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Drift
Reality > London,
England > The Role of the Everyday User in the Evolution
of MMORPGs - Part 3
Massive
Multiplayer Online Roleplaying Games (MMORPGs)
Although MUDs
largely resisted commercialization, they certainly influenced
commercial game developers. Throughout the 90s, a variety of software
production companies began developing single-player fantasy role-playing
games that were thematically similar to MUDs. The fundamental
difference was the integration of graphical user interfaces (GUIs).
The GUI may have been responsible for the widespread popularity
of this new generation of role-playing games. Titles included
notables like Final Fantasy, Ultima, and the Legend of Zelda.
During this same time period, there were a number of commercial
attempts to place role-playing games online. It was not until
the mid to late-90s when the online role-playing game began to
achieve a degree of popularity. Today, MMORPGs have become a tremendously
lucrative, commercially dominated industry. According to some
estimates (Dawson, 2006), the online gaming industry is expected
to grow at an annual rate of 95% throughout the next five years,
leading a videogame industry that is expected to be valued at
over $65 billion by the year 2011. According to Edward Castronova,
an economist at California State University Fullerton and one
of the foremost academics focusing on online gaming, the sum of
all virtual goods sold through Internet auctions in the MMORPG
EverQuest would account for the 77th largest economy in the world.
If MMORPGs
and MUDs are to be viewed as two manifestations of an encompassing
technology, then Bakardjieva’s belief on the role of ordinary
users might hold true. As MUDs evolved into MMORPG, it could be
construed that the “invention of functions and meanings”
did eventually fade in vibrancy as the reins of production moved
from the ordinary user to the commercial world. In the initial
world of MMORPGs, the ordinary user had transformed into a consumer.
The commercial world had come to dictate the contours of the MMORPG
worlds, as well as the terms of interaction within these spaces.
The sedentary
role of the ordinary user in commercially manufactured games was
short-lived. It was not long until ordinary users began figuring
out ways to crack commercial software and begin “modding,”
a process in which commercial software is redesigned to suit user
preferences. Suddenly, a flurry of modded games, redesigned by
users, began appearing throughout the Internet. Initially, commercial
manufacturers attempted a variety of tactics to prevent users
from modding their games, but eventually found it easier to embrace
the practice. One example of this trend can be seen with the computer
game Half-Life, which was recently re-released by the manufacturer
with user-coded mods. Some manufacturers have even begun to release
mod packs with software, which provide the user with mapping,
scripting, and animation utilities (Brown & Oren, 2005).
With MMORPGs,
the ability of the ordinary user to mod was more limited due to
technological barriers. In many MMORPGs, the software driving
the game resides on a centralized server. Cracking the software
would first require finding a way to access the server, which
is a much more difficult task. Yet the technological stumbling
block did not deter ordinary users in MMORPGs from engaging in
innovative practices.
Thematically
similar to conventional MUDs, Diablo II is a MMORPG in which the
user must navigate through various stages of a fantasy world,
on their own or with other players. The game is played on a server
called Battle.net, which allows players to create new games or
join games in progress. The Battle.net platform additionally serves
as a real-time chat room for players not actively involved in
a game. The main interaction involves navigation through the virtual
landscape and combat with non-player monsters. As the player defeated
more monsters, they gain “experience points,” which
can be used to develop various character skills. Additionally,
acquisition of items plays a prominent role in the game: the better
items a player has, the stronger their character will become.
These activities are what Taylor et al. (2005) refers to as “playing
in the box.” They are what has been projected by the game
designers while “constructing the user” (Silverstone
& Haddon, 1996) and consequently programmed into the game.
According
to a critical examination by Taylor et al. (2005), the reality
of game play in Diablo II reveals a dramatically different picture.
Most players in Battle.net complete the various levels of the
narrative in a relatively short amount of time. What sustains
their game play over a course of months and even years involves
the acquisition of items within the game; and trading and acquisition
of items in the Battle.net chat room. Players are innovative in
the manner in which they develop new practices in Diablo II, and
establish new patterns of interaction (Haddon, 2005). Each user
account is allotted a set number of virtual characters. Additionally,
advanced characters are used primarily as a means to increase
a player’s overall repository of weapons and equipment while
low level characters are used primarily as “mules,”
whose primary role is to carry valuable items. Additionally, the
practice of “farming” involves the identification
and repetitive defeat of certain enemies, who are known to drop
high-grade weapons and equipment. Some veteran players with highly
developed characters will spend the majority of their time farming
for equipment and engaging in virtual commerce in the Battle.net
chat room, and even real world commerce through online auction
sites like eBay. Ultimately, “in the box” game play
becomes an afterthought for most Diablo II veterans.
In
2003, a San Francisco-based software company, Linden Lab, launched
a new MMORPG called Second Life. Unlike many of its predecessors,
Second Life decided to embrace user innovation by providing its
members with the ability to create and manipulate the contours
of the virtual landscape. Furthermore, their policy provides “residents”
with intellectual actual ownership of the lands they create (Linden
Research, 2006). Second Life also provides a virtual “marketplace,”
with a currency that can be converted to US dollars at numerous
online currency exchanges.
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