Thursday, April 28, 2011

Huge success and an Overwhelming response..


The popularity of the last Tournament realm X (which had to be closed in just 24 hours!) and due to the fun players on this realm are having, we will release another realm X, Realm X2 this Friday April 29th at 17:00 UTC.

Because a number of you wanted the servants entry requirement lifted, we will do so - you will not need to spend or have any servants to enter the realm. In fact, the Nobility Package will be free on this realm but power ups (spells) will be enabled(1).

PURPOSE OF THIS REALM
Our overall purpose of this realm is to release a larger version of the current realm X, (as was requested asked by many players). Most of the rules will be similar. We will aim for the realm to end naturally in 6-12 months.


SUMMARY OF REALM CONFIGURATION
  1. Realm will be opened for registration for 1 week OR for 1000 players max, whichever happens first.
  2. Speed will start at 1x and will progressively increase as follows:
    1. Speed will increase to 5x (2x troops movement) immediately when registration closes (that is, max 1 week since the realm opens)
    2. Speed may increase every month as per details below
  3. No re-spawns after the realms is closed
  4. You will need to have achieved a rank of Baron or higher to enter in some other realm
  5. Sleep mode MAY be enabled at some point in time
  6. There will be 1 rebel village per player
  7. Simpler building requirements
  8. handicap will be enabled at start but will be turned off 1 month after the realm opens
  9. Gov cost will increase by 1 chest per gov/village
  10. Clan size limit to 50 players
  11. Realm will end when 1 clan remains or when wars stop.


REALM CONFIGURATION - DETAILS AND EXPLANATIONS OF SOME POINTS
Registration and realm size
We want to keep the registration open for one week however, if 1000 players register earlier than this, we will close the registration early. We want to keep the realm size to be max 1000 players, preferably less.

Speed
Because we want a longer registration time, speed will be slow at the beginning to allow most players to start on roughly equal ground. Immediately after the registration closes, the speed will match that of Realm X as it is now - 5x production&recruitment and 2x troop movement time.

Because this is a non-permanent realm, we will increase the speed, at our discretion, at most once monthly. We will analyze the current situation and decide if speed increase is necessary to bring an end game within our target of 6-12 months.

We will increase the speed by a maximum by 50% at a time (aka max 50% per month)

Sleep Mode
If the speed happens to increase to a point that we feel sleep mode is needed, then we will enable it.

End Game scenario
To avoid confusion, we want to end the realm when there is one last clan remaining however, if it so happens that more clans are remaining, and all choose to stay 'friends', ie, choose not to go to war with each other, then there is no need to keep the realm opened and it will close at this point. RoE is not sim-city but sim-war. No wars, no sim.

(1) every realm must monetize somehow so please no complaints about it - if a realm with spells is not your thing, please don't enter this one, further realm-x-style realms are likely.

An Enriching Experience!

  Strategy games: Develop Real Life Skills

When life pushes you, what do you do? Are you the kind of person who cries for help? Are you the kind of person who stands there like the deer in the headlights and hopes for a bailout that isn't coming? Or are you the kind of person who takes a deep breath and then pushes life right back?

This were a few lines written by Robert Lewis Webbe on the Forum of a very popular  online strategy game http://apps.facebook.com/realmofempires which inspired me to ponder on that fact whether On line role playing strategy games help you develop real life skills or not ?

For many people obstacles in their life prevent them from being able to complete certain task. Those people who play computer games however tend to look at problems not so much as obstacles but as challenges! Strategy games by their very nature regularly put obstacles somewhat similar to real life issues and players have to take decisions, create relationships, deal diplomatically, work in a team hence making them accept that they will regularly face problems which they will need to overcome in order to progress through the rest of the game.

It is this alternative way of looking at problems as challenges rather than as obstacles which has led many people to believe that playing such computer games actually provides valuable opportunities for online gamers to develop their life skills for the real world, and become people better adapted at dealing with the inevitable flood of obstacles and issues in their way.

This can be well argued by a successful person well suited to the real world and who has never touched any game that it is a mere waste of time. No doubt about it ! Real life is the best practice one could possibly get from real life situations, and no matter how realistic and well programmed a computer game is still a game but the life skills taught and the lessons learnt within an environment of a strategy game like http://apps.facebook.com/realmofempires is an echo of the skills real life will teach you.

