The Internet Archive has released 2500 more MS-DOS games! Since 2015 the Internet Archive has been building their collection of DOS games including great classics such as Oregon Trail, Leisure Suit Larry and a whole tonne of other great titles.
The game mode was pretty simple – agent controlled beacons for ornaments, RES and ENL. The idea was circulated between regional Resistance and Enlightened Communities – one such idea went something like this:
Select a play area and appropriate targets, ones that might see res action during the session. Use ENL/RES beacons to identify targets and beer beacons for shard spawn sites.
Use Zello, Glympse and TG (or other chat utility) to track and communicate with agents on the ground.
Light target beacons prior to shard spawn time. At/before start time, move agents to target portal to collect keys. The need to collect lots of keys should be stressed (frakk if you have to). Give keys to runners or bikers to get out to agents in the field.
Appoint a “shard operator” to select where a shard jumps to if it is not linked to the target within the window. The shard op will communicate to the team op where the current location of the shard is. Everyone must pay attention to communication her because the beacon will still be on the original site. Spawn sites are pre-selected, but a designated agent on the ground will light them as they see fit (or as instructed by the “shard op”). The team operator(s) should not have prior knowledge of spawn sites (or targets). Adjust the spawn sites and area as needed considering the number of agents.
Agents should be clearing a path from shard to target when they spawn.
Consider having a “rogue” agent (might be the same one lighting targets and shards) make unexpected blocking links or flipping target portals. This simulated unpredictability is important especially if res activity during the practice session is limited.
Depending on the number of agents, consider assigning agents to zones and expand the number of operators. An operator would be in charge of each “zone,” with a sector op helping to give directions.
We think this would be a pretty nifty local play! Depending on agent numbers and mobility – zoning out a 2.5, 5, 10 or 15 KM radius could be a pretty interesting competitive event. We think we’ll add this to our wish list for IITC plugins 😉
As community champions and game masters, we understand many of the challenges communities face both in the real-world, and online.
For the past couple of decades, we’ve had a passion for connecting people throughout the world. We know what amazing possibilities become real when we bridge the digital divide by providing spaces that help foster relationships through team-based play and friendly PVP play. In growing these support networks – players become more connected, and most importantly – are able to access even more opportunity.
Back when we started playing Ingress – we resurrected some old concepts we used working on digital divide projects, to provide support for Ingress communities. As our first step, we sketched out some pretty basic principles based on what we perceived as being real-needs in order to accomplish global team work within a fractured, decentralized network of varying communities and lone wolves.
We saw these goals as being central to one of our core pillars: To help bring people together to accomplish new goals, take on new challenges and enhance their skill-sets.
Back in 2014, Ingress was much more of a tactical kind of game. We immediately saw the need for strategic intelligence sharing to gain mind units over opposition team territories. Times have changed a lot, with more and more players looking for more opportunities for field art and a less hard-core approach to playing the game (much of which is thanks to the hard work of agents in cross faction circles around the globe that have helped bridge relationships). But we wanted to take a stroll down memory lane to look at the tools of the trade-craft back then.
The concept of belonging to a team, and having a role in the team’s success.
- New agents weren’t being engaged quickly enough. Agents get bored. Opportunities for rapport building and getting them ‘hooked’ on team-style play dwindle quickly if they’re not engaged right away
- Limited resources for recruitment. When we started, it was a small number of players handling so-called recruitment, and they wanted to make sure we weren’t the enemy trying to infiltrate, or an alt, or a general risk.
Using successes we’d learned working on the non-profit volunteer space, we developed a general recruitment and registration system that empowered willing volunteers to help bring new agents in from the cold. We designed the system thusly:
- Anyone already vetted in the general community could engage and direct players to the registration site, view whether a given player had registered, and find out who had been in touch with them.
- Members of a specialized recruiter team (ie: those who were somewhat experienced, and served as good mentors) were able to access and document observations and findings of their interaction with the new player. The system was specifically designed to help identify what areas of interest a player might have, as well as what experience they might be able to bring the team.
We also made a fairly key decision early on in the design that we wouldn’t let agents “take” a particular recruit – a decision that wasn’t overly popular – but one that we felt was the best approach to making sure agents weren’t being recruited on a 1:1 basis (after all, we were looking for members for our overall community – social circles could form out of that afterwards).
We also built the system into several layers as well, since we also had to manage a number of social media channels:
- G+ (defunct, sadly)
- Local hangout(s)
- Local and neighboring regional slack(s)
With different managers covering different channels and regions, the central recruitment system used in our metropolitan area Ingress community was setup to allow for multiple vetting and status reporting for new agents depending which medium they were looped into. And since COMM based communication across multiple S2 cells often led to our having an out of towner show up, we also needed a way to refer agents to well known Ingress communities outside of our region’s coverage area. Thus, the system also supported a concept of agent referral- in that we could refer an agent to Vancouver Island, Alberta or elsewhere ensuring we didn’t drop the ball on our faction getting someone engaged, and leaving the agent out in the cold.
In implementing these processes, teams were able to recruit, track and support new agents through mentoring, connecting them into groups of interest where they could excel and be part of the bigger picture.
And with game genres, continuing challenges in volunteer recruitment and the ever increasing globalization of game communities we’ve taking that concept to version 3 to help foster even even stronger communities.
Foo games provides game masters with management tools and support to build healthier, more engaged communities, and to provide opportunities for gamers to further their game play, art and passions. To find out more, get a hold of us via [email protected] or give our lead operator a shout at +1 778 819 1298