the massive popularity of modern PC Massively Multiplayer Online RPG's( or MMORPG's for short) such as World Of Warcraft have clearly proven this stereotype to be untrue.

 

Today Role Playing Games come in many different forms, from the tabletop games like Dungeons & Dragons, to the popular console RPG series such as Final Fantasy and Dragon Quest, to the many well-loved computer RPG's such as Blizzard's top-selling Diablo II and World Of Warcraft franchises. RPG's even have helped to spawn a large number of hybrid genres, with some of the most popular being the Action/RPG which combines elements of action games with the exploration and settings of an RPG or Adventure game, and the Strategy/RPG genre which combines the turn-based Strategy game with the leveling up and story development which is often found in a Role Playing Game.

Newer related Sub-genre's include the Massively Multiplayer Online RPG, which focuses exclusively on online play with a large number of people, within a persisting and constantly changing world. These MMORPG games such as the already mentioned World Of Warcraft, almost always require that you pay a monthly fee of roughly $5-30 dollars to play the game, although there have been some exceptions, most famously the Guild Wars series of games which has allowed gamers to play online with no monthly fee. These MMORPG's have also had the most success with mainstream gaming, with top-selling games such as World Of Warcraft setting all kinds of subscription and sales records which had never been enjoyed by RPG's as a whole until very recently.

Although MMORPG's continue to be highly successful with sales, Traditional RPG gaming has remained something of a niche, with many of the players being dedicated, but not quite as many gamers as some more popular genres have enjoyed.








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Friday, February 11, 2011

Dissidia Duodecim Gets a Release Date

Dissidia Duodecim: Final Fantasy

Square Enix's Final Fantasy crossover game finally has a North American release date. Dissidia Duodecim: Final Fantasy will be released March 22. It will cost $29.99, and will be rated T by the ESRB.

Square Enix has also released a little information about the actors who will be lending their voices to the North American version of the game, though it hasn't revealed anything too interesting on this front. The voice actors from the original Dissidia: Final Fantasy will reprise their roles in this game. Rachel Leigh Cook, who voiced Tifa in the past, will continue to voice the character in Dissidia Duodecim. Ali Hillis will also continue her role as the voice of Lightning. Unfortunately, there is no word yet on who will provide the voices for various characters who have never had spoken lines in a previous game.


View the original article here