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PC Games (Games) Role Playing (Games) Entertainment Games

MMORPGs - Societies or Games? 26

Talrias writes "The Community Manager of Codemasters' forthcoming PC MMORPG, Dragon Empires, has written an article over at Stratics about whether MMORPGs are designed as societies or as games, and uses the examples of the two big MMORPGs, Ultima Online (which he claims 'embodied this society design philosophy' when it launched) and EverQuest (which, it's suggested, 'most embodies the game design approach')."
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MMORPGs - Societies or Games?

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  • It depends (Score:3, Interesting)

    by pmz ( 462998 ) on Thursday October 30, 2003 @02:58PM (#7350994) Homepage

    If you enjoy it, it is a game.

    If you are addicted to it, it is a society.
    • I don't know about that... I'm addicted to dark carbonated caffinated beverages, but I've never felt like recognizing pop as a society.

      I'd be more inclined to define the members of an online game as a society if they interact in meaningful ways and have a shared identity.

    • Comparing the frequency of anecdotal reports of EQ addiction vs UO addiction, it would seem to be the game model is more addictive. That's perhaps why Electronic Arts has been trying to push the UO experience ever closer to the (bigger cash cow) EQ experience since they pushed Lord British out of the picture.
  • hmm... (Score:2, Interesting)

    by jermyjerm ( 705338 )
    Recent ones, with all their focus on balance issues, are either games or good examples of totalitarian societies.
  • They are neither (Score:2, Interesting)

    by incubusnb ( 621572 )
    and both at the same time.

    MMORPGs are Gaming Societies, the blend of both worlds

    the interactivity and escape to another world of a Game, with the Relationships and bonding that can only happen in a Society

    its probably the only place in the world where a Relationship counsiler could hook you up with a Level hack as well

  • by tm2b ( 42473 ) on Thursday October 30, 2003 @03:16PM (#7351199) Journal
    False dichotomy, or meaningless question?
  • Easy (Score:1, Insightful)

    by Anonymous Coward
    Neither.

    They're digital crack and cash cows for the companies that make them.

    I work with a couple of Everquest freaks; they talk about nothing but Everquest, play it in a daze for most of the day, but rarely do they actually seem to enjoy themselves. Mostly they either say "$&*( I lost experience / got killed / etc." or "ok now we gotta get to this next thing so we can do that thing," but "fun" doesn't seem to be involved anywhere.

    So game? Technically, I suppose, but not the kind that's, you know, fu
    • Actually, it's both and it's very dependent on the person you ask.

      People play MMORPG's for different reasons. Some play for the game (sounds like your friends) and some play for the social interaction (glorified chat room).

      Sure Everquest is addictive. Most people who play realize that. The reason that people keep coming back, though, is a personal one and it's probably some mixture of the gameplay (crawling up the ladder) and the social (playing with 20-50 of your guildmates/friends) aspect.

      I us
  • you play a role in a virtual world.. that has many people that interact.

    so.. duppatsippadootseippaduu.. oh my gosh, they form a society, no matter how crappy or great it is it's still a society(on one level or another) as long as the people are interacting somehow.
  • Neither... (Score:2, Insightful)

    Sorry, but they aren't either/or. Games require an engine and content, and societies are built around common goals.

    Most MMORPGs have little to no content, and 'teamwork' is a only effected in small random groups that rarely represent the average MMORPG player. MMORPGs are essentially chat rooms with ogres and +5 axes.

    • Then you should look at jumpgate.

      This is a game in the traditional sense. You level through missions, gain money, buy gear, and as you progress you are awarded medals and trophies, and can gain access to better items.

      As for social interactions, there are times when groups of people get togehter to huntdown aliens, run transport missions to help the affliation they are apart of, in addition to their clan, and work together to increase income for all.

      This is quite possibly one of the more underrated games
  • Not society (Score:2, Insightful)

    by Kelz ( 611260 )
    as much as many people want them to be. Why? No government.

    The authorative figures in these games tend to be mindless drones of NPC's that MIGHT talk to you if you click on them, but will say the exact same thing to everyone else.

    Many people will think that a society is based on trade or crafting, but really its a government that ties it all together. I really wish I could get the king of Midgard to gather all our forces and kick ass, but it isn't gonna happen, because people (well, sane people with job
    • This brings up a question:

      Would it really work to have a NPC be a leader of a war? Wouldn't it be better and more fun to have a PC appointed leader, and try to amass the as large a group as they can?

      Anyways, I agree with you, it really is a "government" that ties it all together. I put government in quotes because it isn't government like usually picutre; It's government as in people getting together and making rules for themselves.

      In most MMO games I've played, there are always people that do want
  • As the Architect might say .....
    "The problem is choice"
    From reading the article it kind of reminds me of the Architects discussion with Neo regarding the various iterations of the Matrix.
    The question for the designers is really how to ballance Choice and Control.
    Of course to this Neo would respond with ....
    "Whoa..."
  • They contain elements of both.

    Next time on slashdot: Movies - eye candy or social commentary?

It's a naive, domestic operating system without any breeding, but I think you'll be amused by its presumption.

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