Early MUD interface. Image from: http://ppanks76.tripod.com/ |
After thinking it over, I decided to go with a suggestion and make this next post about the
evolution and advancement of online games. With so
many technological advancements in the past few decades it seems only right to
overview the progression and success of online games. For the most part online game communities came to be from
Dungeons & Dragons the role-playing games; this game influenced the first
MUDs, multi-user dimensions, which are text based online role-playing world
platforms, and these in turn lead to modern day massively multiplayer online
games, MMOs.
In an article by
Joe Essid from hypergridbusiness.com he talks
about his experiences with Second Life and how his expectations for its
possibilities for education were high, hoping he would find reasons why it was hypothesized to change virtual learning environments. Essid discusses how he used Second Life on and off for sometime due to the issues with the developers as well as the loss of interest with general public.
While I bring up
Second Life in several of my previous posts and explain its potential, this
community has unfortunately gone downhill from where its interest and hopes
started. Originally
Second Life was hypothesized to revolutionize the way individuals dealt with
business and communication online; people would be able to hold virtual
business meetings and buy and sell products, completely creating the world
around them; however, while the community generated some business related and
networking capabilities, more interest developed with casual online gamers.
Another area
that seems to hit high marks with online communities is the cross over of
popular television series into MMOs.
In an article from EscapistMagazine.com we can read about why this is
happening:
The creation
of a Game of Thrones online role-playing game is a perfect natural
extension to the series," said the series' executive producer David
Benioff. "The show has resonated extremely well with fans so we think they
will be terribly excited to have an opportunity to be personally immersed in
all the action.
Image link: MMOlist.com |
The article also talks about shows like Battlestar Galactica, a past popular SciFi program, were integrated into online game format due to fan requests. In my previous post I talked a bit
about how the decision to switch from pay-to-play to free-to-play is impacting
many MMOs and causing some to shut down completely; this along with television
producers deciding to integrate series into online games shows how much
consumers and fans influence aspects of online content and virtual
communities.
After looking
more into where online gaming started and seeing where it is headed we can not
really classify online gaming as a genre itself; we are now able to see that each
new avenue, be it education, entertainment, art, or communication, is its own
genre and continues to advance depending on the users in each community. With the Internet being integrated
within almost ever aspect of our lives it is very possible that online gaming
will continue its trend and maybe even get back to furthering education and
branching out to give people many different opportunities.
Although a bit
older, more information and background on MUDs can be found here.
Official Game of
Thrones site here.
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