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
work, retirement. Along with that you had hobbiespre-arranged teams. As in FPS games, there are also
like cars, bowling, or gardening. The former was moreclans in Warcraft, which in this case are even
or a less of a chore, the latter the fun stuff you didexplicitly supported by Battlenet. This and the very
in your free time, usually together with local friendsimmediate visibility of someone's skill level (basically,
from the same neighborhood. This was basically thehis win/loss ratio) gives rise to much competition
same as a thousand years ago. For a few luckybetween dedicated players for the top ladder
people the two areas overlapped and they could do(ranking) spots. Unlike geographically uniform games
the stuff that they liked as their main job.Now, in thelike Counter-Strike with tens of thousands of
last 10 years of the 20th century, as well as in theservers, Warcraft has just a handful of large servers,
first few years of the 21st, this has been changingeach for a certain area of the world (e.g. Americas,
rather dramatically. The reason is the rapid technicalEurope, Asia). Interestingly enough, most strategy
progress, both in the wide area network andgames are dominated by Asian, especially South
computing power areas. Contemporary hardware canKorean, players, where online multiplayer games have
animate very detailed and realistic graphics fluently,been a very major part of the culture for years
and transfer data on the movements and actions ofalready. The professional South Korean Starcraft and
hundreds of objects and characters around the worldWarcraft tournaments are major events with
in milliseconds (although, unfortunately, the speed ofhundreds of thousands of live spectators, played on
light still remains a limiting factor). This has led to anan extremely competitive level, and broadcasted on
explosion in the availability and quality of onlineTV, and the top players have practically celebrity
games, with the newest generation likestatus and incomes in the six-figure range and
Counter-Strike and World of Warcraft becoming ahigher.Since the popular strategy games are usually
phenomenon no longer limited to any particular socialalso just round-based, there is not very much room
class, but rather an all-encompassing cultural elementfor social interaction apart from an occasional chat.
in the industrial countries.Increasingly, parents findStrategy players are probably a bit older than FPS
that their children spend a lot of time playing some ofplayers on average, mostly between 16 and 35 in the
those games, and more and more people come inWestern societies.Massively Multiplayer Online Role
contact with them. This leads to people wantingPlaying Games MMORPGs are the final and by far the
objective information, which is in practice not easy tomost complex group in our classification. They are
obtain. Most articles about these games are eithersomething like little worlds within themselves, often
written by rather clueless journalists who have neverresembling scaled-down copies of the real world, yet
or hardly played the games in question and thereforedifferent as well. The two leading MMORPGs as of
mainly focus on scandalous negative side effects, orthe time of writing are probably World of Warcraft
by enthusiastic fans who dive deep into the(WoW) and Final Fantasy XI (FFXI) , each with
technicalities and don't mention the real worldmillions of active players worldwide. The distinctive
consequences much. This article tries to bridge thedifference between MMORPGs and the other kinds
gap - it describes the currently most important typesof online multiplayer games is that RPGs are not
of online games and looks in detail at the socialround-based, and do not have a time limit or any
relationships behind them. The authors have beenspecific goal to achieve. They are just there to be
longterm players for years and therefore hope thatexplored along (or sometimes against) other players.
