Personalizing the player experience in MMORPGs

  • Authors:
  • Anders Tychsen;Susana Tosca;Thea Brolund

  • Affiliations:
  • ISVR, Macquarie University, Sydney, Australia;CCGS, IT University of Copenhagen, Denmark;University of Technology, Sydney

  • Venue:
  • TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
  • Year:
  • 2006

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Abstract

Personalizing the playing experience is a key factor in making players of computer games feel involved in the virtual world; however, current Massively Multiplayer Online Role Playing Games only to a limited degree allocate development or running resources towards facilitating a personalized experience. In Pen and Paper Role Playing Games, the player-controlled characters form a key component in facilitating the formation of a personalized experience. In these games, characters are often more than the association of stats and skills popular in online games, and several approaches towards utilizing the character-based information directly to personalize the game playing have been developed, e.g. personality systems. Some of these systems can be integrated into online games, providing a realistic and financially feasible method for improving the ability of these games to personalize the experience to the individual players.