Difference between revisions of "MMORPG"

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== Overview ==
 
== Overview ==
A MMORPG (massively multiplayer online role playing game) is a game in which players from all over the world take control of unique (often self-designed) avatars in an online gameworld. Games in this genre frequently take place in fantasy or sci-fi settings much like other [[Action-adventure|Action/Adventure]] games. MMORPGs, like other role-playing games, are what Simon Egenfeldt Nielsen et al. might call "process-oriented games:" instead of giving the player one, ultimate objective, the game offers a system with which the player can endlessly interact <ref name ="first"> 'Understanding Video Games,' Simon Egenfeldt-Nielsen, Jonas H. Smith, Susana P. Tosca </ref>. For example,
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A MMORPG (massively multiplayer online role playing game) is a game in which players from all over the world take control of unique (often self-designed) avatars in an online gameworld. Games in this genre frequently take place in fantasy or sci-fi settings much like other [[Action-adventure|Action/Adventure]] games. MMORPGs, like other role-playing games, are what Simon Egenfeldt Nielsen et al. might call "process-oriented games:" instead of giving the player one, ultimate objective, the game offers a system with which the player can endlessly interact <ref name ="first"> ''Understanding Video Games,'' Simon Egenfeldt-Nielsen, Jonas H. Smith, Susana P. Tosca </ref>. For example, in ''World of Warcraft,'' a player may complete a quest-line in an area in the game, but might continue to slay monsters for the sake of leveling up or saving up for a new item. In MMORPGs, then, there is no ultimate goal beyond what the player prescribes for him or herself.
  
 
--quests and non-unilinear structure
 
--quests and non-unilinear structure

Revision as of 13:55, 6 April 2014

Overview

A MMORPG (massively multiplayer online role playing game) is a game in which players from all over the world take control of unique (often self-designed) avatars in an online gameworld. Games in this genre frequently take place in fantasy or sci-fi settings much like other Action/Adventure games. MMORPGs, like other role-playing games, are what Simon Egenfeldt Nielsen et al. might call "process-oriented games:" instead of giving the player one, ultimate objective, the game offers a system with which the player can endlessly interact [1]. For example, in World of Warcraft, a player may complete a quest-line in an area in the game, but might continue to slay monsters for the sake of leveling up or saving up for a new item. In MMORPGs, then, there is no ultimate goal beyond what the player prescribes for him or herself.

--quests and non-unilinear structure

--grinding

-guilds/social aspects

History

The ancestor of all MMORPGs as we know them today is the pen-and-paper role-playing game, Dungeons and Dragons

--MUDs

--Neverwinter Nights

--Ultima Online

--WoW

Prominent Examples

Neverwinter Nights
Neverwinter Nights, 1991
Star Wars: The Old Republic

Star Wars: The Old Republic (or SWTOR), was released in 2011 as was the fastest growing MMORPG of all time, accruing 1 million subscribers only three days after its launch mid-December [2].

Star Wars: The Old Republic, 2011
World of Warcraft
World of Warcraft, 2004

Significance and Criticism

--popularity

--social elements and pop culture significance (Felicia Day's The Guild)

--Everybody hates grinding

--Women and online gaming? (maybe?) (do I want to open this can of worms?)

References

  1. Understanding Video Games, Simon Egenfeldt-Nielsen, Jonas H. Smith, Susana P. Tosca
  2. Star Wars: The Old Republic Jumps to Light Speed