MMORPGs: Why are they so addictive?

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    MMORPGs: Why are they so addictive? - Presentation Transcript

    1. MMORPGs… Why? An Exploratory Presentation By Ross
    2. What is an MMORPG?
      • http://www.tv-links.co.uk/link.do/2/157/422/5709/9897
      • Massively Multiplayer Online Role Playing Game
      • Take place in a large, persistent, virtual world with hundreds of other players
      • Generally revolve around advancement through levels, gear, reputation, etc.
    3.  
    4. Brief History Review
    5. MUD
      • The first really successful multi-user world
      • Created in 1978 by Roy Trubshaw and Richard Bartle at Essex University on a DEC PDP-10
      • Text-Based
      • Connected to ARPANet in 1980 so people in the US could play
      • Richard Bartle left Essex in 1985 to work on MUD2
      • http:// www.mudii.co.uk /
    6. Other Notable Games
      • Drygulch – 1980 – 3D line graphics, western game, no orcs or magic
      • Dungeons/Islands of Kesmai – 1980 – ASCII graphics, up to six players, more combat oriented than MUD, Zork, or Adventure, costs $12/hour to play
      • Habitat – 1985 – 2D graphics, 3 rd person view
      • AberMUD – 1987 – first popular INTERNET based game, Freely available
      • Monster – 1988 – Supported online creation; players were allowed to create the environment
      • Legend of the Red Dragon – 1989 – Only allowed 10-20 minutes of play per day
      • TinyMUD – 1989 – Stripped down version of Monster, quickly became popular because it was much more streamlined
    7. Into the 90s and Beyond
      • The Realm Online – 1996 – Longest running graphical MUD
      • Meridian 59 – 1996 – First 3d MMORPG; focuses mainly on PvP combat
      • Ultima Online – 1997 – Massively popular by previous standards
      • 1999
        • Everquest & Asheron’s Call released… and the rest is history
    8.  
    9.  
    10. History by Chart
    11. What makes MMOs so popular?
    12. Richard Bartle & Who Plays MMOs
      • After working on MUD I and II, Bartle started doing research and writing papers about this genre he had created.
      • Determined that there are four types of players:
        • Achievers
        • Socializers
        • Killers
        • Explorers
      • Different games appeal to different groups of players – the more successful games appeal to all the groups.
    13. Asheron’s Call
      • Microsoft’s entry into the MMO genre
      • Released in 1999
      • Almost 100 content patches and 2 expansion packs
      • Development company Turbine bought the game from Microsoft in 2004
    14. Asheron’s Call
      • Pros:
        • Completely original content
        • Huge world to explore
        • Lots of skill customization available
        • Monthly patches add lots of new content and story elements that follow larger story arcs that last for long periods of time.
        • Lots of advancement available – hundreds of quests and a level cap of 275
      • Cons:
        • Fairly hard to get into – advancement takes a long time and is very hard when you are just starting out. Also a steep learning curve. “Gimped characters.”
        • Much of the new content released is geared toward higher level characters, so newbies can’t take advantage of it
        • Death system is very unforgiving
        • World is so large, a lot goes unused
        • Lots of money- and time-sinks
    15.  
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    17.  
    18. Asheron’s Call
      • Appeals most heavily to achievers and explorers
        • Monthly updates allow people to explore new content almost constantly
        • Lots of opportunities to be the “first” to complete new stuff
      • Moderate amount of appeal to socializers
        • Player housing and large meeting spots allow socializers to congregate and hang out
        • Even popular dungeons are fun places to hang out
      • Not so much appeal to killers
        • PK system is totally optional except on the PK server
        • Really hard to get started on PK server
    19.  
    20. Asheron’s Call II
      • Released November, 2002
      • First “Next-Gen” MMO
      • Sequel in name only – totally different gameplay
    21.  
    22.  
    23.  
    24. Asheron’s Call II
      • Had a lot of bugs and problems at release. Though these were fixed later, it couldn’t save the game
      • Servers were shut down December 30, 2005
    25. Why Did AC2 Fail?
      • Designers wanted a purely player-driven economy – there was an extensive crafting system that allowed players to make most of the items in the economy
      • In the beginning there were almost no NPCs in the game
      • Despite great story-driven dungeons, great PvP balance, and completely original class specializations, the combat system was lacking
      • Didn’t appeal to many player types
    26. Guild Wars
      • Released by ArenaNet in April, 2007
      • “ Cooperative/competitive online role-playing game”
      • Episodic – Three episodes, called campaigns, have been released; each episode released has new content. It is not essential for players to purchase all of the campaigns
      • ArenaNet makes regular patches to fix gameplay issues
    27.  
    28. Guild Wars
      • Pros:
        • No subscription fee!
        • No grind
        • Strong PvP
        • Really focused on completion of scripted, story-driven missions that take place in instanced areas
      • Cons:
        • Not much advancement available
        • Fairly steep learning curve
        • Skill selection system doesn’t appeal to everyone
    29.  
    30.  
    31. Guild Wars
      • Appeals to Killers
        • Game allows players to create maximum level characters just for PvP play without a grind
      • Appeals to Explorers
        • Story-driven missions allow a lot of immersion in the game world
      • Appeals to Socializers
        • Cooperative and competitive play allow great group dynamics that are harder to find for the casual player in other games
      • Not as much appeal to Achievers
        • Not enough opportunities for advancement and colossal, hard-to-get achievements (Not enough grinds that the average player doesn’t have to do, and probably won’t do).
    32. World of Warcraft
      • Blizzard’s entry into the world of MMOs
      • Takes place in their very popular Warcraft Universe, a few years after the events of their previous RTS game, Warcraft III
      • Most popular MMO to date with over 8.5 million subscribers worldwide
      • Released November, 2004
      • One expansion pack was released in January, 2007
    33.  
    34. World of Warcraft
      • Pros:
        • Huge amount of content available to players
        • Lots of advancement through levels and gear
        • Many different playstyles supported
        • Good ramping in dungeons
        • Really nice learning curve
        • Lots of fun scripted events that really immerse the player in the world
      • Cons:
        • Lack of original content
        • Several long grinds that don’t seem very fun
        • Lots of criticism about game-addiction
        • Server instability
        • “ Dead Realms”
    35.  
    36. Why is WoW so God Damn successful?!?!!!11!!one!!!
    37. World of Warcraft
      • Appeals to EVERYONE!!
        • Killers - PvP system has several fun, objective-based Battlegrounds, world PvP objectives, and lots of PvP-centric rewards for participating. Also, plenty of places that are great for “ganking”
        • Explorers - Huge, very fleshed out, detailed world for people to explore. Dozens of zones and large instanced dungeons, each with a different theme. Quests, towns, monsters etc. match the themes very well and help with the immersion of the player, ie Hellfire Peninsula.
        • Socializers – Large cities serve as gathering points for players. Guilds are a great way to make friends in-game. Lots of chat options available. Looking for group tool.
        • Achievers – HUGE amount of content for all levels of achievers. Lots of stuff that’s really hard to get for players to “Pimp their epeen”
    38.  
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    40.  
    41.  
    42. The End

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