Scientists agree – Online games are time consuming


<-125x125 Button - right->Every once in a while the scientific community feels obliged to enter the taboo gaming territory and run studies demonstrating the absolute obvious for the sake of scientific argumentation. Today’s piece comes via Associated Press and tells us just how time consuming online role playing games can be, changing the user’s life patterns into less sleep, work and social activities in favor of more game time. At least we’re one step closer to unveiling the truth as out academic researcher states that games have great “enthrallment” potential instead of the overused term of addictive qualities. The study was published in the October issue of the journal Cyberpsychology & Behavior.


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Syracuse University psychology professor Joshua Smith tested the gaming habits of 100 student volunteers, as they were presented with different role playing games to try while randomly divided into four test groups. While the laws of psychological experiments are clearly stated in the deontology books, I believe a gamer’s perspective on the matter could have improved the accuracy of the final result. At the moment there are no hard cover books to explain what 12 year old gamers have known for a long time from experience. Do you agree that games spread over significantly different release dates, platforms and popularity pools have the same impact on perfect test subjects? Then let’s take a look at the contenders.



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One group played on token machines at a local arcade, having to taint their gaming sessions with the social pressures of an open real life environment. The second group played “Gauntlet: Dark Legacy”, a 1999 hack and slash console RPG for Playstation 2, having access to personalized time frames while playing the game in the comfort of their own homes. The third group got down and dirty playing Diablo 2 on computers (first released in 2000), with access to multiplayer online features. The last group played the “Dark Age of Camelot” MMORPG, exclusively online role playing game which was released in 2001.


The way I see it arcade games have a greater appeal casual gamers, due to the low amount of time involved in playing the game from start to end. Things turn hardcore more often in the role playing computer world. While the Playstation 2 title was a good one, its success was nowhere close to the incredible hype that drove Diablo 2 players to keep gaming years after the release. Professor Smith also disregards the fact that the MMORPG scene was in its infancy in the 2000’s and games didn’t fully have the addictive stimuli of recent day titles. Dark Age of Camelot had and still has a good number of fans, yet it’s nothing compared to the millions of users locked in similar modern MMORPGs.


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One month of testing showed revealed the fourth group having the highest amount of time spent inside the game, more than twice as much as the Diablo 2 group. The first two categories weren’t even close, proving once more the poor choice in selecting similarly effective gaming incentives. Joshua Smith concluded that Dark Age of Camelot players reported significantly lower health and poorer sleep patterns. Gaming also interfered more with their studies and social lives. Looking on the bright side, group four had a lot of fun playing the game and even said they made many new friends within the virtual realms. So there you have it, online gaming is better than any other type, a hard truth many non-academic devotees have experienced for years.

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Darkness Within: In Pursuit of Loath Nolder preview


Developer Zoetrope Interactive and publisher Lighthouse Entertainment just released a demo version for Darkness Within: In Pursuit of Loath Nolder, their upcoming quest/adventure thriller due for retail by Halloween 2007. With a short yet powerful introduction by the words of horror master H. P. Lovecraft, I wonder who can resist the temptation of a quick sneak peek. “Men of broader intellect know that there is no sharp distinction betwixt the real and the unreal.”


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Read on for an abyssal journey at the edges of human comprehension.


Story



<-125x125 Button - right->The story unfolds as you take up the job of a police detective investigating the murder of a wealthy man involved in the occult. Highly experienced private eye Loath Nolder is the prime suspect and it’s your to confront your idol and learn the truth. It seems Loath Nolder abandoned his last case five years ago and mysteriously disappeared. Some say he was seen on several exotic locations, pursuing shamans and sorcerers when suddenly he makes another appearance here. Your quest begins in an old mansion shrouded in the rumors of old. There is talk about its elder inhabitants, things that linger in the depths of nightmares, as the nearby building predates the rest of the village by several hundred years.


