sábado, 17 de septiembre de 2011

First report and History of Massively Multiplayer Online Role-Playing Games


First report
Members of group

Alexander Jaramillo Bustos
Julián Esteban Ruíz
Karen Stave
Yuliana Velásquez

Title of presentation

World of warcraft Project

Index

1.       History of massively multiplayer online role-playing games (Karla Stave).
2.       World of Warcraft (Alexander Jaramillo).
3.       Some videos (Yuliana Velásquez).
4.       The next expansion (Julian Ruiz).

What are we going to do?

We will show a presentation about of multiplayer online role-playing games, especially World of warcraft (WOW). It´s History, some videos and many interesting thigs.
You are welcome.





massively multiplayer online game (MMOG or simply MMO) is a type of computer game that enables hundreds or thousands of players to simultaneously interact in a game world they are connected to via the Internet. Typically, this kind of game is played in an online, multiplayer-only persistent world.
World of Warcraft is a "MMORPG", a type of MMOG or MMO.
The History of MMOGs
In 1997 Ultima Online (UO) was released heralding a new era for online games, graphics. Although graphical virtual words were not a new thing (Meridian 59 was released a year earlier, with limited success) UO was the first graphical world to achieve commercial success. In 1998 Lineage was released in Korea proving extremely popular, a year after Lineage, EverQuest was released.
EverQuest's success was runaway. By January 2000 it had exceeded the total number of active subscribers that Ultima Online had at the time (Woodcock, B: An Analysis of MMOG Subscription Growth), despite being released 18 months later. EverQuest's subscription levels was to outgrow all expectations setting a standard for future MMOGs.
Since the release of EverQuest many new MMORPGs have been released. Some of them were EverQuest clones but others were more original. Asheron's Call was not as successful  as EverQuest, but regardless was never-the-less considered a huge success for Turbine spawning numerous expansion packs and Asheron's Call 2. Dark Ages of Camelot and EVE: The Second Genesis provided a full player driven economy, giving hours of playtime just transporting goods around, the huge universe.
Many games that have been released up until now have been what are considered roleplaying games (MMORPGs). However attempts have been made at making other genres of game available in MMO form. Most notably PlanetSide which was the first massively multiplayer first person shooter (MMOFPS). Unfortunately it didn't seem to sit properly with the MMORPG players who felt that it needed some lore and story-telling around the game. Similarly, the FPS players didn't think it could be classified as a true first person shooter because it implemented a Cone of Fire(CoF) system, to replicate recoil and inaccuracy. PlanetSide's other fatal flaw was that it was very resource hungry, often causing poor playability on all but the best machines, limiting its market severely. Other genres like simulations, have made an entrance on to the market The Sims Online being an example.
An important part of the genre of a game is the lore that surrounds it. Many games choose to create their own lore, story-line and setting from scratch. However, it can be advantageous to use licensed story lines. Some licenses are very strict such as the Tolkien universe implemented in Middle Earth Online and George Lucas' universe in Star Wars Galaxys - both have strict licensing agreements, restricting the content and extendibility of the universe. At the same time, though, a huge amount of advertising comes for free. Middle Earth Online, for example, was slated for release in 2001 to coincide with the release of Lord of the Rings:The Fellowship of the Ring, which would have given it a huge advantage due to the hype surrounding the films. Other sources for lore, story line and setting can come from fairy tales and legends such as the Arthurian story's that inspired Dark Age of Camelot.
In summation, the MMOG market started from small free text based virtual worlds in the 1980's to become a multi-billion pound market, providing a sizeable income and fuelling future developments and advancement in 2004.


If you want to know the top 10 of  MMORPG visit:
http://www.mmorpg.com/showFeature.cfm/loadFeature/5524/The-Real-Top-10-MMOs-of-2012.html

8 comentarios:

  1. Since the interactions between MMORPG players are real, even if the environments are virtual, psychologists and sociologists are able to use MMORPGs as tools for academic research. Sherry Turkle, a clinical psychologist, has conducted interviews with computer users including game-players. Turkle found that many people have expanded their emotional range by exploring the many different roles (including gender identities) that MMORPGs allow a person to explore.

    Linda Carolyne Rodriguez Marin.

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  2. colleagues,
    I really liked your article a massively multiplayer online game,
    showing the evolution of online games,
    which began as a small free text-based virtual worlds,
    and now has become a large and very lucrative market,
    where it already comes as a complement to the new movie constipation.
    JUAN CARLOS FRANCO

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  3. very interesting this subject, I'm a fan of RPG games, are larger and last longer than traditional games, a set of these last more than 100 hours, and there are some that have no end, I liked. (Jorge arias)

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  4. Linda. That is true.
    This MMORPG are very used with these objectives.
    Is important to note how these games are like social networks (chat, meeting people, friend list, teamwork)

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  5. Juan, is very real. We are waiting for the movie.
    I think the Lord of the rings willl be forgotten.
    (Alexander Jaramillo Bustos)

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  6. Jorge... It seems these games are for all life.
    There isn´t 8,4 world like Super Mario World

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  7. although i am not a fan to online games, your topic seems interesting. one day i wish i played this game.

    Maria Camila Vanegas

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