Massively Multiplayer Online Game

The term Massively Multiplayer Online Game ( MMOG), German also massively multi -player online community game, refers to a type of computer game that offers players a virtual persistent world and of very many (often thousands ) players ( multiplayer ) simultaneously over the Internet can be played.

Typically, interact and communicate with each other, the players and thus characterize the progression in the virtual world together.

Genres and Development

MMOGs came into vogue since the mid- 1990s. One of the first multiplayer games, which gathered a large fan base behind him, was the game " Neverwinter Nights", published in 1991 and originally operated by AOL. At the start times of up to 50 players per AOL server could compete against each other, later, the capacity increased to up to 500 players per server.

Community

In contrast to single-player games - and in continuation of reflections on multiplayer modes - is the interaction of as many players with each one of the central themes and objectives of MMOGs. The games are therefore designed so that some objectives are ( almost) can only be achieved at each other coordinated actions. Many players therefore join in groups (based eg as clans / tribes / alliances / guilds / parties or squads ) together, which in turn support or fight each other. This can result in extremely complex organizational structures and hierarchies. In order to maintain such an organization is an intense communication between players of particular importance. Connected to the very time- consuming gameplay this result strongly pronounced and distinct online communities.

Cheating

As with other computer games also plays the use of cheats a major role. In addition to fraud with technical possibilities ( cheat programs with client -based games / script while browser based / exploiting bugs and cracks), however, there are the so-called multi-accounts added. By anonymous registration a person can control multiple "players" at the same time and thereby gain unfair advantages. Thus, an account with the support of several " multinationals " get an advantage in the game, which would not generate in normal interaction with real people. In addition, these accounts are often used to spy on enemy groups because of the own account attract any attention there. This problem try the operators increasingly through the establishment and control of access rules (eg: only one player per Computer-/Internetanschluss ) counter.

Exceptions to the Cheating with multi-accounts

However, playing with multiple accounts, and creating several characters accepted in part on different sides or even supported.

Cheating by software and hardware - A matter of interpretation

However, the question whether the use of specific hardware or software constitutes a Cheat, is controversial. Concretely recognized as a cheat in FPS games such as Counter -Strike, for example, programs which will allow players to see through walls or with which it can detect the position of other players in a way that is not provided in the game.

However, there are cases ( especially in hardware ) in which it is disputed whether a case of cheating or not. There are now a range of input devices, where the user can store certain button sequence on a button (called macros ) to be simplified so the operation. Since players can be banned for cheating from the game, is the discussion whether this is cheating, not as trivial as it appears at first glance. For in the case of the players should not use this hardware and could be required to uninstall installed for the hardware drivers to avoid termination of their account.

Time and potential for addiction

Due to the large number of players who engage on various times of the game, take a full game usually several months, sometimes years. Many games have been seeking no fixed end. The average time taken varies between one hour a week ( for example, in a turn-based soccer game with two " games " per week) up to several hours per day. Since it is interaction with other players, it happens that some actions until late at night, sometimes even into the early morning inside need to be monitored, which is often also a regular routine - impossible - in the scene jargon Real Life, can. In addition, there is a close connection with the problem of Internet addiction. Because in the course of the game intensively managed contacts with other online players may lead to priority shifts that go often to the detriment of the real social environment. Here, however, is the science with appropriate examinations still at an early stage.

Technology

Legal issues

A common phenomenon in MMOGs, especially in Massively Multiplayer Online Role- Playing Games, is the so-called "Real Money Trade ", that is, the sale and purchase virtual items in MMOGs for real money. In most general terms and conditions ( GTC) of gaming companies however, this is forbidden. Legally, this is controversial and requires a differentiated view of the traded virtual items between Avatar (or the account of the player ) and the in-game virtual items. Just by the individual creative performance of the player on an Avatar idealistic and economic value is compared to the online game created so that it can be assigned to the player entirely. At the same time it must be noted that a transfer of the avatar or accounts ( which may consist of several avatars ) is dependent on the consent of the operator, as it must be given a priority interest in the selection and control of the game participants and content. For virtual objects, the result is clear, since he has no creative player line against the manufacturer. They may not be transferred without the permission of the operator not in principle.

From an economic perspective, however, virtual objects would be equivalent to real ( private ) goods because of similar characteristics. In addition, the trade can increase the player's benefit. It must be noted, however, that due to the anonymity of the players in the development of a reputation is very important and fraud or abuse ( use the good reputation of a purchased avatar ) can reduce the fun of other users.

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