Slash, Burn, and Learn

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They may drip blood and gore, but virtual role-playing games may be just the thing to bring innovation to a workplace near you.

Would you be surprised to be told that nerdy war-gamers may embody traits that are prized by organizations seeking innovation? Would you accept the premise that teaming up with people you’ve never met to defeat a tribe of virtual elves breeds collaborative learning?

The vexing challenge of promoting innovation among employees appears to be getting a boost from massively multiplayer online role-playing games or MMORPGs, as they are known. In contrast to traditional training, which tends to focus on transferring existing knowledge rather than creating new knowledge, many fantasy games, such as World of Warcraft, Eve Online, and Everquest, are designed to foster and reward new thinking.



Companies attempting to drive innovation, with its emphasis on breaking the frames around fixed thinking, have tried many kinds of environments to promote new mindsets, from greenfield sites to skunkworks. Michael Schrage, author of Serious Play: How the Best Companies Simulate to Innovate, writes about a “third place” where co-creative activity leads to innovation. Online role-playing games are such a place.

The esteemed John Seely Brown, author of Minds on Fire, a paean to continuous learning and the ongoing creation of new ideas and skills, suggests that MMORPGs may hold some keys to self-directed learning, better individual and team performance, and a more innovative workforce.

The designers of these games, which consume the attention of tens of millions of people daily, use some strategies that any good instructional designer will recognize. They lay out progressively more difficult challenges and reward learning to overcome them by granting access to even tougher ones.

In World of Warcraft (WoW), players earn experience points for taking part in game activities such as raids. As a player advances, more points are needed to move to successive levels. In other words, the more you learn, the more fun you have. And as some research has shown, a player’s learning accelerates as difficulty increases. Widespread recognition for players who gain new skills is built into the game.

The marketing copy for Wrath of the Lich King, an add-on to WoW, touts learning as a benefit of playing. Among the features held out to entice new players are these promises: “Master the necromantic powers of the Death Knight; Quest to Level 80, gaining potent new abilities and talents along the way.”

Although fantasy games have the look and feel of ancient imaginary kingdoms, they promote some very modern collaborative learning and problem solving. An elaborate subculture of networks has grown up around some of the games. Players consult one another on how to overcome challenges and mentor less -experienced players. Some even use the virtual networks to recruit skilled players to their guilds or teams. Such self-directed learning would be the envy of any corporate university director.

Team play is the norm for the tougher challenges of WoW, and this is where innovation can take place. Collaborative learning, needed to overcome many of these challenges, is enhanced as new players enter the game. According to Brown and others, these advanced players help teams devise innovative ways to learn and gain access to the next level of performance.

Amazingly, given the almost universal dislike of performance reviews, players of WoW review their performance as individuals and teams, using metrics built into the game. Everyone can see the performance scores, and poor players are motivated to improve their skills to stay on a team.

Good performers have what Tony O’Driscoll, a professor at Duke’s Fuqua School of Business, calls “reputational capital.” “What you have accomplished and how your performance has been assessed by other players is open for all to see.” Capability is so transparent that players cannot fake their skills.

Preparing for and executing raids is a popular activity in WoW. After each raid, the spoils—such as captured weapons and clothing and other virtual trophies—are divvied up immediately. “There’s a tight link between accomplishment of activity and remuneration for it,” says O’Driscoll, referring to part of the game environment that drives engagement and performance.

Brown says that gamers, with their eagerness to learn, collaborate, and innovate for the good of the team, have a “disposition” that would serve business organizations well.

The “learning disposition,” described by Brown and Douglas Thomas in an article on Harvard Business Review’s Conversation Starter website, has five attributes that can be observed in serious gamers:

* They are bottom-line oriented. They like to be evaluated, and their goal is not to be rewarded but to improve.
* They understand the power of diversity. The key to achievement in a multplayer game is teamwork, and the strongest teams have a mix of talents and abilities.
* They thrive on change. Playing the game changes it, and experienced players expect and encourage flux.
* They see learning as fun. For gamers, fun consists of assembling tools and resources that will help them learn.
* They marinate on the “edge.” Gamers look for new insights and approaches that will deepen their understanding of the game. They are consummate innovators.

People with the “gaming disposition” are better able to thrive in the contemporary workplace, say Brown and Thomas, and companies should recruit for the disposition and foster it among employees.

Tony O’Driscoll believes that multiplayer role-playing games are a rough proxy for the work environment that lies ahead and that they offer clues to leadership in the future. Certain of their characteristics, such as nonmonetary performance incentives, data that can be seen by all, and temporary leadership roles that allow practice leading to mastery, could be important in organizations of the future.

