Koivisto
Elina Koivisto Elina.M.Koivisto@nokia.com
Supporting Communities in Massively Multiplayer Online Roleplaying Games by Game Design
In this paper we study what kind of game design makes game community formation and maintenance easier in Massively Multiplayer Online Role Playing Games (MMORPG) and use as examples three MMORPGs: Ultima Online, Anarchy Online and Toontown. The paper is based on analysis of extensive game play, message board discussions and player interviews.
The communication methods, game mechanics and environments of the three MMORPGs are compared and the effects on the game community are analyzed. Communities do not exist without communication. The in-game communication methods in the example games are very different. In Anarchy Online it is possible to send private messages to other players and to create chat channels. Ultima Online's game world provides rich non-textual communication but the chat system is quite simple and that is why most of the players use ICQ (an instant messaging tool) even for in-game communication. In Toontown chatting with other players is very limited: the player has to use pre-defined sentences to communicate. Only if one knows the other player out of the game, it is possible to chat by typing in the text.
Game mechanics affect on how important it is for the players to co-operate and compete with others and how useful it is to form different kinds of sub-communities, such as guilds and temporary teams. If the game allows player created content it typically strengthens the game community. The game environment provides settings for player-to-player interaction and can encourage collaboration and inspire the players to create their own stories around the sub-communities.
Elina Koivisto received her Master of Science degree in Tampere University of Technology 2003 and is now a games researcher in Nokia Research Center, Tampere Finland.
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