“World of MMO Craft”
The line between the real world and the virtual world has
blurred. Perhaps once upon a time we could easily demarcate between fact and fiction,
life and games, but online games now challenge the barriers that might have
once been solid. The virtual world, though intangible, is now quite real and
gaining importance in mainstream techno-culture. The median age of online
gamers ranges from mid-twenties to early thirties; these games are not just for
kids! The abbreviation MMOG stands for Massively Multiplayer Online ( Game )
and one of the most played and established of the kind for the 21st century is World of Warcraft created by Blizzard
Entertainment. Focusing on the history, development and process of the creation
of several blockbusters which form the ground rules of the genre, we are
exploring the artificial realm for virtual gamers. Through analysing the
experience and the purpose that a user finds in these virtual worlds, I will
explain what makes one MMORPG good in terms of what users would come to expect from
an MMO game in the current technological stage.
The very first computer games, before the home computer
revolution took place, were created on expensive computer systems called mainframes; most of those early games were created in
universities as programming projects. These mainframe systems were perfect for
generating statistical information, but unfortunately they had very limited
graphical output and in many cases they would only display text-based
characters. The initial games were
text-based adventure games and it wasn’t long before they were given a basic
level of multiplayer functionality. Many of these adventure games were based on
fantasy role-playing games such as Dungeons and
Dragons. These computer games were named MUD, which is an
abbreviation of multi-user dungeon. The multiplayer aspect of these games was
basic by today’s standards and was limited by the internet speed to
sending email messages and chatting within the game.
The main factor that requires users to play MMOs is
constant internet connection and the process of communicating with other
machines over a telephone line was still problematic. It was expensive and
unreliable. After the introduction of the World Wide Web and the graphical
bowser, the speeds of modems began to increase allowing for a much better
online experience. These advances led to a
technology and services boom. A number of telephone and computer-based
companies began offering easy access to the Internet,
one of which was a company called America
Online (AOL). Most of AOL’s competitors provided a simple dial-up
connection whereby the user would then use a browser to search the Internet for
content. AOL provided it all within the same program which contained items such
as websites, forum boards, chat rooms, and most importantly games. There was something special included together with all
the single player games; it released the first graphical MMO called Neverwinter Nights in 1991.
“Neverwinter Nights” (AOL) screenshot:
(Source: mmohuts.com, 2009)
There were still some serious issues
with MMO-based games and the general technology available resulted in
graphically limited content. Moreover, the dial-up modem connection was slow
and Internet access bills were steep.
Ultima
Online is considered the MMO game that
started it all in terms of what users would come to expect from an MMO to date.
The game was released in 1997 and is still running today with thousands of
users, who all pay a monthly subscription.
“Ultima
Online” screenshot: (Source: mine-control.com, 2002)
The MMO is a 2D fantasy game based in
the lands of Britannia in the medieval-based world, which is ruled by Lord British. The game also contained new
gameplay mechanics that ensured that it would become the first MMO to gain
large subscriber numbers and set the ground rules for the surely upcoming
competitors. Some of the innovative features that the game introduced were
later on improved and taken as example.
Not long after the release of Ultima Online, the popularity of the Internet and the growing
competition in the online gaming industry forced changes in the pricing model, moving
from per minute charges to a flat fee rate. This made for more users to spend
more time on the Internet without worrying about the charges. The speeds were still extremely slow by today’s
standards, but computer technology and graphics cards had been advancing
rapidly. This lead to the release of the next major MMO called EverQuest, following the same fantasy
wizards and knights type game.
“EverQuest” screenshot: (Source: Wikipedia.org,
2012)
The game used 3D graphics which ensured
its success over the previous MMO titles. The game also introduced a large set
of character classes within the game which players could choose from. These
classes provided the players with the basic attributes that determined how the
characters reacted within the world. These character classes have been reused
by many other games such as World of Warcraft. Selecting
certain classes makes the player better in some ways like supporting other
players, defending the weaker or bringing the deadly force.
One of the biggest changes that
benefited the world of MMOs is the speed at which computers connect to the
Internet. The advent of ADSL (Asymmetric Digital
Subscriber Line) changed the gaming landscape, followed by ADSL+ which provided
speeds up to 24Mbps, and the current fibre technology allowing speed up to
100Mbps.
Amongst all
those titles formed from various different types of styles and types, there was
one which stood out, out coming all other ones. The MMO that took the EverQuest title for the largest number
of subscribers was a game called WOW (World
of Warcraft). The game is based on another game called Warcraft, which was a real time stategy
game. The game was originally released in
2004/2005. Currently it has over 10 million subscribers who each pay around $14
per month. The success of WOW and the income it generates has caused a lot of
other MMO games to be released.