“The enterprise of the future will be small, global, knowledge-driven, and dependent on web-enabled partnerships. Such organizations require a different kind of leadership,” O’Driscoll says. In the MMORPG world, leadership is a task, not an identity. There’s no succession planning. Leaders emerge or are drafted by their teams as needed, and can (and do) walk away from leadership roles.

The game environment favors calm levelheadedness. Teams and their leaders must make very quick decisions with incomplete data, take risks readily, and weigh odds in uncertain environments. But practice is plentiful, and gamers interviewed by researchers have claimed improvements in their leadership skills as a result of playing the games.

Clark Aldrich, a veteran game creator, cautions that not every MMORPG player will come away with a set of transferable leadership skills. “Most people who play aren’t becoming leaders of virtual teams,” he says.

While some skills, such as scheduling and assigning talent, transfer from the game world into the world of work, Aldrich believes there is much less crossover of management skills from virtual to real teams. “Managerial roles such as establishing trust and acting as a mentor are better accomplished face-to-face,” he says. “But if I had a high score in WoW, I’d bring it up in
my interview.”

Some skeptics ask if gaming worlds resemble the workplace of the future or the social tribes of a high school where “noobs” (unskilled new players) are mocked and facile thinking trumps other skills. Will the skills that kids learn from Webkinz (earning and spending Kinzcash) and Camp Penguin (interacting through avatars that look like penguins in human clothing) benefit some future workplace? Certainly not in all cases, but organizations and their learning leaders may be missing the boat by ignoring the gaming environment and the traits of its best performers. At the least, recruiters could filter for gamer attributes such as collaboration skills and enthusiasm for learning and change.

As more gamers enter the workforce, it will be up to organizations to provide the stimulating, challenging, and shifting environment that gamers love. Imagine a company that provided a stream of new challenges to keep brains engaged and innovation flowing. How bad could that be?

By Pat Galagan

The original report is here from http://www.astd.org


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gPotato Europe to Bring the Famous Fantasy Free-to-Play MMORPG Rappelz to the Turkish Market with Fully Localized Content and Support

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DUBLIN, Ireland, -- Gala Networks Europe, the leading online games publisher that operates the gPotato.eu game portal, is proud to announce the upcoming launch of the free-to-play MMORPG Rappelz in the Turkish language. Boasting over two and a half million players worldwide, the critically acclaimed MMORPG will be available for free to Turkish players with fully localized game, community website and support team.


Rappelz is a free-to-play MMORPG taking place in a fantasy world and giving players the opportunity to tame terrible creatures and lead them to battle. Developed by Seoul-based NFlavor Corp., Rappelz has been acclaimed worldwide and is currently live in a dozen different territories, with French and German versions available from the www.gpotato.eu game portal. Rappelz recently became the first ever MMORPG to be fully localised into Arabic by publisher GamePower7, and Gala Networks Europe Ltd will launch a version for players in Turkey.

The Turkish version of Rappelz will be available through the official website http://tr.rappelz.gpotato.eu. The game will be fully translated in Turkish and will be supported by a Turkish team from Gala Networks Europe. The closed beta is scheduled to start during the third week of May 2009 and will last for a week. At the end of the closed beta phases, players who have reached the level 20 will be able to keep their name and creature for the Open Beta phase which will be commence at the beginning of June, shortly followed by the official release without any character deletion.

The Turkish release version of Rappelz will feature the brand new expansion Navis Lamia, adding new content for new and high level users. The pre-registration for the closed beta version of Rappelz is available at the following address: http://tr.rappelz.gpotato.eu/ad/. Don't miss your chance to be the first to enter this exciting fantasy world !

The assets accompanying this press release can be viewed at ftp://195.27.0.144:30009/Rappelz

- About Rappelz -

Rappelz is a free MMORPG published in its French and German versions by Gala Networks Europe Ltd. In a dark and devastated world, Rappelz invites people from all walks of life to join one the three races available in the game, to be able to find the most powerful pet. For further information, don't hesitate to visit the official Rappelz website at http://rappelz.gpotato.eu.

- About Gala Networks Europe Ltd. & gPotato -

Gala Networks Europe Ltd., is a leading European free-to-play online games publisher. Gala Networks Europe operates the gPotato brand by hosting, publishing and distributing free online games via the www.gpotato.eu portal. Present in Europe for more than a year with three successful MMORPGs Flyff, Rappelz and Street Gears, the gPotato.eu portal is now a major destination for online gamers with over a million users. Dragonica, the fourth game of the portal, will be available in Spring 2009.

