Difference between revisions of "Massively Multiplayer Online Games"
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+ | [[Category:Patterns]] | ||
+ | [[Category:Needs work]] | ||
+ | [[Category:Needs revision]] | ||
+ | [[Category:Needs examples]] | ||
+ | [[Category:Needs references]] | ||
+ | [[Category:Patterns created on the Wiki]] | ||
+ | [[Category:Stub]] | ||
+ | ''Games which support hundreds or thousands of players to inhabit the same game world and interact with each others.'' | ||
+ | |||
+ | This pattern is a still a stub. | ||
+ | |||
+ | === Examples === | ||
+ | |||
+ | == Using the pattern == | ||
where several, sometimes even thousands, of players share the same Game World, which itself has an existence independent of the players themselves. The high level of Social Interaction that occurs in these games can over time give rise to both Social Statuses among the players and Social Organizations given some support through the game design. | where several, sometimes even thousands, of players share the same Game World, which itself has an existence independent of the players themselves. The high level of Social Interaction that occurs in these games can over time give rise to both Social Statuses among the players and Social Organizations given some support through the game design. | ||
+ | |||
+ | For practical reasons, [[Massively Multiplayer Online Games]] are have computer programs as [[Dedicated Game Facilitators]] that mediate the gameplay and other interactions between players. | ||
+ | |||
+ | |||
+ | Some [[Live Action Roleplaying]] games do approach the same numbers of players as [[Massively Multiplayer Online Games]] but differ in many other ways and the two patterns have relatively little in common. | ||
+ | |||
+ | === Diegetic Aspects === | ||
+ | |||
+ | === Interface Aspects === | ||
+ | |||
+ | === Narrative Aspects === | ||
+ | |||
+ | == Consequences == | ||
+ | |||
+ | == Relations == | ||
+ | === Can Instantiate === | ||
+ | |||
+ | ==== with ... ==== | ||
+ | |||
+ | === Can Modulate === | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Dedicated Game Facilitators]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | |||
+ | === Possible Closure Effects === | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | |||
+ | == History == | ||
+ | New pattern created in this wiki. | ||
+ | |||
+ | == References == | ||
+ | - | ||
+ | |||
+ | == Acknowledgements == | ||
+ | - |
Revision as of 22:03, 16 January 2011
Games which support hundreds or thousands of players to inhabit the same game world and interact with each others.
This pattern is a still a stub.
Contents
Examples
Using the pattern
where several, sometimes even thousands, of players share the same Game World, which itself has an existence independent of the players themselves. The high level of Social Interaction that occurs in these games can over time give rise to both Social Statuses among the players and Social Organizations given some support through the game design.
For practical reasons, Massively Multiplayer Online Games are have computer programs as Dedicated Game Facilitators that mediate the gameplay and other interactions between players.
Some Live Action Roleplaying games do approach the same numbers of players as Massively Multiplayer Online Games but differ in many other ways and the two patterns have relatively little in common.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
-
Acknowledgements
-