they can address the issue in considerably greaterThe key concept is that each player chooses a single
depth and detail than most journalists (however, youvirtual avatar which is at first rather weak (low-level)
won't find detailed technical facts here since it is notand starts in some safe basic area of his choice. The
in scope of this article).There are basically three maincurrent MMORPGs all offer a rich palette of races and
types of multiplayer online games:First-personlocations to start with. Usually, to be able to explore
shooters (FPS) where the player sees everythingthe world, the character must be made stronger,
through a (usually temporary, just for the onlinewhich is typically achieved by killing some kind of
session or less) character's eyes and his gun's barrel.virtual monsters repeatedly, at low levels usually
This category still remains predominant in totalalone, later in a group. You can also do "quests" -
worldwide player numbers (according to Valve,tasks given to you by an in-game character - for
Counterstrike is currently still the most popular onlinevarious rewards and with various degrees of
multiplayer game). Some of the other examplesdifficulty.Current MMORPGs are very large and highly
include Quake, Unreal Tournament, andcomplex. Even fully exploring their worlds can take
Doom3.Strategy games are the the second mainyears, and trying out all the playstyles and options is
category. Usually similar to FPS games in the roundalmost impossible. There are lots of different
session-based style of play, in these games thestrategies for doing quests and winning difficult
player usually does not have any single entity, butbattles, and organizational and managemental skills
rather commands a number of troops of some kindbecome essential in major conflicts where sometimes
against other human opponents. There are alsohundreds of people are involved at once. Those
various options where one can both play with otherlarge-scale groups already resemble something like
humans against the computer etc. Games of this kindreal-world armies, with a defined command structure
include Starcraft, Warcraft III, Age of Empires andand squads with some special tasks each. This is
many others.The last group, the MMORPG (Massivelysomething entirely new - nothing of comparable scale
Multiplayer Online Role Playing Games), is the areaand 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 permanentgreater.An impressive fact is the extreme
character (or entity) or several which can evolve andinternationality of MMORPGs. A little less obvious with
be equipped with various gear, and undertakesWoW, since it is also Battlenet-based and uses the
adventures in a large world full with other players.regional server concept, it is highly apparent with Final
This 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
Warcraft, Final Fantasy XI, Guild Wars, Everquest IIit is possible to meet people from too many
and Lineage II.FPSIn first-person shooter games, thecountries to list here, almost every corner of the
basic principle is simple. Shoot or be shot, kill or beworld being represented. An interesting side effect is
killed. Starting with the original Castle of Wolfensteinthat one comes in contact with numerous cultures
and Doom, these games have developed to a leveland customs and many different languages. Some
of frightening realism mainly for men living out theiranecdotal stories from the authors' own experience
ancient predatory and fighting instincts (according toinclude a maid coming in to clean an Egyptian player's
some surveys, there are about 10 times as manyroom at the wrong time, relaxed Moroccan players
male as female players in average FPS games). Onesipping on a water pipe in an Internet cafe while
of the recent milestones in this category, Doom 3 isplaying, and a Canadian PhD student surveying the
a game which is psychologically scary even to adultattitudes of gamers for her thesis work.Another
men with the highly detailed and realistic monsterspositive thing about MMORPGs is that they
suddenly attacking from dark corners. However, onceencourage making friends and teamplay very much. It
these games take to the online multiplayer stage,may be possible to do a lot alone (although not in all
their focus shifts a little. The goal is no longer toRPGs), but a well-matched group can do much more.
scare the pants off the lone player in his dark room,Therefore, social skills like making contacts and
but rather to provide a fun platform for competitionkeeping them are substantial in MMORPGs. Since the
between many players of different skill. The mostplayer is hidden behind his avatar, the threshold to
popular online game in this category is still withoutapproach someone you don't know is a lot lower
doubt Counter-Strike - a game which has receivedthan in real life, which makes them a good playground
much negative fame because of various schoolfor shy people. The authors know of several real-life
shootings done by Counter-Strike players, yet stillrelationships that initially started with the players liking
remains a highly captivating pastime for millionseach other in the game and then finding out they
worldwide. It is a fan modification of Half-Life, aliked each other in real life as well. Of course, the
Valve game, and a team game in its core: one teamchance for a mess-up is much higher here as well -
is the "terrorists", the other the "counter-terrorists",after all in real life it's unlikely you date someone who
and the play is round-based: at the start of a round,looks cute for a while, only to find out he's a chain
each team member receives an identical (except forsmoking guy in his 30s. However, still, interestingly
clothing) avatar, picks some weapons, and the theenough, MMORPGs are relatively much more popular
two teams clash in combat until either a bomb iswith women when compared to FPS or strategy
placed or everyone of one team is dead (there aregames. That is probably because there's a lot of
also variations like "capture the flag" etc).There aresocial interaction within them - you make friends who
numerous reasons for the massive popularity ofyou see and adventure together a lot, and there's a
Counter-Strike. The game rounds are short-term inlot of talking and personal information being
nature and don't require much time. It isexchanged - something almost entirely missing from
comparatively realistic - weapons existing in reality likemost other multiplayer games.The clan idea from FPS
the M-16 or AK-47 are used in the game, and evenand strategy games is even much more emphasized
one shot may be enough to kill. Also, it is easilyin MMORPGs. Guilds in WoW and linkshells in FFXI are
accessible - almost everyone can install and run amajor social entities, with their members meeting
Counter-Strike server, and there are many thousandseach other daily for years. The real-life meetings of
of them in the world online at any given time.large guilds or linkshells are worldwide events, with
Although the basic game does not lead to socialpeople coming together from many different places.