The argument is that someone who plays a computer game is more likely to look at a problem in their own life, or a mistake that they may have made, as an opportunity to develop, learn, and get it right next time, whereas non gamers are, perhaps, on the whole more likely to simply see an obstacle, and ignore it, or just stop whatever project they're on.

However, the essential point to this is that, rather than simply being a leisure activity which wastes time, or is no good except for its own purpose, there is some merit in playing games, and in some cases they may have more to teach us than we currently realise. There are very much two distinct camps debating and both sides have valid truths.


Once we are able to put aside the essential differences and prejudices, we may find that not only do some interesting studies and understandings develop, but that the future of gaming may be influenced in such a way that valuable lessons for life are specifically introduced or developed further specially for the new generation who have lost the patience to deal with issues calmly and patiently in this fast net savvy world..

Strategy games: Learning tool

Can RTSG's be used as a learning tool?
My research is based on many online games however my experiences while playing http://apps.facebook.com/realmofempires/ has left an impact.I had a chance to interact with many players all around the world.


Why " Realm of Empires " and not WoW or a successful game for my research?
This game had just begun so I had the opportunity to build relations with players and understand them better. The most important thing is I did not have to play it for hours as in the case of other RPG's. An experience worth sharing.



Why do people play Real Time Strategy Games?

Bonding : In this mad world where sharing with near ones is becoming so limited that people often try to develop meaningful relationships with other players in the game - usually in the form of a supportive friendship or Emotional Support.

Fantasy : People have dreams and want to live a particular character.This desire to try out new personalities and roles brings them to this platform. They enjoy being in the company of other role-players. They build up a personal history and story for their characters.

Frustrations : Certain people who are not able to achieve real life objectives enjoy dominating other players by killing them on the battlefield, or by taunting and annoying them. They get immense satisfaction in destruction and enjoy the fact that they have been successful.

Emergent learning: People who dream to develop games play very extensively to get a hold of the aspects of such games.
Playing highlights the possibility of a kind of “emergent learning” where the pedagogy isn’t dictated as in traditional training software, but emergent in the sense that it occurs because of the rich system mechanics.

Achievement: The desire to become powerful within the construct of a game is what keeps some players to spend a lot of time in the game. They view games egocentrically—that is, they focus on their own position. The underlying theme is a desire to get bigger numbers. And the satisfaction comes from feeling powerful , authoritative and influential. Usually they never help anyone or are the first one's to cry and raise there voices if they lose.

Leadership: This factor measures the gregariousness and assertiveness of the player. Players who score high on this factor prefer to group rather than solo. They are often assertive individuals and usually drift to leadership positions when in a group. Because a group led by an indecisive leader often gets fragmented, the assertiveness of these players probably allows them to be effective group leaders in the game. They know the importance of focusing on others—namely, allocentrism. To look forward and reason backward is the motto they follow.

In groups within the MMORPG environment, leaders deal with both administrative as well as higher-level strategy issues, most of which arise and have to be dealt with spontaneously.

Administrative tasks include:

Role assignment and task delegation to run a group consisting of 100-500 players which is really challenging.

Crisis management is exercised when there is a war and quick decision making has to be exercised.

Logistical planning, and how rewards are to be shared among group members.

Higher-level strategy tasks include: motivating group members, dealing with negative attitudes, dealing with group conflicts, as well as encouraging group loyalty and cohesion. These issues are even more salient in long-term social groups, such as clans or guilds, which have formalized membership and rank assignments. In other words, MMORPGs provide many opportunities for short-term and long-term leadership experiences.

To sum it up:
Leadership skills enhanced from MMORPG experience.

Mediation: Resolving in-group conflicts. Reducing in-group tension.

Persuasion: Convincing the group to move to a different area, or change hunting tactics.

Motivation: Instilling loyalty. Providing encouragement.

Organising: For a guild or a clan to be successful it is very important for organising and working as a team.

