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Massively Multiplayer Online Gaming

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Contents

Overview

Massively Multi-player Online games are games where many players from around the world interact with one another to accomplish common goals within a virtual "world"1. Prior to the widespread adoption of the Internet, most computer games were played "solo". The player of the game interacted with computer generated "characters", often with predictable conclusions, and limited challenge. While game programmers attempted to create more sophisticated Artificial Intelligence models to keep up with the demands of hardcore game players, it became obvious that multi-user interaction would be necessary to create the unpredictable atmosphere that many players desired. Wide-scale gaming truly became possible with the advent of the Internet, and its' platform independent communications protocols. The addition of user contributions to game play outcomes, rather than just programmer derived scenarios, would allow the game players to shape the evolution of the game environment themselves. They would effectively become part of the game development. Artificial Intelligence engines are now programmed to "learn" how game players interact with each other, and spawn new scenarios that match the player's skill levels and "battle" tactics. The Massively Multi-player Online Game (MMORPG) answered the need for large scale interactivity. In addition, it removed the barriers to traditional collaboration, such as geography, platform, or language.

Massive Interaction

Thousands (or even millions) of gamers are able to interact on "worlds" or "guilds" within each game. As game programmers improve distribution software, and reduce the bandwidth required to update game status, it becomes possible for higher numbers of players to interact, and receive feedback, simultaneously. While a number of these games have included text communications from player to player for some time, others (such as EVE Online) are including voice chat protocols. This allows users from diverse regions of the planet to relay plans to one another in real-time. The ability of thousands of users to simultaneously interact with one another also increases the number of outcomes of such interaction. The game itself is able to "evolve", as larger numbers of users change the landscape of future game interactions. "Battles" are no longer predictable, and whole "economies" are created and shaped according to the whims of large numbers of gamer "factions"2. Whereas previously a game player could only "fight" against a computer generated "enemy", game players today can "fight" against counterparts that are able to demonstrate complex "defense" mechanisms of their own.

Common Games

There are a wide variety of Multiplayer games to suit any taste. From Star Trek Online, to World of Warcraft, any sort of genre can be found.

  • Space related Games:
    • Star Trek Online
    • Eve Online
    • Jump Gate
    • Hostile Space
  • Faction Games:
    • World of Warcraft
    • EverQuest
    • Minions of Mirth
    • Sphere

A list of all games can be found at: http://www.mmorpg.com/gamelist.cfm

Current Issues

Some current issues that the Internet community is dealing with relating to Massive Multiplayer Online Gaming are:

  • Loading on Internet Providers
    • As the number of game players increase, internet providers are finding it more difficult to keep bandwidth open for casual users. As well, the PING rate speeds for games of this genre are very high, necessitating the addition of faster switches and routers from points of broadcast to end-user.
    • Game designers are attempting to reduce network load by distributing sets of "cached" files to each player prior to gameplay, and then sending only "updates" as game play progresses. Additionally, the algorithms in many of the online games employ PING averaging schemes, so that those users closest to network backbones do not have inherent speed "advantages" over more distant users.
  • Online Game "Addiction"
    • Many psychiatrists are seeing a troubling increase in addictive behavior related to online role playing games.
      • Some users see the online world as a method of dealing with real-life frustrations, and can often retreat to the game when disappointed with their job or spouse4.
      • Other players spend enormous amounts of money buying items that will "assist" them with gameplay, such as more powerful computers, or cash for in game currency. Usually the money is taken from other necessary budgetary items such as food or rent.
      • Spouses of addicted players often resent the loss of companionship, and marital crisis often results4.
    • Instead of seeking help when confronted with their addiction, many users only plunge deeper into the game to offset their feelings of failure.
      • Psychiatrists are learning to recognize the symptoms of internet and game addiction, and are attempting to help patients see the consequences of their actions.

References

Massively Multiplayer Online Role playing game. Wikipedia. November 2nd, 2009. Retrieved November 3rd, 2009. http://en.wikipedia.org/wiki/Mmorpg

EVE Online. Wikipedia. November 2nd, 2009. Retrieved November 3rd, 2009. http://en.wikipedia.org/wiki/Eve_Online

History of World of Warcraft. Mark Mackay. Buzzle.com, January 29, 2006. http://www.buzzle.com/editorials/1-27-2006-87479.asp

The Psychology of MMORPGs. Nick Yee. The Daedalus Gateway. Retrieved November 3rd, 2009. http://www.nickyee.com/daedalus/gateway_addiction.html

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