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Thread: Brickmaking

  1. #11
    Quote Originally Posted by Xx1327 View Post
    umm
    You needed to elaborate.

  2. #12
    Quote Originally Posted by trenixdecease View Post
    You needed to elaborate.


    Here you go:

    Crafting in MMOs: How Repetitive Movement Increases A Person's Risk of Developing Carpal Tunnel and Methods That Game Developers Can Implement To Curb These Risks.

    By Mrcalhou

    In today's ever evolving world of electronic entertainment, there is one thing that has stood the test of time: boring and repetitive harvesting and crafting. The great majority of MMO's adhere to the simple mechanic of running up to a harvesting node or crafting station, clicking, waiting, then clicking and waiting ad nauseam until either the node is exhausted or the player has run out of crafting components. While this method of gameplay is relatively accessible for players of all skill levels, the repetitive nature of this style of gameplay may also lead to physical health problems later in life. What are these health problems and is there anything that can be done to lower the chance of player's having to experience these problems later in life? The major health risk that repetitive clicking can cause to individuals is the development of carpal tunnel; however, there are many different methods that game developers can implement that will reduce the need for multiple, repetitive clicks such as implementing an auto-repeat feature.

    Before tackling what developers can do to change crafting, it would be prudent to discuss why they should consider such options. The first point is that repetitive crafting and harvesting is considered a boring activity to the great majority of players (Citation, 102). Crafting and harvesting in MMOs have remained relatively unchanged for nearly 15 years. With the introduction of new hardware and software capabilities during this time period, many players have expected that mechanics that were kept basic because of technological limitations would have evolved to take on a form that would reflect the advances in technology. For many games this still has not happened. The other issue with repetitive clicking is that studies have shown that amongst office workers, the rates of incidence of carpal tunnel are much greater than those of the general population. This information can be extrapolated to people that play computer games since the same physical movements are involved with both activities.

    The most basic way that game developers can take to reduce these issues is to implement an auto-repeat function. While the actual activity of crafting would remain simplistic, the player would then be able to do other things during their time that could either be more entertaining or more productive. This would also help reduce the risk of players developing carpal tunnel, because the number of actions to produce any amount of item would be dramatically reduced.

    The repetitive nature of clicking and harvesting, virtually unchanged for nearly two decades, should therefore be given attention by develepors so that they can take the necessary actions of redoing to the system to make it less boring and less physically harmful to the player.


    This is AT LEAST a B paper >.<

  3. #13
    Lol, grats mrcalhou, this was fun to read

  4. #14
    Xsyon Citizen Xx1327's Avatar
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    Quote Originally Posted by mrcalhou View Post
    What are you? An English professor? Did his idea need an introductory paragraph complete with a proper thesis statement?

    Here you go:

    Crafting in MMOs: How Repetitive Movement Increases A Person's Risk of Developing Carpal Tunnel and Methods That Game Developers Can Implement To Curb These Risks.

    By Mrcalhou

    In today's ever evolving world of electronic entertainment, there is one thing that has stood the test of time: boring and repetitive harvesting and crafting. The great majority of MMO's adhere to the simple mechanic of running up to a harvesting node or crafting station, clicking, waiting, then clicking and waiting ad nauseam until either the node is exhausted or the player has run out of crafting components. While this method of gameplay is relatively accessible for players of all skill levels, the repetitive nature of this style of gameplay may also lead to physical health problems later in life. What are these health problems and is there anything that can be done to lower the chance of player's having to experience these problems later in life? The major health risk that repetitive clicking can cause to individuals is the development of carpal tunnel; however, there are many different methods that game developers can implement that will reduce the need for multiple, repetitive clicks such as implementing an auto-repeat feature.

    Before tackling what developers can do to change crafting, it would be prudent to discuss why they should consider such options. The first point is that repetitive crafting and harvesting is considered a boring activity to the great majority of players (Citation, 102). Crafting and harvesting in MMOs have remained relatively unchanged for nearly 15 years. With the introduction of new hardware and software capabilities during this time period, many players have expected that mechanics that were kept basic because of technological limitations would have evolved to take on a form that would reflect the advances in technology. For many games this still has not happened. The other issue with repetitive clicking is that studies have shown that amongst office workers, the rates of incidence of carpal tunnel are much greater than those of the general population. This information can be extrapolated to people that play computer games since the same physical movements are involved with both activities.

    The most basic way that game developers can take to reduce these issues is to implement an auto-repeat function. While the actual activity of crafting would remain simplistic, the player would then be able to do other things during their time that could either be more entertaining or more productive. This would also help reduce the risk of players developing carpal tunnel, because the number of actions to produce any amount of item would be dramatically reduced.

    The repetitive nature of clicking and harvesting, virtually unchanged for nearly two decades, should therefore be given attention by develepors so that they can take the necessary actions of redoing to the system to make it less boring and less physically harmful to the player.