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Concept and Gameplay



Darkness Within: In Pursuit of Loath Nolder is a 360 degree point and click photographic experience that relies on your ability to discover hidden niches and combine clues in order to advance the game plot. Rich textures and surreal ambient music make up for an in depth experience, while hunting for your next clues. I had no problems completely submerging myself into the eerie game world and starting to feel, act and think as my character would. At several points throughout the game you can see cut scenes depicting your avatar voicing out his fears and ideas, in a continuous motion which hardly ever makes the transition uncomfortable. For instance, while entering the last room available in the demo I found myself stuck in a dark room, nowhere to go and with the flashlight fading. It was then that my character started panicking and tried to run back the way he came once the musty cave walls began to shake menacingly. The graphics and overall feeling are consistent with the whole of Lovecraftian lore. Darkness Within: In Pursuit of Loath Nolder is filled with mysterious creatures powered by our imagination and a seed of the uncanny.


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In the beginning puzzles aren’t that hard to decipher. Not too hard, not too shallow, there’s mind candy for everyone with extra focus on the storyline and less on mind twisting dead ends. At some point, I had to combine five clues to set up a complex symbol, acting like a key. I was intrigued at first as to why won’t my contraption work, but it soon became apparent I wasn’t using the information provided by all of them. In this regard there is a subtle sense of achievement that drives the player to delve deeper into the game.


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Some events are scripted so that you need to fulfill certain prerequisites before triggering them. You can tell there is another room beneath the floor when you knock on the wall and then again on the floor, noticing the difference in echo. Only then can you push the wooden cabinet away and pull the rug off to discover a secret passage. In the same fashion, you’ll be able to pick up a flashlight once your advance will be halted by the impenetrable darkness of a distant room.


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All alone in a haunted mansion, down in a cave below, it’s only a matter of time until the next step will be your last. I find the demo ending quite intriguing, on par with the Lovecraftian ethos where nightmare-breed creatures come to life and devour the very mind which created them. I can’t wait to see more when the full game gets released.


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Sound and Graphics



This fully single player experience wouldn’t be the same without the flurry of dark ambient sounds capes designed to infiltrate your soul and prepare it for the great fear to come. Effective to the very last note, I felt right at home stepping in the shoes of our intrepid detective, exploring every corner of this imposing mansion. It’s not so much about the music as it is about the 3D sound positioning and the vivid surprises which wait at every turn. I particularly enjoyed the ruff cut cave textures which simulate reality very effective, contrasting the clean and highly detailed images from the well lighted rooms above. Darkness and shadows will often enough play tricks on your vision. Darkness Within: In Pursuit of Loath Nolder lives up to 2007 standards and you won’t feel wronged in your choice by the visual elements at no time during gameplay.


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Conclusion



I’m glad that a game such as Darkness Within: In Pursuit of Loath Nolder still surfaces the gaming world, because quests and adventure games are a dying breed. Such rare bird is not to be ignored regardless of your current gaming affiliations. I for one am a bit nostalgic and will enjoy the title to its fullest. Its crippling dark atmosphere, the strong Lovecraft references coupled with complex mind candy and a good storyline provide great value for your money. Darkness Within: In Pursuit of Loath Nolder is scheduled to be the first in a series of three installments, ready for release this Halloween. Until then, I suggest you take a most enlightening look at the demo and see if you share my opinions.

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New Security Breach Shuts Down EVE Online


On Friday, CPP, the owner of the massive online multiplayer game
EVE Online
, made public the fact that they have discovered a security breach.

New Security Breach Shuts Down EVE Online

<-234x60 Half Banner - left->The game went offline, while the team of experts was trying to fix the anomaly founded in the database, which indicated an exploit.
Jon Horodal, CPP chief operating officer, declared that "What we discovered was an indication that one of our databases was being accessed through a security breach. While some may feel that such a drastic reaction was not warranted, it is always our approach to err on the side of caution in order to protect the players."



After a short period of time, the security breach problem has been solved and things went back to normal.
The company announced that no personal information or credit card numbers were exposed.

There are some rumors though, saying that one of the CCP database administrators was a victim of a keylogger, fact denied by the CPP.
Steven Davis, CEO of game security company SecurePlay believes that "The most likely scenario is that the Eve operational team has a live Internet connection and that a worm or other tool was used to access the game database."

This is not the first time EVE Online is implicated in a security scandal.
It happened previously, in 2006, when an insider was accused of giving confidential information to players.

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