SOURCE: Gala Networks Europe at http://en.gpotato.eu/


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Going Rouge expansion pack announced for City of Heroes

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There's an announcement made by Paragon Studios for their MMORPG game City of Heroes. According to the press wire sent out, the game will have a new expansion pack entitled "Going Rogue".


City of Heroes: Going Rogue - Image 1


Here, hero and villain characters will be immersed in a new parallel universe called Praetoria, governed by no other than the evil incarnation of Statesman (protagonist). The villain leader is known aptly as Tyrant.

There will also be new characters, apart from the new loyalties, as well as a new alignment system which will make your journey between good and evil more exciting and treacherous. Said Bryan Clayton, general manager and executive producer:

City of Heroes has brought a fresh new perspective to the MMO stage with its foray into the super-powered hero comic book genre, and we are excited to present gamers with even more innovative content in Going Rogue.


For years, player could choose between playing as a hero or a villain. Now we will present a third, malleable path where players can be affected by the results of their actions, enabling them to further develop, unveil new perspectives, and overcome new challenges.


There's still no word on when the said expansion pack will come out, but we'll be sure to update you once we get info on it.

Source at http://mmorpg.qj.net/


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'WoW' will cause more free-to-play MMOs

'WoW' will cause more free-to-play MMOs

"World of Warcraft," the game that we all play or love to hate, has dominated the massively multiplayer gaming space since its launch over five years ago. With its active player community of over eleven million people, it can affect the overall industry with its expansion packs and updates. These come in spurts with at least one major retail release, which tops the PC sales charts, once a year. To compete with this juggernaut, companies are coming up with more creative ways to grow their own community for their own games. The most popular tactic that developers are using is the free to play business model. This model has become the hottest way of building new MMOs because of the super popular (and lasting) appeal of "World of Warcraft."


That's not to say releasing free MMOs is a big gamble. The free-to-play model has seen a great amount of success in markets other than the United States. For example, Japan, China and Korea are the new hot beds for these MMOs because there are a greater number of people and even more developers concentrating on the MMO space. These hubs of MMO games have also turned to the free-to-play model because players are less apt to pay for a game before trying it, and the simple nature of them. That price barrier to entry can be eliminated in the free-to play-model, and if the player likes the game, they can purchase the "premium" content. Along with the premium content, developers can make money through other means which could include micro-transactions. Due to "WoW's" immense popularity and recognition, many players are hesitant to put money down on a non-"WoW" MMORPG, so these free-to-play games with optional paid content are enticing, as players can experience them, compared them to "WoW," and then decide if they want to drop any money.

Where does the MMO space go from here? I am not sure. I hope we see even more experimentation with business models. One of these examples would definitely be the highly anticipated free to play FPS/MMO "Battlefield Heroes" from EA and DICE. They can't charge for weapons, so they are only charging for apparel that makes your character unique (micro-transactions). Is this the answer? Charging for purely optional content that doesn't even help you in the game? I don't think so, but what I can say is that the traditional fifteen dollar a month pricing strategy is being destroyed by the popularity of "World of Warcaft."

What options are there other than micro-transactions? I believe that the newest way to help decrease the operating costs in the MMO space is in-game advertising.

I am not oblivious to the inappropriate nature of ads in some MMOs, but for games like "Anarchy Online" and other futuristic games, these ads could add to the immersion. Many companies have invested in this new source of revenue (Sony Online Entertainment, ID Software and others) because it can bring further life to growing games or help a dying game survive a new "World of Warcraft" expansion. According to MarketingVOX, in-game ads will bring almost a billion dollars to the gaming industry by 2011. Almost a billion dollars is a lot of money for these small games, but a small amount compared to the revenue generated by "World of Warcraft." Like I said before, some games should not have in-game ads, but it won't stop developers and publishers from putting them in their games somehow.

As "World of Warcraft" continues to grow, developers besides Blizzard Entertainment are going to experiment in strange and surprising ways (to them) to obtain new revenue streams. Free-to-play is the standard for those games trying to jockey for the over saturated MMO market for now, but will it stay that way in the coming years? Will the next generation of consoles try to steal away the PC MMO players? All of these answers will come soon, but no one truly knows what they will be until they arrive; we can only predict. I for one hope that we can download games that are 100% free-to-play and are supported by in-game advertising, because both sides win. This scenario is way too Utopian, but one can hope that it will become the standard for at least a few titles over the course of the next five years.

Posted by Geoff Hathaway

The original report is here from http://www.hotfrog.nl/


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The Continuum


The Continuum combines classic turn-based wargaming, collectibilty and RPG character development into one multi-player adventure that will change the way you game. Characters, abilities and equipment combine with in-game artifacts, epic battlefields, and changing scenarios to provide an experience that is at once familiar and all-new.









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