    This is AT LEAST a B paper >.<
    i actually lold xD

  5. #15
    Quote Originally Posted by mrcalhou View Post
    Here you go:

    Crafting in MMOs: How Repetitive Movement Increases A Person's Risk of Developing Carpal Tunnel and Methods That Game Developers Can Implement To Curb These Risks.

    By Mrcalhou

    In today's ever evolving world of electronic entertainment, there is one thing that has stood the test of time: boring and repetitive harvesting and crafting. The great majority of MMO's adhere to the simple mechanic of running up to a harvesting node or crafting station, clicking, waiting, then clicking and waiting ad nauseam until either the node is exhausted or the player has run out of crafting components. While this method of gameplay is relatively accessible for players of all skill levels, the repetitive nature of this style of gameplay may also lead to physical health problems later in life. What are these health problems and is there anything that can be done to lower the chance of player's having to experience these problems later in life? The major health risk that repetitive clicking can cause to individuals is the development of carpal tunnel; however, there are many different methods that game developers can implement that will reduce the need for multiple, repetitive clicks such as implementing an auto-repeat feature.

    Before tackling what developers can do to change crafting, it would be prudent to discuss why they should consider such options. The first point is that repetitive crafting and harvesting is considered a boring activity to the great majority of players (Citation, 102). Crafting and harvesting in MMOs have remained relatively unchanged for nearly 15 years. With the introduction of new hardware and software capabilities during this time period, many players have expected that mechanics that were kept basic because of technological limitations would have evolved to take on a form that would reflect the advances in technology. For many games this still has not happened. The other issue with repetitive clicking is that studies have shown that amongst office workers, the rates of incidence of carpal tunnel are much greater than those of the general population. This information can be extrapolated to people that play computer games since the same physical movements are involved with both activities.

    The most basic way that game developers can take to reduce these issues is to implement an auto-repeat function. While the actual activity of crafting would remain simplistic, the player would then be able to do other things during their time that could either be more entertaining or more productive. This would also help reduce the risk of players developing carpal tunnel, because the number of actions to produce any amount of item would be dramatically reduced.

    The repetitive nature of clicking and harvesting, virtually unchanged for nearly two decades, should therefore be given attention by develepors so that they can take the necessary actions of redoing to the system to make it less boring and less physically harmful to the player.


    This is AT LEAST a B paper >.<
    Yes.

  6. #16
    Quote Originally Posted by Lead_poisoning View Post
    Yes.
    Back to the subject I suppose?

  7. #17
    Quote Originally Posted by trenixdecease View Post
    Back to the subject I suppose?
    We've been on topic.

  8. #18
    Quote Originally Posted by mrcalhou View Post
    We've been on topic.
    I mean, continuing with the discussion rather than highlighting a previous post. The thing I was trying to get at, Xx1327 wasn't very clear. Now I know that he was asking for an auto repeat feature. The thing is, this doesn't resolve tool clicks. He said that you need a "said amount of bricks". Does that mean we should get the ability to set exactly how many bricks we want to craft or does it depend on how many rocks you put into the craft? Also, if I put in multiple rocks into the craft when I only want one, will I have to waste time to split it or will I have to press a button to stop the auto repeat function? My intention wasn't to attack him, but rather find out exactly what he's talking about so we could go from there.

  9. #19
    Yes you have.
    That was a very impressive wall there mrcalhou.
    The only problem with the "craft all" option is the afk crafting. Making the option to craft multiple items at once is the better "compromise".

    There is a reason crafting has remained unchanged for so long. That being to make crafting and other aspects of the game require the same amount of attention and activity as the others. People are complaining about crafting being monotonous and tedious, they bring up the repetitive clicking and what not. But they always fail to acknowledge the same about other aspects of the game such as travel, combat, questing, Pvp. These actions require the same if not more of the repetitive actions they complain about for crafting. They are just less aware of them because their attention is focused elsewhere. There are games that have attempted to refocus players while crafting which solves a lot of the problems.
    Vanguard's Crafting system made players approach crafting from a type of strategy based puzzle. Where the player could use multiple options to preform the same stage of the crafting cycle. These choices differed by progress, action points use to preform the task, Quality gains, and degree of difficulty to successfully preform the action. They risked failing the item if they tried to achieve to high a quality for their current skill versus the items complexity.
    This was a very successful approach to the crafting system. Sadly, the game has failed due to Sony's involvement(or lack there of). If you asked many of the players from Vanguard, most of them would tell you that the best aspect of that game was the crafting.

  10. #20
    Quote Originally Posted by Tybalt View Post
    The only problem with the "craft all" option is the afk crafting. Making the option to craft multiple items at once is the better "compromise".
    That would be altering way too many crafts and would also be effecting their values. Crafting should be a relief for the player who just got done grinding for their materials. A more complex crafting system is the only way to fix afk crafting. I find nothing wrong with afk crafting, the problem is sitting there clicking over and over, only to purposely waste time. Unlike an abusive macro, there is only so much you can craft before you must go look for more materials.

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