interaction deeper than a quick chat, the grouping ofLinkshell friendships sometimes last for years. On the
people around some specific favorite servers and thedownside, this means that one can get hurt as well in
wish to play better, which inevitably requires solidthe game - a fact that many people unfamiliar with
teamplay, has led to the phenomenon of so-calledthe whole phenomenon often fail to understand. "It's
"clans", or dedicated player groups, which usually havejust a game", they say. On the one hand, they're
their own server where they train. A competitive clanright. Yet on the other hand, if it is possible to make
will usually have requirements for people wanting tonew friends through these games, who become
join - a certain skill level, or some minimum playtime -real-life friends as well, one should realize that it is
and most serious clan players play at least severalquite possible to get friendships broken by them as
hours a day. Dedicated clans will also sometimeswell, for instance when being disappointed by people
meet in real life to discuss strategies and generallyone had trusted. This is also something almost unique
have fun, which is not much different from mostto MMORPGs - there has never been so much reality
other groups of people with similar hobbies, like e.g.in a virtual world before. Talking of that, one should
stamp collectors or RC model builders. Since manymention another peculiar aspect of those games -
servers are regional, mostly there are same-countrythe equipment hunting. As the avatars are the same
and often even same-neighborhood people on the(or similar) for everyone, the gear or equipment that
same server, which of course makes meeting in reala player has basically measures his social status, much
life easier as well.The picture is roughly comparable inlike a car or money in real life. Players with very rare,
the other FPS multiplayer games like Quake 4 and"godly" gear, are admired and envied by many people
Unreal Tournament, with the main differencewith regular equipment. Since that is something most
between that the latter are less realistic and includepeople like, and, as mentioned, the thresholds for
sci-fi weapons like laser guns and such. They are alsodoing things are so much lower than in real life, many
typically much faster, with frantic movement (means,nasty things have been done in order to obtain gear.
being hard to target) being highly important toAgain, here the RPGs are almost like a mirror of real
survival, which is a concept rather different tolife, condensing down the more hidden similar issues
Counter-Strike where sometimes the top scorersthere to a more compact and visible form. In a way,
just sit in one place with a sniper rifle. However, ait is a pretty interesting experience and can teach
thing common to all FPS, mouse control is highlyone a lot about people. It just becomes clear much
essential. Skilled FPS players develop extremely goodfaster who is worth what. A related trait of these
mouse control (conventional mice no longer beinggames is the emerging RMT (Real Money Trade)
good enough for them led to the development of aindustry, which basically thrives on selling virtual game
whole new segment of gaming mice) and havemoney and items for real money, and for some
reaction times below 0.1 seconds. The numerousgames has reached revenues comparable to the per
stress peaks and drops, lack of time betweencapita gross national products of European countries.
rounds, and the frantic gameplay often leads toHere one can see the blurring of the distinction
additional addictions, though - many of the hardcorebetween work and playing - many people don't play
FPS players are chain smokers, fast-food eaters,for fun anymore. They earn money by "camping"
coffee addicts, or all of it combined. There are(sitting at the same spot all day) special monsters
worldwide tournaments held for most of theand selling the dropped items. It turns out it is
established FPS, and the current champions arepossible to earn sizable amounts with that - more
mostly from Europe or the US.Strategy gamesThethan a regular hard job in some countries would
picture is a bit different with strategy games. Usuallypay.To summarize, online multiplayer games are a
they are less frantic and leave much more room forvery large and ever increasing phenomenon. Very
logical thinking (of course, the classic board games likeaddictive, and easily able to occupy a player for
chess or Go also have major online playing facilitiesyears, they are perhaps becoming the major modern
nowadays, but they cannot really be called multiplayerescape-from-reality tool of the next generation.
games since there is little to none team aspect, it'sCertainly, they have their drawbacks, and not too
just one-on-one most of the time). A typical examplefew. However, if seen as an alternative to TV,
is Warcraft III, which is the most recent in theMMORPGs are definitely more worthwhile, in the
Warcraft realtime strategy game series by Blizzard. Itauthors' humble opinion.The authors are experienced
is played on the so-called Battlenet, a major onlinegamers and alongside with their work as co-founders
gaming hub by Blizzard, which also serves otherof a web design and development company ( still
strategy games like StarCraft. In Warcraft III it isenjoy an occasional round of play.
possible to play both random opponents matched to