There are many MMOs available today for the game player to
choose from, including those based on TV, movies, and comics as well as the
traditional fantasy-based games. The most common styles being categorized by Darby
(2011:25) are as follows:
·
Fantasy: The most popular setting for an MMO is in a fantasy
world. Mainly because it gives much more artistic license than most other game
types. Also it brings style which is familiar to us from medieval times or
fairy tales.
·
Historical: Historically-based games are very rare in MMOs, mostly
because it is harder to create an immersive story in a true historical setting.
The type of historical event or timeframe that is being referenced determines
how close the game has to be to the original material.
·
Mythology: Many MMOs use mythology for a background history
or story. The background story is very important to MMOs as it brings depth to
the story and makes the player feel like a part of evolving world.
·
Modern
Day: There
are very few modern-day MMOs, because it is difficult to create a complex story
in a modern-day setting.
·
Science
Fiction: Science
fiction is a popular area for MMOs, and is probably the second most popular
genre in MMO games. Science fiction-based games bring ideas such as amazing
inventions, robots, space or any other futuristic concepts.
In most cases the virtual user is
introduced to a persistent world with established theme and setup. The theme of
the surrounding of the game determines how the game will progress, amount of possibilities
around the world and most importantly, setting the purpose. In most MMOs users
must overcome challenges, gain new levels, and acquire new and more powerful
items if they wish to advance in the main story or take part in different cooperative
events. In other ones, the most famous being Second Life (SL).SL is not a game
of acquisition or advancement, it is a game where only the user’s creative
energies determine the user’s interaction with the rest of the online
community.
MMO worlds can be of epic proportions,
so characters are able to explore the dangerous world in many different ways.
They can be trains/trams, animals, boats and ships or magical vessels. It is
all decided by the global style of the MMO. MMO games should be taking place in
evolving worlds, where the player feels that the game is a living entity. In
order to do so the game studios have to release patches and upgrades to the
game, making sure everything is working and customer suggestions and reports
were dealt with.
Millions of players have bought massively multiplayer online
role-playing games (MMORPGs) such as Ultima
Online , EverQuest , and World of Warcraft , which usually
involves purchasing the CD-ROM and then paying a monthly subscription fee. These
MMOs are all set in fantasy worlds where
players choose to be warriors, wizards, priests, etc., and go on quests to find
treasure, slay monsters, and rescue those in need. Other MMORPGs exist but in
all of these games, questing lures players into a main story or historical
period, whose result is collectively experienced by all of its users. According
to Geraci (2010:73) the participatory
nature of MMORPGs is one of their defining characteristics and a primary part
of their allure. The known stereotype of a gamer is of a solitary soul caring
of nothing other than his or her console or computer. But this is far from
true, the Internet allows gamers to communicate and cooperate with each other;
it creates communities. The focus of most of the games they play is, in fact,
deeply social.
“Virtual worlds allow access to our true selves and to meaningful
practices and communities.” Geraci (2010:95)
Players who enter the artificial realm of the game, have
absolute full control over their avatars. This allows users to act, behave and
develop their characters in any way. Geraci (2010:95) says that users of
virtual worlds can be categorized as “augmentationists” and “immersionists”. Augmentationistst use the world as a platform
for augmenting their conventional personalities. For them the persistent world
is like a telephone; it is an opportunity to extend their consciousness into
this realm of communication. “Immersionists” are users who separate their cyber
personalities with their conventional lives. The idea of a technological self was
one of the first centres of interest of socials scientists’ examination of virtual
environments. Wright (2010:170) explains that in a seminar work, Sherry Turkle
proposes that new psychological identity-work could be performed in cyberspace
because it was a space between the real and the unreal. She implied that our
virtual experiences may be less real than our physical one. This makes the construction
of self more complicated because the user is unable to take the role of his
avatar like in the physical world but as demanded by role-playing in symbolic
interactionism. Using this logic, we need a physical reference in order to
communicate and therefore realise our self. But if physical bodies are also
social bodies and reality is socially constructed, it is the mental reference
we require in communication not a physical one. Virtual embodiments are that
mental reference. Virtual embodiment takes this idea even further. Virtual
embodiment allows the mind to create the body, and together they construct the
virtual environment. According to James (2007), the influence between the mind
and the body is unconscious.
Another difference between physical and virtual embodiment is
the information we receive from the body of the physical world. The cyber world
informs us with visual technology, not body senses, which make us aware of the
surrounding world. However, many scholars have found that the level of cognitive
control over virtual embodiment is the exact reason for our emotional
attachment to them. Our emotions and mental senses are linked to the self.
