I have to admit that before this class and this reading on MMOG. That I hadn’t given much thought to MMOG. I personally have never participated in any of the games mentioned although through the years I’ve known many people who have. Probably, the most interesting to me in the historical narrative of the development of online gaming was the information about how politics has influenced the development of the games. I find it fascinating that part of the reason that Korea has lead the way with games such as Legacy was that rather than importing other commercial gaming systems from Japan (which was not allowed post WWII the country focused their attention on broadband. That one difference made a huge impact in their country being successful in the online gaming business. The other fascinating thing to me that was pointed out in the article was that the way the different cultures interface with MMOG is different. For more communal societies, the users gravitate towards game that better reflect the society they know.
In the second set of reading I was asking myself “what is the purpose of the game?" Gaming is such big business and has been extremely successful, but why? The reading cleared this up for me a bit because the developers are asking the same question. What is it about these games that draws people in? Is it the fight or the social interactions or some combination of both? What method of payment works best? What Leveling up method keeps people interested? I think the development community knows that the social interactions and some sort of goal are key but they cannot have a free reign society because the survival of the fittest mentality tends to take out all the new players too quickly (which isn't good for business or for social satisfaction).
I think we'll have to stay tuned to see where this goes. As to the satisfaction of "why they are popular" I found an interesting article on The Psychology of MMORPG. In this article the author conducted an online survey for 3 years from 2000-2003 of users who played EverQuest, Dark Age of Camelot, Ultima Online and Star Wars Galaxies. They had anywhere from 2000 to 4000 responders for each survey they posted. Many of the questions were related to social interactions both in real life and in the game. One static that really caught me was that of women gamers 59.8% participated in the game with a romantic partner and 39.5% of female responders participated with a family member. There were also many other interesting statistics about friendships within the game. It seems to me, that at least for women, the huge draw is the social interactions that can be had, in some ways, much more easily in the game than in reality. Maybe the MMOG has taken the place of the Tupperware party. Time will tell if it is a passing trend or is here to stay.
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