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Massively Multiplayer Online Role Playing Games - Essay Example

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Summary
The paper "Massively Multiplayer Online Role-Playing Games" examines the internal structure of modern online games, comparing the gameplay and similar processes in real life, the main aspects that attract more and more young (and not only) people to the world of MMORPGs…
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Extract of sample "Massively Multiplayer Online Role Playing Games"

MASSIVELY MULTIPLAYER ONLINE ROLE PLAYING GAMES Playing massively multiplayer online role playing games has been associated with both negative and positive life outcomes. Although some effects are positive it has been found that a majority of people who partake encounter negative social outcomes. With availability of fast and almost free internet in the present world MMORPG’S experienced a sharp growth in its fan base. This leaves the normal real life games and even real life relations in serious jeopardy. Studies show that users of online interactive games and sites are more willing to exchange details of their private life thereby creating what may be termed as online relationships. These relationships have a huge negative impact on real life human interactions and relationships (Green, & Bavelier, 2004). Examples of cognitive social phenomena that are present in the MMORPG environment and not in the face to face chess game include collective intelligence. This is achieved through online forums where players get to exchange ideas and tactics analyze various chess moves and come up with new moves for the game.in addition existence of online manuals that provide a “how to” function act as collective intelligence tool. The online version of the game also includes fan based relationships such as apprenticeship where experienced gamers take on other less experienced chess players as apprentices and teach them various tactics even though they are total strangers in real life (Barton, 2007). Players also get to create their characters in any way they want giving them a virtual life form that maybe different to their real life form in behavior and in description. Players can also create many characters in one game forum giving them the choice to play as one person or another. Collaborative play is also a common feature of MMORPG, this is where players collaborate in one game play to beat other parties or players thereby working together to show or break dominance (Green, & Bavelier, 2004). Unfortunately also the reverse occurs and cases of discriminative play occur. This is where individual group each other in terms of race or gender and may collaborate to demean the other party. The MMORPG environment differs from the face to face game environment in several ways. Firstly the MMORPG environment is online and that means it is virtual. A player can only take part in the game by logging in into his account and can therefore not do so without the internet (Green, & Bavelier, 2004). Game play however continues even when the gamer has not logged in because there are literally thousands of gamers who are always online. Face to face chess games are primarily offline games where the players know each other and of course in a chess board once one player retires play cannot continue. Another difference is in the character of the gamers. In the MMORPG forum gamers can actually take part as totally different personalities from their real life personality by simply describing themselves differently. Real life chess game sees the gamers play in their real life personalities since they cannot alter themselves (Green, & Bavelier, 2004). Existence of out of game websites that contain databases of game play, tactics and other advice for players in the MMORPG environment is actually contrary to real life gaming. This is because this gives an advantage to the players as they are able to utilize this tips which may act as a manual for players with little experience. One can visit these manuals during gameplay by simply opening a new tab online, face to face gaming however differs because there is simply no time to allow another player to peruse through a manual. It is assumed that both players are conversant with the game rules and it’s their tactical and mental superiority that will set them apart. In addition MMORPG are not geographically limited that is players do not have to in the same geographic allocation. This means that players from all over the world can enjoy a game of chess even though they live miles and miles away from each other. Face to face chess games require that players be in the same geographical location and even sharing the same table. The MMORPG environment also provides a ‘cloud’ of gamers with different levels of skill and tactics which a gamer can be readily exposed to as he plays with many different players in the gaming forum unlike face to face gaming where opponents are limited in number and in skill and may sometimes only include family and friends which is boring. MMORPG environment utilizes mediated communication that is one player cannot fully communicate or interact with the other gamer but only communicates through a medium for example if the other gamer takes too long to make a move and when texted via the forum he does not reply, it is not possible for the other gamer to know why he is not responding nor why he hasn’t made his move. Real life face to face gaming however has the players communicate in real life; they can sort out problems because communication is in real time and face to face. MMORPG environment also differs from face to face gaming in the number of gamers available at any other moment (Heckel, 2003). Face to face gaming is limited to a countable amount of gamers in a given one gaming location. The MMORPG forum however brings thousands of gamers in one forum. There are similarities between the MMORPG environment and the face to face gaming environment. Firstly the game rules are primarily the same. Playing the game online and face to face entails using the same rules. Only two parties can play the game at the same time in both cases. An apprenticeship relationship, where individuals with more experience take on less experienced gamers as their students, can exist in both the MMORPG environment and the face to face gaming environment (Heckel, 2003). This differences and similarities mean that a player’s ability to play chess may be affected by the type of environment he chooses to engage in. Players who play online may have the advantage of learning tactics and skills from all over the world, they gain experience by facing opponents with different levels of skills as compared to those who choose to play in the face to face environment, who may lack such advantages hence influencing their ability to play (Green, & Bavelier, 2004). It should be easy to interact with an in game computer controlled character. This should be achieved by use of interactive text and hyperlinks instead of commands; however where the game is such a way that commands are a necessity then commands should be simple and easy to remember (Heckel, 2003). There should be useful, readily available and easy to find in game help for the players. This is achieved by availing an in game help tutorial and automatic help windows in complex areas of the game. This is to make sure that the user does not have to log out of the game in order to access help. It should also be easy to move game characters and buy or sell treasures and other tradable aspects of the game (Green, & Bavelier, 2004). This is to be achieved by allowing the drag and drop feature which is very user friendly when moving, buying or selling tradable aspects of the game. Where the game involves modal combat, the game should be designed such that the combat system is not too confusing. This should be achieved by including a feature that prevents the player from retreating from combat once an enemy is engaged or use a simpler combat method. The game should also be designed such that shortcut keys are available and can be customized by the user (Heckel, 2003). This is achieved by avoiding typed commands as an interface and eliminating use of fixed shortcut feature. Game manuals and instructions should also be readily available and adequate enough to outline all the game features and play. This is to be achieved by employing a user friendly easy to understand writing style and encouraging use of in game help and tutorials in the game (Heckel, 2003). Ensure all text is readable and game terminology is clearly explained. This is achieved by allowing color customization and scaling of text plus providing context-relevant help. Interface design should also make it easy to join groups and improve player to player interactions. This is achieved by enabling chat sound notifications and making group formation automatic (Barton, 2007). Instant feedback for action failure or success should be incorporated into the design. This is achieved by use of graphical and audio notifications of success or failure. The interface should also ensure server selection explains user options. This is achieved by giving a default setting and explains what the choice means (Barton, 2007). It should also be easy to target items using the mouse. This is to be achieved by accepting targeting by pointing and clicking on an item or character. The interface design should also enable changes in the user interface to be noticeable. This is arrived at by use of audio and visual feedback to changes in the interface. In game camera should be designed such that it is easily controlled by the user through fixing the camera in a predetermined angle that will be user friendly. REFERENCES Barton, M. (2007b). The history of computer RPGs: Part 2: the golden age (1985-1993). Gamasutra Green, C. S., & Bavelier, D. (2004). The cognitive neuroscience of video games. December 1, 2004. Heckel, H. L. (2003). Online social interaction: The case of Everquest. (A Thesis Submitted to the Graduate Faculty of George Mason University in Partial Fulfillment of the Requirement for the Degree of Master of Arts Sociology.) Read More
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