Online Gaming
Within the structure of an academic class, can we talk about technology without addressing the issue of entertainment?
Early Online Gaming
Online gaming may seem like a recent development based on the success and spread of the Internet. However, since the early days of the web, we have seen the creation of communities based on users (who were physically separated) that communicated for entertainment purposes (i.e no simply for work or research).
In the early days of networking, MUDs (Multi-User Dungeon, Domain, or Dimension) are considered some of the first online games. They were role-playing games that worked on the PLATO system and used UNIX-based computers that appeared in 1977. MUDs, still around today, are text-based adventures where the moderators (and sometimes users, if they gain privileges) create the gaming environment through text description (Wikipedia, "MUD"). In other words, the MUD gaming worlds can constantly change and be reinvented by people’s description. In addition, because MUDs? do not use any visual graphics, they provide the opportunity for complex worlds and can be used on even slow connections (like dial-up). One could easily argue that it makes this type of community focused gaming experience more accessible than other games (assuming that the users are fluent or at least comfortable with text-only web interaction).
An well-known MUD is DikuMUD built in 1990 by computer science students at DIKU (Datalogisk Institut Københavns Universitet), in Copenhagen, Denmark. It was one of the first MUD to become extremely popular and widely available. It is considered the code source for MUDs: it is open source. DikuMUD is licensed: anyone can use it and modify it for their use, but under no circumstances can people make any profit from the code (as is or modified) (Wikipedia, “DikuMUD”).
The Web as an Interactive Community
However, the world of online gaming as we know it is different: with the current visual and interactive aspects of the web, it is not surprising that online games have developed to embrace the technology. Unlike MUDs, the visual aspect of contemporary online games make them easier to navigate and more accessible (although they can be less creative or more restraining because of the set pre-determined environments/worlds).
A great example of this genre of games is World of Warcraft (WoW). WoW is a MMORPG (multiplayers online role-playing game). In this model a player can interact with the environment (for example, programmed computer monsters) and/or with other real players (other players can be one’s allies or enemies). This game has gained a lot of momentum since its first release in 1994 (Warcraft: Orcs & Humans), to the extent that the game features in other media (such as on television in Jeopardy and South Park, or other online communities, such as YouTube).
Probably one of the most well-known internet phenomenon is the video (known as Leeroy Jenkins) of a group of gamers. This video is a great example the type of community you can find online: members are discussing an upcoming battle: they go so far as to plan their strategy with statistical breakdown of their potential survival rate... but because there are two kind of gamers in this world (those that calculate the odds and those that run in smashing things), the survival rate of the group drops dramatically! (Watch the clip).
Non-computer Online Games
Most often, online gaming refers to players using their computers to access the Internet and connect with their respective communities. However, there are other types of online multiplayer games: producers of gaming consoles (like PlayStation and Nintendo) are going online. Since 2002 they have been investing in the online technology, projecting that after only three years they would make approximately $1.8 billion.
Users can now connect to the Internet with their consoles and have the ability to interact with other players (this can be from simple one-on-one communication, playing head-to-head to communicating with multi-users, both with registered friends and with strangers). Nintendo’s DS uses Wifi techonology with games such as Animal Crossing, Tetris and Tony Hawk, which all have similar game strategies as more popular games like WoW.
New Audiences
However, game publishers are reaching broader audiences as they expand their platforms to the web. By focusing on the internet and its established communities, Nintendo is now trying to reach non-traditional users, such as women/girls and adults, not only targeting current gamers,. They are continuously developing games like like Brain Age (http://www.brainage.com/launch/index.jsp) and Electroplankton (http://electroplankton.nintendods.com/flash.html), which are not traditional games (in other words, these new games do not have the traditional missions or competitions).
As more non-traditional users start playing games, more are being developed for this new audience. Last year, a new game (Arden: The World of Shakespeare) was announced to soon appear online as an academic project for a not-for-profit game. This game is supposed to be built around Shakespeare’s plays and would be a MMO (Massively Multiplayer Online game, something similar to WoW).
Gamers are no longer the stereotypical teenagers (Kushner). Increasing, women of 35 to 54 are playing online. This new audience, the “grey market,” is growing and is becoming a considerable part of the audience: companies serving their needs make approximately $450 million annually from simple online advertising sales (Kushner). As gamers are being redefined to be more general or inclusive, we need to evaluate what needs are these games fulfilling. It seems clear that people are interested in online entertainment that provides user-interaction (being active participant using their computers or interacting with other people online).
(More information on women and gaming)
Book Publishing and Gaming?
It is often discussed that the gaming industry is slowly taking over the movie industry. Yet, no one worries too much about the publishing industry versus the gaming industry. I believe the assumption is that these are two very different industries, that the platform they use are so diverse that the gaming industry would not even affect books and magazines. This might be true, or it might be a method to avoid a possible growing concern. Like books and magazines, games provide entertainment. Books and magazines can also be quite visual and a feast for the eyes. If publishers and game producers are in a business to tell stories, publishers may need a new strategy to either compete or embrace gaming technology. Can we learn something from the gaming industry? If people respond positively to user interaction, how to we embrace it with books?