“Emotion in its entirety is a mode of behaviour which is purposive, or has
an intellectual content, and which also reflects itself into feeling or affects,
as the subjective valuation of that which is objectively expressed in the idea or
purpose.” Dewey (1990: 172)
These emotional attachments are just as
real as those of our physical bodies.
“In interactive video games, there is no parasocial interaction with a fictitious
character, no felt connection per se, but an actual, tangible connection between
the gamer and a fully functional, completely controllable avatar.” (Lewis et al. 2008:515)
In the recorded instances of violent
virtual crime, there is actual psychological harm done to those the avatar was
embodying, therefore the reality that is constructed is real in its
consequences.
The Internet gives the opportunity for gamers to experience and
participate in events which created communities. When a lot of people share the
same goal it unites them. Even in the earliest forms of Internet communication,
using limited data transfer over phone lines via modems, email and message boards
created “societies” with subscribers and followers.
The main social
factor comes from quests. A quest or mission is one of the ways a player can achieve experience within
an MMO, or it can set a particular task for them to accomplish. The player is
given a quest by non-playable character but sometimes it can be a part of an on-going
story connected with the history of the virtual world.
Quests can also
be used to give more information about the environment around them, including
learning about interactions with other characters, objects, events, native
inhabitants or other any other possibilities introduced by the game developers.
Quests are one of the most important things in MMOs, because based on the difficulty
of the quest; the player should receive a satisfying reward. Also it is
important to insure that the quests are varied, but still themed by the main
story. This creates an immersive and interactive storyline, filled with various
social or solitary emotional experiences which truly connect the character with
the one the avatar is embodying.
Virtual worlds are potential spaces of total surveillance. To
insure optimal gameplay is achieved, in theory, every single move or action,
behavioural patterns or individual time of the player can be monitored, saved
and inspected by the publisher. World of Warcraft uses and dictates the same
method, but with even stricter nature. This has become a field of growing
interest in scientific disciplines like robotics, Apocalyptic AI and Artificial
Consciousness. Accordig to Geraci (2010:8) Apocalyptic AI brings promise that
in the very near future technological progress will allow us to build supremely
intelligent machines and to copy our own minds into machines so that we can
live forever in a virtual realm of cyberspace.
Furthermore, the main goal of World of
Warcraft, is war. You can go outside of it and never get into combat but
beneath the surface of WOW, Nordlinger and Cuddy (2009:196) state that behind
the facade of a romantic, competitive, and honour-based concept of war there
lies a very modern concept of tactical Information Warfare (“Infowar”).
Information warfare can be understood as the use of information in order to get
a competitive advantage over an enemy and is one of the main topics in today’s
military research.
There is a growing number of MMOs now
appearing, and while some current MMOs may be closed down, it does seem that in
the future there will be even more growth within the MMO sector. In the early
days of MMOs the expectations that gamers had were far from different than the
current player has on their wish list. The possibilities of what online social
gaming might become, considering the step of humanity’s technological advancement,
are bordering infinity. With players now ranging from their mid-twenties to
their late thirties, even more investment is being made into the sector. Gamers
believe that independent minds will soon occupy the virtual world, either as
native life-forms or as uploaded consciousnesses. By looking into the history
and development of MMOs in the past 20 years, there can pretty soon be an alternative
for the visual cognition of games, would you subscribe then?
BIBLIOGRAPHY
James, (2007) What is an Emotion?.
Radford: Wilder Publications. 197–98.
Darby, James (2011) Wizards and
Warriors: Massively Multiplayer Online Game Creation. Boston: Course Technology,
a part of Cengage Learning.
Geraci, Robert (2010) Apocalyptic
AI. New York: Oxford University Press Inc.
Wright, J. Talmadge (2010) Utopic
Dreams and Apocalyptic Fantasies. Playmoth: Lexington Books.
Nordlinger, J., Cuddy, L. (2009) World
of Warcraft and Philosophy. USA: Carus Publishing Company.
Dewey, John (1990) “The Significance of Emotions” The Early Works of John
Dewey. vol.4, Carbondale: Southern Illinois University Press.
Lewis, M., Weber, R., Bowman, N. (2008 ) ‘They May be Pixels, but They’re MY Pixels’: Developing a Metric of Character
Attachment in Role-Playing Video Games.
Illustrations:
Mine-control.com (2002) Ultima Online screenshot.
[Online image] Available at http://www.mine-control.com/zack/uoecon/uoecon.html [April 20 2012]
Mmohuts.com (2009)
Neverwinter Nights screenshot. [Online image] Available at http://mmohuts.com/editorials/the-first-mmorpg
[Aptril 20 2012]
Wikipedia.org (2012)
EverQuest screenshot. [Online image] Available at http://en.wikipedia.org/wiki/File:Sand_Giant_-_EverQuest_-_1999.jpg
[Aptril 21 2012]
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