The World Within Or Online Multiplayer Games In Depth

For most of the 20th century, life used to be ratheryou approximately by skill, either one on one or in
simple for most people. There was school, college,teams of up to 4 on 4, or play others in pre-arranged
work, retirement. Along with that you had hobbies liketeams. As in FPS games, there are also clans in
cars, bowling, or gardening. The former was more or aWarcraft, which in this case are even explicitly
less of a chore, the latter the fun stuff you did in yoursupported by Battlenet. This and the very immediate
free time, usually together with local friends from thevisibility of someone's skill level (basically, his win/loss
same neighborhood. This was basically the same as aratio) gives rise to much competition between
thousand years ago. For a few lucky people the twodedicated players for the top ladder (ranking) spots.
areas overlapped and they could do the stuff thatUnlike geographically uniform games like Counter-Strike
they liked as their main job.Now, in the last 10 years ofwith tens of thousands of servers, Warcraft has just a
the 20th century, as well as in the first few years ofhandful of large servers, each for a certain area of the
the 21st, this has been changing rather dramatically.world (e.g. Americas, Europe, Asia). Interestingly
The reason is the rapid technical progress, both in theenough, most strategy games are dominated by Asian,
wide area network and computing power areas.especially South Korean, players, where online
Contemporary hardware can animate very detailedmultiplayer games have been a very major part of the
and realistic graphics fluently, and transfer data on theculture for years already. The professional South
movements and actions of hundreds of objects andKorean Starcraft and Warcraft tournaments are
characters around the world in milliseconds (although,major events with hundreds of thousands of live
unfortunately, the speed of light still remains a limitingspectators, played on an extremely competitive level,
factor). This has led to an explosion in the availabilityand broadcasted on TV, and the top players have
and quality of online games, with the newestpractically celebrity status and incomes in the six-figure
generation like Counter-Strike and World of Warcraftrange and higher.Since the popular strategy games are
becoming a phenomenon no longer limited to anyusually also just round-based, there is not very much
particular social class, but rather an all-encompassingroom for social interaction apart from an occasional
cultural element in the industrial countries.Increasingly,chat. Strategy players are probably a bit older than
parents find that their children spend a lot of timeFPS players on average, mostly between 16 and 35 in
playing some of those games, and more and morethe Western societies.Massively Multiplayer Online Role
people come in contact with them. This leads toPlaying Games MMORPGs are the final and by far
people wanting objective information, which is inthe most complex group in our classification. They are
practice not easy to obtain. Most articles about thesesomething like little worlds within themselves, often
games are either written by rather clueless journalistsresembling scaled-down copies of the real world, yet
who have never or hardly played the games indifferent as well. The two leading MMORPGs as of
question and therefore mainly focus on scandalousthe time of writing are probably World of Warcraft
negative side effects, or by enthusiastic fans who dive(WoW) and Final Fantasy XI (FFXI) , each with millions
deep into the technicalities and don't mention the realof active players worldwide. The distinctive difference
world consequences much. This article tries to bridgebetween MMORPGs and the other kinds of online
the gap - it describes the currently most importantmultiplayer games is that RPGs are not round-based,
types of online games and looks in detail at the socialand do not have a time limit or any specific goal to
relationships behind them. The authors have beenachieve. They are just there to be explored along (or
longterm players for years and therefore hope thatsometimes against) other players. The key concept is
they can address the issue in considerably greaterthat each player chooses a single virtual avatar which
depth and detail than most journalists (however, youis at first rather weak (low-level) and starts in some
won't find detailed technical facts here since it is not insafe basic area of his choice. The current MMORPGs
scope of this article).There are basically three mainall offer a rich palette of races and locations to start
types of multiplayer online games:First-person shooterswith. Usually, to be able to explore the world, the
(FPS) where the player sees everything through acharacter must be made stronger, which is typically
(usually temporary, just for the online session or less)achieved by killing some kind of virtual monsters
character's eyes and his gun's barrel. This category stillrepeatedly, at low levels usually alone, later in a group.
remains predominant in total worldwide player numbersYou can also do "quests" - tasks given to you by an
(according to Valve, Counterstrike is currently still thein-game character - for various rewards and with
most popular online multiplayer game). Some of thevarious degrees of difficulty.Current MMORPGs are
other examples include Quake, Unreal Tournament,very large and highly complex. Even fully exploring their
and Doom3.Strategy games are the the second mainworlds can take years, and trying out all the playstyles
category. Usually similar to FPS games in the roundand options is almost impossible. There are lots of
session-based style of play, in these games the playerdifferent strategies for doing quests and winning
usually does not have any single entity, but ratherdifficult battles, and organizational and managemental
commands a number of troops of some kind againstskills become essential in major conflicts where
other human opponents. There are also varioussometimes hundreds of people are involved at once.
