Due to the advent of the Internet, massively multiplayer online role-playing games (MMORPGs) have been enjoyed worldwide by many players simultaneously, and game publishers’ revenues have reached billions of dollars from subscriptions alone. Frequent updates (e.g., versioning) and new contents (e.g., quest system) are the typical strategies adopted by developers to keep MMORPG experiences fresh and attractive. What makes such strategies attractive and retains the interest of players in MMORPGs? This study focuses on one aspect of a popular MMORPG: the player’s experience of the quest systems of Final Fantasy XIV (FF14). The different quest systems were analyzed considering Bartle’s players’ classification, specifically for the explorers and achievers. From an information science perspective, such an analysis can be achieved via game refinement (GR) theory, which formulates the information of the game’s progression into a measurable model of game sophistication. On top of that, we used the concept of motion in mind, which was derived from concepts in physics. It maps game progression information to enable the possible quantification and approximation of players’ mental movements and affective experiences in the game. Based on the analysis of the collected data using the proposed measures of GR and motion in mind, the impact of regular updates on players in long-term games is discussed. Insights from the study provide guidance and suggestions for potential improvements in long-term game design.
The notion of comfort with respect to rides, such as roller coasters, is typically addressed from the perspective of a physical ride, where the convenience of transportation is redefined to minimize risk and maximize thrill. As a popular form of entertainment, roller coasters sit at the nexus of rides and games, providing a suitable environment to measure both mental and physical experiences of rider comfort. In this paper, the way risk and comfort affect such experiences is investigated, and the connection between play comfort and ride comfort is explored. A roller coaster ride simulation is adopted as the target environment for this research, which combines the feeling of being thrill and comfort simultaneously. At the same time, this paper also expands research on roller coaster rides while bridging the rides and games via the analogy of the law of physics, a concept currently known as motion in mind. This study’s contribution involves a roller coaster ride model, which provides an extended understanding of the relationship between physical performance and the mental experience relative to the concept of motion in mind while establishing critical criteria for a comfortable experience of both the ride and play.
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