Wednesday, May 5, 2010

Conclusion

Prior to this project I never really played any MMOs. Although I honestly don't find myself actively playing any MMOs after this. I do have a new found respect for them. I can now see how with every close knit community there will always be a culture that will develop from it. The virtual world of MMOs, to me before this experience, were never considered a social environment. Honestly it is probably one of the most social environments that are out there.Everything is very blunt and direct. There isnt too much sugar coating to what is going on the game, and how people will interact with each other. Games like WoW, you'll have situations like Serenity Now that will invade funerals. Or EVE Online were players will lose thousands of US dollars when one ship is attacked. Then there are games like City of Heroes and Champions Online, where you can customize your avatar almost exactly to what your liking is.
The environment is more casual, and you can return back to the game without feeling to disconnected from the game.
Again I haven't found a game that I would play on frequent basis but I could see myself going back to a lot of these games just to see the changes in the environment. Although I'm not a fan of griefing, I would probably go back to the games to see the changes in the style of griefing as more restrictions are applied to many of these games. Because I have found that in any multiplayer game you will always have griefing. Its just what comes with environment of gaming with many people. This works similarly even in non-electronic games, you'll have teaming up and cheating that is either incorporated in the game (like B.S.) or discouraged (like in monopoly). But in the end there is no control over griefing and it is inevitable to happen.

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