Difference between revisions of "MMORPG"

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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.
 
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.
  
Narrative is usually incorporated in to MMORPGs through quests, tasks that the player can complete in order to gain a reward, whether that reward be in-game currency, experience points to improve the character's abilities, or items. In MMORPGs where there is a main storyline for the player to follow, quests might be linked together to form a long narrative; however, these "main quests" are often accompanied by "side quests" shorter, optional narrative units that are not essential for progression in the game. In this way, the narrative of MMORPGs are non-unilinear, a term videogame scholar Sebastian Domsch uses to describe narratives that the player can shape by choosing the order in which (or whether or not) they complete quests <ref name ="second"> ''Storyplaying,'' Sebastian Domsch </ref>. Though non-unilinear narratives are not unique to MMORPGs, they allow the player flexibility in choosing how much he or she wants to participate in "processes" offered by the system of the game.
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MMORPGs share many elements with other kinds of role-playing games, including but not limited to setting, character creation, and quests. Narrative is usually incorporated in to MMORPGs through quests, tasks that the player can complete in order to gain a reward, whether that reward be in-game currency, experience points to improve the character's abilities, or items. In MMORPGs where there is a main storyline for the player to follow, quests might be linked together to form a long narrative; however, these "main quests" are often accompanied by "side quests" shorter, optional narrative units that are not essential for progression in the game. In this way, the narrative of MMORPGs are non-unilinear, a term videogame scholar Sebastian Domsch uses to describe narratives that the player can shape by choosing the order in which (or whether or not) they complete quests <ref name ="second"> ''Storyplaying,'' Sebastian Domsch </ref>. Though non-unilinear narratives are not unique to MMORPGs, they allow the player flexibility in choosing how much he or she wants to participate in "processes" offered by the system of the game.
  
The flexibility the non-unilinear narratives in MMORPGs' gameworlds allows for players to engage in quests individually or in groups; indeed, the way in which MMORPGs allow a large number of players to coexist in a gameworld together via a server is what sets them apart from other kinds of videogame RPGs (see [[Action RPG|Action RPG]] and [[JRPG|JRPG]]). Players might band together temporarily in "parties" to defeat certain enemies that might be too strong for an individual to overcome. In other MMORPGs players can also join "guilds" (sometimes known as "clans," "kinships," or "crews") which function to bring players with similar goals together for the long term <ref name ="third"> [http://electronics.howstuffworks.com/mmorpg4.htm How MMORPGs Work] </ref>.  
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The flexibility the non-unilinear narratives in MMORPGs' gameworlds allows for players to engage in quests individually or in groups; indeed, the way in which MMORPGs allow a large number of players to coexist in a gameworld together via a server is what sets them apart from other kinds of videogame RPGs (see [[Action RPG|Action RPG]] and [[JRPG|JRPG]]). Players might band together temporarily in "parties" to defeat certain enemies that might be too strong for an individual to overcome. In other MMORPGs players can also join "guilds" (sometimes known as "clans," "kinships," or "crews") which function to bring players with similar goals in contact with one another <ref name ="third"> [http://electronics.howstuffworks.com/mmorpg4.htm How MMORPGs Work] </ref>. In this way, MMORPGs offer a variety of social options which can help the player achieve his or her desired experience.
  
 
== History ==
 
== History ==
The ancestor of all MMORPGs as we know them today is the pen-and-paper role-playing game, Dungeons and Dragons
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The ancestor of all MMORPGs as we know them today is the pen-and-paper role-playing game, ''Dungeons and Dragons''.
  
 
--MUDs
 
--MUDs

Revision as of 16:12, 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.

MMORPGs share many elements with other kinds of role-playing games, including but not limited to setting, character creation, and quests. Narrative is usually incorporated in to MMORPGs through quests, tasks that the player can complete in order to gain a reward, whether that reward be in-game currency, experience points to improve the character's abilities, or items. In MMORPGs where there is a main storyline for the player to follow, quests might be linked together to form a long narrative; however, these "main quests" are often accompanied by "side quests" shorter, optional narrative units that are not essential for progression in the game. In this way, the narrative of MMORPGs are non-unilinear, a term videogame scholar Sebastian Domsch uses to describe narratives that the player can shape by choosing the order in which (or whether or not) they complete quests [2]. Though non-unilinear narratives are not unique to MMORPGs, they allow the player flexibility in choosing how much he or she wants to participate in "processes" offered by the system of the game.

The flexibility the non-unilinear narratives in MMORPGs' gameworlds allows for players to engage in quests individually or in groups; indeed, the way in which MMORPGs allow a large number of players to coexist in a gameworld together via a server is what sets them apart from other kinds of videogame RPGs (see Action RPG and JRPG). Players might band together temporarily in "parties" to defeat certain enemies that might be too strong for an individual to overcome. In other MMORPGs players can also join "guilds" (sometimes known as "clans," "kinships," or "crews") which function to bring players with similar goals in contact with one another [3]. In this way, MMORPGs offer a variety of social options which can help the player achieve his or her desired experience.

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 [4].

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. Storyplaying, Sebastian Domsch
  3. How MMORPGs Work
  4. Star Wars: The Old Republic Jumps to Light Speed