options where one can both play with other humansThose large-scale groups already resemble something
against the computer etc. Games of this kind includelike real-world armies, with a defined command
Starcraft, Warcraft III, Age of Empires and manystructure and squads with some special tasks each.
others.The last group, the MMORPG (MassivelyThis is something entirely new - nothing of comparable
Multiplayer Online Role Playing Games), is the areascale and complexity has been there until just several
which popularity has really exploded in the last fewyears ago - and the scale is likely to become ever
years. Here, the player obtains a permanent charactergreater.An impressive fact is the extreme
(or entity) or several which can evolve and beinternationality of MMORPGs. A little less obvious with
equipped with various gear, and undertakesWoW, since it is also Battlenet-based and uses the
adventures in a large world full with other players. Thisregional server concept, it is highly apparent with Final
is probably the most promising group since itFantasy XI, which does not distinguish any regions -
resembles the real world most, and it has also beeneach of its servers has people from the entire Earth.
the fastest developing recently. The currently mostMost players come from Japan (where the game
prominent games in this category are World oforiginates from), many from the US and Europe, but it
Warcraft, Final Fantasy XI, Guild Wars, Everquest IIis possible to meet people from too many countries to
and Lineage II.FPSIn first-person shooter games, thelist here, almost every corner of the world being
basic principle is simple. Shoot or be shot, kill or be killed.represented. An interesting side effect is that one
Starting with the original Castle of Wolfenstein andcomes in contact with numerous cultures and customs
Doom, these games have developed to a level ofand many different languages. Some anecdotal stories
frightening realism mainly for men living out their ancientfrom the authors' own experience include a maid
predatory and fighting instincts (according to somecoming in to clean an Egyptian player's room at the
surveys, there are about 10 times as many male aswrong time, relaxed Moroccan players sipping on a
female players in average FPS games). One of thewater pipe in an Internet cafe while playing, and a
recent milestones in this category, Doom 3 is a gameCanadian PhD student surveying the attitudes of
which is psychologically scary even to adult men withgamers for her thesis work.Another positive thing
the highly detailed and realistic monsters suddenlyabout MMORPGs is that they encourage making
attacking from dark corners. However, once thesefriends and teamplay very much. It may be possible to
games take to the online multiplayer stage, their focusdo a lot alone (although not in all RPGs), but a
shifts a little. The goal is no longer to scare the pantswell-matched group can do much more. Therefore,
off the lone player in his dark room, but rather tosocial skills like making contacts and keeping them are
provide a fun platform for competition between manysubstantial in MMORPGs. Since the player is hidden
players of different skill. The most popular online gamebehind his avatar, the threshold to approach someone
in this category is still without doubt Counter-Strike - ayou don't know is a lot lower than in real life, which
game which has received much negative famemakes them a good playground for shy people. The
because of various school shootings done byauthors know of several real-life relationships that
Counter-Strike players, yet still remains a highlyinitially started with the players liking each other in the
captivating pastime for millions worldwide. It is a fangame and then finding out they liked each other in real
modification of Half-Life, a Valve game, and a teamlife as well. Of course, the chance for a mess-up is
game in its core: one team is the "terrorists", the othermuch higher here as well - after all in real life it's unlikely
the "counter-terrorists", and the play is round-based: atyou date someone who looks cute for a while, only to
the start of a round, each team member receives anfind out he's a chain smoking guy in his 30s. However,
identical (except for clothing) avatar, picks somestill, interestingly enough, MMORPGs are relatively
weapons, and the the two teams clash in combat untilmuch more popular with women when compared to
either a bomb is placed or everyone of one team isFPS or strategy games. That is probably because
dead (there are also variations like "capture the flag"there's a lot of social interaction within them - you
etc).There are numerous reasons for the massivemake friends who you see and adventure together a
popularity of Counter-Strike. The game rounds arelot, and there's a lot of talking and personal information
short-term in nature and don't require much time. It isbeing exchanged - something almost entirely missing
comparatively realistic - weapons existing in reality likefrom most other multiplayer games.The clan idea from
the M-16 or AK-47 are used in the game, and evenFPS and strategy games is even much more
one shot may be enough to kill. Also, it is easilyemphasized in MMORPGs. Guilds in WoW and
accessible - almost everyone can install and run alinkshells in FFXI are major social entities, with their
Counter-Strike server, and there are many thousandsmembers meeting each other daily for years. The
of them in the world online at any given time. Althoughreal-life meetings of large guilds or linkshells are
