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Ultimate Game Design : Building game worlds

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Defining Titles<br />

C H A P T E R 8<br />

In the short history of the MMOG, some of the defining titles include Ultima Online<br />

(www.uo.com), Everquest (http://everquest.station.sony.com/), and Asheron’s<br />

Call (www.microsoft.com/<strong>game</strong>s/zone/asheronscall/). These titles have been large<br />

experiments in attracting and keeping players excited about playing and unfolding<br />

their characters within these persistent <strong>worlds</strong>. To date, the most successful titles<br />

have been entirely character oriented. These <strong>game</strong>s provide a social network or aspect<br />

that is unequalled by any other form of electronic gaming. For anyone unfamiliar<br />

with these <strong>game</strong> titles, they offer vast lands to explore as a lone player or in collaboration<br />

with other players, all the while focused on character growth, positioning, nuances in<br />

ability, efficacy, and social/power-oriented rankings.<br />

How Is the MMOG Player Different<br />

from the Console Player?<br />

Typically, it has been assumed that there is a sizeable divide between the console<br />

player and the PC/MMOG player. The rationale is that console players prefer fast action<br />

and sports <strong>game</strong>s, while PC players prefer FPS, RPG, and strategy-oriented titles.<br />

There is significant sales evidence to back up this idea. The PC audience has made the<br />

MMOG successful. However, there is a bridge to the console world, as MMOG titles<br />

that have proven successful on the PC are becoming available on the consoles, primarily<br />

through the move of the Xbox and PlayStation 2 into the online universe.<br />

In the recent past, players did tend to gravitate toward either console or PC play,<br />

while many of the die-hards played both with equal passion. These days, younger<br />

players have no fear of the PC, and therefore no reason to play exclusively on the easier-to-use<br />

consoles. The divide between the two kinds of players seems to be diminishing.<br />

Not entirely, however.<br />

You still come across many players with strong platform preferences. Many players<br />

who prefer console gaming are not as eager to play PC titles, for a variety of reasons.<br />

The MMOG titles released to date have done a very good job of providing<br />

content that is pleasing and familiar to PC-oriented players. Whether these titles will<br />

make it over the bridge to the world of online console play remains to be determined.<br />

From a design perspective, any title you envision as an MMOG may increasingly<br />

have to serve two masters. First will be the obvious need to connect with PC/MMOG<br />

players. This is your established audience. Second may be the need to understand<br />

more about exactly how the title will play for the online console audience.<br />

189<br />

<strong>Design</strong> Considerations for Massively Multiplayer Multiplayer Online <strong>Game</strong>s

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