Difference between revisions of "Massively Multiplayer Online Games"
Line 17: | Line 17: | ||
== Using the pattern == | == Using the pattern == | ||
+ | For practical reasons, [[Massively Multiplayer Online Games]] need to have some features. First, they have several players so designing them includes considering the various options connected to [[Multiplayer Games]]. Of these, supporting [[Late Arriving Players]] and [[Drop-In/Drop-Out]] are necessary since one cannot demand that all players should have their play sessions completely synchronized. Further, they need computer programs as [[Dedicated Game Facilitators]] to handle the large game states and to mediate the gameplay and the [[Communication Channels]] between players. This may be augmented with [[Game Masters]] to handle problematic [[Social Interaction]] between players and to collect information to develop [[Evolving Rule Sets]]. | ||
+ | |||
+ | Many [[Massively Multiplayer Online Games]] have [[Persistent Game Worlds]] but they do not need to - [[Hattrick]] suffices with players, teams, and leagues. | ||
+ | |||
[[Evolving Rule Sets]] | [[Evolving Rule Sets]] | ||
− | |||
[[Invites]] | [[Invites]] | ||
[[Purchasable Game Advantages]] | [[Purchasable Game Advantages]] | ||
Line 34: | Line 37: | ||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Events Timed to the Real World]] | [[Events Timed to the Real World]] | ||
Line 70: | Line 68: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[Dedicated Game Facilitators]] | + | [[Communication Channels]], |
+ | [[Dedicated Game Facilitators]], | ||
+ | [[Drop-In/Drop-Out]], | ||
+ | [[Late Arriving Players]], | ||
+ | [[Multiplayer Games]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | [[Game Masters]] | + | [[Game Masters]], |
+ | [[Persistent Game Worlds]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 19:20, 22 February 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
Depending on how one defines massively, text-based multiuser adventures such as DragonMud and Kingdoms are among the first Massively Multiplayer Online Games. These were however not explicitly designed and deployed to support concurrent players numbering in the thousands, examples of games that do this include Ultima Online, World of Warcraft, and Eve Online. While all these are Computer-based Roleplaying Games to a larger or smaller degree, other game genres are possible. World War II Online is a FPS-based example and Hattrick is one simulating Soccer Management.
See the category Massively Multiplayer Online Games for all examples on the wiki.
Using the pattern
For practical reasons, Massively Multiplayer Online Games need to have some features. First, they have several players so designing them includes considering the various options connected to Multiplayer Games. Of these, supporting Late Arriving Players and Drop-In/Drop-Out are necessary since one cannot demand that all players should have their play sessions completely synchronized. Further, they need computer programs as Dedicated Game Facilitators to handle the large game states and to mediate the gameplay and the Communication Channels between players. This may be augmented with Game Masters to handle problematic Social Interaction between players and to collect information to develop Evolving Rule Sets.
Many Massively Multiplayer Online Games have Persistent Game Worlds but they do not need to - Hattrick suffices with players, teams, and leagues.
Invites Purchasable Game Advantages Construction Massively Single-Player Online Games
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.
Events Timed to the Real World
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
Putting many players into the same game make it more or less impossible for Social Interaction not to occur. Further, since they nearly always need updates to handle bugs, issues with Player Balance, or Events Timed to the Real World, they also have Evolving Rule Sets.
Relations
Can Instantiate
Social Interaction, Evolving Rule Sets
with ...
Can Modulate
Can Be Instantiated By
Communication Channels, Dedicated Game Facilitators, Drop-In/Drop-Out, Late Arriving Players, Multiplayer Games
Can Be Modulated By
Game Masters, Persistent Game Worlds
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
-
Acknowledgements
-