the basic game does not lead to social interactionworldwide events, with people coming together from
deeper than a quick chat, the grouping of peoplemany different places. Linkshell friendships sometimes
around some specific favorite servers and the wish tolast for years. On the downside, this means that one
play better, which inevitably requires solid teamplay, hascan get hurt as well in the game - a fact that many
led to the phenomenon of so-called "clans", orpeople unfamiliar with the whole phenomenon often fail
dedicated player groups, which usually have their ownto understand. "It's just a game", they say. On the one
server where they train. A competitive clan will usuallyhand, they're right. Yet on the other hand, if it is possible
have requirements for people wanting to join - ato make new friends through these games, who
certain skill level, or some minimum playtime - and mostbecome real-life friends as well, one should realize that
serious clan players play at least several hours a day.it is quite possible to get friendships broken by them as
Dedicated clans will also sometimes meet in real life towell, for instance when being disappointed by people
discuss strategies and generally have fun, which is notone had trusted. This is also something almost unique
much different from most other groups of people withto MMORPGs - there has never been so much reality
similar hobbies, like e.g. stamp collectors or RC modelin a virtual world before. Talking of that, one should
builders. Since many servers are regional, mostly theremention another peculiar aspect of those games - the
are same-country and often even same-neighborhoodequipment hunting. As the avatars are the same (or
people on the same server, which of course makessimilar) for everyone, the gear or equipment that a
meeting in real life easier as well.The picture is roughlyplayer has basically measures his social status, much
comparable in the other FPS multiplayer games likelike a car or money in real life. Players with very rare,
Quake 4 and Unreal Tournament, with the main"godly" gear, are admired and envied by many people
difference between that the latter are less realistic andwith regular equipment. Since that is something most
include sci-fi weapons like laser guns and such. Theypeople like, and, as mentioned, the thresholds for doing
are also typically much faster, with frantic movementthings are so much lower than in real life, many nasty
(means, being hard to target) being highly important tothings have been done in order to obtain gear. Again,
survival, which is a concept rather different tohere the RPGs are almost like a mirror of real life,
Counter-Strike where sometimes the top scorers justcondensing down the more hidden similar issues there
sit in one place with a sniper rifle. However, a thingto a more compact and visible form. In a way, it is a
common to all FPS, mouse control is highly essential.pretty interesting experience and can teach one a lot
Skilled FPS players develop extremely good mouseabout people. It just becomes clear much faster who
control (conventional mice no longer being goodis worth what. A related trait of these games is the
enough for them led to the development of a wholeemerging RMT (Real Money Trade) industry, which
new segment of gaming mice) and have reactionbasically thrives on selling virtual game money and
times below 0.1 seconds. The numerous stress peaksitems for real money, and for some games has
and drops, lack of time between rounds, and thereached revenues comparable to the per capita gross
frantic gameplay often leads to additional addictions,national products of European countries. Here one can
though - many of the hardcore FPS players are chainsee the blurring of the distinction between work and
smokers, fast-food eaters, coffee addicts, or all of itplaying - many people don't play for fun anymore.
combined. There are worldwide tournaments held forThey earn money by "camping" (sitting at the same
most of the established FPS, and the currentspot all day) special monsters and selling the dropped
champions are mostly from Europe or the US.Strategyitems. It turns out it is possible to earn sizable amounts
gamesThe picture is a bit different with strategywith that - more than a regular hard job in some
games. Usually they are less frantic and leave muchcountries would pay.To summarize, online multiplayer
more room for logical thinking (of course, the classicgames are a very large and ever increasing
board games like chess or Go also have major onlinephenomenon. Very addictive, and easily able to occupy
playing facilities nowadays, but they cannot really bea player for years, they are perhaps becoming the
called multiplayer games since there is little to nonemajor modern escape-from-reality tool of the next
team aspect, it's just one-on-one most of the time). Ageneration. Certainly, they have their drawbacks, and
typical example is Warcraft III, which is the most recentnot too few. However, if seen as an alternative to TV,
in the Warcraft realtime strategy game series byMMORPGs are definitely more worthwhile, in the
Blizzard. It is played on the so-called Battlenet, a majorauthors' humble opinion.The authors are experienced
online gaming hub by Blizzard, which also serves othergamers and alongside with their work as co-founders
strategy games like StarCraft. In Warcraft III it isof a web design and development company ( still
possible to play both random opponents matched toenjoy an occasional round of play.