Massively Multiplayer Online Games

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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

World of Warcraft Ultima Online Eve Online


Drop-In/Drop-Out Multiplayer Games Late Arriving Players Massively Multiplayer Online Games Persistent Game Worlds 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.

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

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Acknowledgements

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