Forward planning : To every action, there is a reaction. But, unlike Newton’s third law of motion, the reaction is not programmed to be equal and opposite in real life and neither in RPG's .
To analyze how other players will react to your move, you need to play out all the reactions (including yours) to their actions as far ahead as possible. You have to look forward far into the game and then reason backward to figure out which of today’s actions will lead you to where you want to end up.

The exploration and debate of whether individuals can learn leadership skills from their MMORPG experience is unending. It demonstrates that actual real-life skills can be learnt in virtual settings. It also allows educators and corporate training creators to think of MMORPGs as more than just games, and shows that MMORPGs should be thought of as potential educational mediums.

http://apps.facebook.com/realmofempires/ certainly has the perfect settings to be enjoyed by every genre.

Realm of Empires

Every good Mutimedia Real Time Strategy Game ( MMORTG) should have an atmosphere in which the player is comfortable and feels that he or she is part of the experience. An atmosphere of being a part of a tribe, a family is what makes you login every morning with your eyes still half open. And here is Realm of Empires the game which is known to give this experience.

Realm of Empires is not only an entertaining game but also a game designed to aid in the examination of the development of group processes, shared awareness, and communication in distributed and face-to-face groups. This game emulates the following principle - Command, Control, Communication, Intelligence, Surveillance, Reconnaissance; scenarios and information gathering in group activities.

The use of Internet has resulted in real internationalisation of the game. Realm Of Empires has teams that are not just from different countries but even from different continents.

New alliances are formed, NAPS honoured/dishonoured, villages taken over in an attempt to become powerful little knowing that your own village is the next target by clan mates and allies of the player you have just taken over. The essence of
Realm Of Empires lies in the Clan system which is innovating and I can only applaud the idea that stands behind it and the effort in making that idea something tangible. The stunning graphics makes playing this game a worthwhile experience.

Bottom line,
Realm Of Empires has a lot of potential, proposes some new interesting game features for an MMORTG of this genre and might just have what it takes to be the next big hit.

Thursday, April 14, 2011

Don't miss the Excitement of Epic Realm !!

Join the Tournament Realm at Realm Of Empires , this Friday, 15th April, 2011 at 17 UTC. Perfect time to enjoy a fabulous game ! 
Realm Of Empires


Double reason for me to celebrate. The release of a Tournament Realm having a different concept will be an exciting experience. Besides this, it has been three amazing, learning years of my life since I joined Realm Of  Empires. Well, i will go back into the memory lane some other day. As for now, let's see how the tournament realm is shaping up.

What is the difference between Regular game play and Tournament Realm ?
Regular Realm is like enjoying the cool breeze of the ocean in a ship. Tournament Realm is experiencing the exhilaration and excitement as in River Rafting !  In the Tournament Realm be prepared for constant turbulence and challenges.

In simple terms it will be a faster realm. In general , the speed of the realm is set in a way, that a player can manage his empire along with his work/ school schedule playing at an average of an hour a day, logging in for 15 minutes , 2-3 times a day. This Tournament Realm will have 5 times faster building speed and 2 times faster Troop movement compared to regular realms.

Till date we have had Tournament Realms lasting for only 48 hrs after which it was closed. This Realm has a different concept, aiming for an end game scenario. This realm will be closed when a clan/player is a winner. Besides the increased speed , there is also a limit to the clan size. This may probably give the game an interesting twist. Personally, i am looking forward to the social aspect of the game when clan size is limited and how human relations work out in a tough competitive and a challenging environment. 

HIGHLIGHTS
- The overall speed of the realm will be 5x speed. Troop movements will be 2x speed, and will increase in speed over time.
- The realm WILL close at some point after running for at least 1 month. 
- Beginner protection will be 2 days.
- A stewarded village will not be capable of attacking .
- Registration will be open for upto 1 week after which entrance will be closed to new players and re-spawning will be disabled.

Entrance requirements: 
- Must have achieved the rank of Baron or higher in any previous realm. 
- 100 servants (required to enable Nobility Package).


Local times for the start of the Realm are:
10:00 AM - Los Angeles, Vancouver
1:00 PM - New York, Toronto
6:00 PM - London
1:00 AM - Singapore, Manila (Saturday)
3:00 AM - Sydney (Saturday)