Current Issue: Vol. 7-1 (03/09/2009)
 
 

 

 

Subscribe to the mailing list to receive notification of new surveys and articles.


[more info / unsubscribe]
 

DRAVEN: HOSTILE ARSENAL`Crusade GUARDIANS PierceTheVeins Fenris Mastermind Vengeance LEGION ELITE Imperial SUPERIOR Descendants REVENGE AllStars CONQUEROR CONQUEST Renegades Celestial Beings Enrage ... [go]

Ashraf Ahmed : real-world context can be inserted into a virtual world, effectively turning the virtual world into a forum for real-world contexts. ... [go]

Roflmaodoodoodadoodoo: I didn't get it from the generator, but I saw it in Arathi Basin and thought it was the best ... [go]

Keesha: In awe of that aneswr! Really cool! ... [go]

Bobbo: This does look promising. I'll keep cmoing back for more. ... [go]

 

 


L10 Web Stats Reporter 3.15 LevelTen Hit Counter - Free Web Counters
LevelTen Web Design Company - Website, Flash & Graphic Designers
 
 

Resource/Manufacturing/Combat Classes

Many recent MMORPGs have well-differentiated non-combat professions that are viable in and of themselves. In other words, unlike the EQ system, you don’t have to fight to get the resources or money (or rely on your guild) to buy the materials to skill up in crafting. The appeal of the resource and manufacturing classes were explored in comparison with the combat classes. Respondents rated the appeal of the following three broad classes:

If the following 3 types of roles were equally well-implemented and balanced, how much would each appeal to you?
Resource Gathering: Explorer/Geologist/Miner/Hunter/Trapper
Manufacturing: Blacksmith/Alchemist/Armorer/Tailor
Combat: Warrior/Archer/Healer/Sorcerer

Since most MMORPGs tend to be combat-focused, it was expected that the combat rating would be skewed higher. The goal was to explore whether particular slices of age, gender, or motivations would provide a reasonably good understanding of whether certain players were more likely to prefer certain non-combat professions.


The results seem to indicate that preference for these three board types of classes do not vary with gender or age very much, but may be better explored in terms of player motivations.


Posted on February 21, 2004 | Comments (2) | TrackBack (0)


Comments

You'll notice that while males are more likely to ignore manufacturing in favor of combat compared to features, the males are just as interested in resource gathering as the females, who are the ones actually using the resource. Obviously the males are gathering resources to sell to the females in order to get the much-needed and much-overpriced equipment the females are making. Who is smarter?

Posted by: Jonathan on May 15, 2006 8:40 AM

This survey completely ignores artist classes such as entertainers, musicians, dancers etc.

Posted by: Ian Cooper on August 3, 2006 5:01 AM
Post a comment













Note: To decrease potential comment spam, comments with a link element will be moderated and will not appear immediately. Comments with more than one link are junked automatically. With regards to content, comments that contain profanity, slurs, or similar words may be censored or deleted entirely. Also, posts that are simply trolls, flames, or personal attacks have a good chance of being removed. The same applies to posts requesting character trades or asking for game-specific help.

 

Tribal design by snoopydoo. Crusader graphic by Gravity. All other materials available at The Daedalus Project are copyright 2003-2006 by Nick Yee.