Bibliography
Becker, David. “Game industry eyes online experiment”, CNET News.com (http://news.com.com/2100-1040-954972.html); (Published: August 23, 2002; viewed March 25, 2007)
Brain Age. http://www.brainage.com/launch/what.jsp (Marhc 25, 2007)
Electroplakton. http://electroplankton.nintendods.com/flash.html (march 25, 2007)
Kushner, David "The Wrinkled Future of Online Gaming" in Wired Magazine, June 2004 (http://www.wired.com/wired/archive/12.06/gaming.html — view March 25, 2007)
Nintendo World Report. http://www.nintendoworldreport.com/newsArt.cfm?artid=11723 (Published June 14, 2006; viewed March 25, 2007)
Terdiman, Daniel. Shakespeare coming to a virtual world. CNET News.com (http://news.com.com/Shakespeare+coming+to+a+virtual+world/2100-1043_3-6127294.html) (Published: October 19, 2006; viewed March 25, 2007)
Wikipedia. "DikuMUD?" http://en.wikipedia.org/wiki/DikuMUD (viewed March 25, 2007)
Wikipedia. "History of computer role-playing games" http://en.wikipedia.org/wiki/History_of_computer_role-playing_games (viewed March 25, 2007)
Wikipedia. "Leeroy Jenkins" http://en.wikipedia.org/wiki/Leeroy_Jenkins (viewed March25, 2007)
Wikipedia. "MUD" http://en.wikipedia.org/wiki/MUD (viewed March 25, 2007)
Wikipedia. "Nintendo DS Lite" http://en.wikipedia.org/wiki/Nintendo_DS_Lite (March 25, 2007)
Wikipedia. "World of Warcraft" http://en.wikipedia.org/wiki/World_of_warcraft (viewed March 25, 2007)
Nice overview --jmax, Wed, 18 Apr 2007 15:29:55 -0700 reply
This is a good descriptive overview of this topic, Mauve—especially with the extended footnote on women and gaming. I'm a little disappointed that Leeroy Jenkins has been demoted to a mere item in your bibliography.
A little bit of comment on the history: online gaming actually pre-dates computer networks, as odd as that may sound. The original video-game, Spacewar!, was developed sometime around 1960 and used as a multi-player game in time-shared systems. This actually led to the development of Unix, rather than the other way around. But otherwise, your history is good. The PLATO system, at the U of Illinois (dating WAY back to the early 70s) was the first multi-person educational environment, and so it's unsurprising that this was the origin of serious multi-player games.
However, I think you underplay the significance for book publishers somewhat. In Paschal's Opportunities for Publishers in Second Life we briefly got into the idea of subsidiary rights going to game companies. This is how the book and movie worlds have co-existed for decades; why shouldn't we talk about game rights? Perhaps because the copyright foundations are looking so shaky nobody is terribly keen on making big investments in this area?
At a very minimum, I think that if fiction is going to effectively make the leap to e-books, it is going to have to deal with the game industry. Which are people more likely to buy: the straight-up textual e-book to Lord of the Rings, or the immersive middle-earth game which happens to have the LOTR plot woven through it?
Leeroy will live on --mauve, Wed, 18 Apr 2007 15:57:08 -0700 reply
Leeroy was demoted due to space. It is a great example of multi-user interaction, but I tried to keep it general. But, do know that he is behind this essay and presentation. Without Leeroy I might still be a closeted gamer! Leeeeeeroy Jenkins!
Leeroy 2 --mauve, Wed, 18 Apr 2007 16:23:52 -0700 reply
Ok. I broke down. I added a little paragraph on Leeroy Jenkins. Upon further reflection, it is an important part of online gaming. So, it's not the best written piece in history, but it's in there. and thanks Caitlin for the Leeroy Jenkins page!
gaming, the movie industry, and publishing --lesleye, Wed, 18 Apr 2007 18:25:37 -0700 reply
You note that people often comment that gaming is overtaking the movie industry: the reverse is also true. Over the past few years, companies like Universal-Vivendi and Lucas Arts have been buying up independent gaming companies in North America and Europe. Rather than developing original titles, these studios increasingly develop games to exploit rights held by their parent companies.
The opportunities that publishing phenomenons like the Lord of the Rings offer are likewise starting to be exploited in the gaming world. Although I'm not sure of the licensing or rights agreement involved, The Lord of the Rings massively multiplayer online role playing game is now in Beta testing stage. It will be interesting to see if the game will be as popular as the books and movies: http://www.lotro.com/index.php
gaming, the movie industry, and publishing --jmax, Wed, 18 Apr 2007 18:57:47 -0700 reply
Neat, Lesley. I didn't know about the LOTR game per se... just seemed like an obvious one. The Star Wars franchise has been sold and licensed a zillion times over already. But... as you point out, a bunch of that was probably Lucasarts themselves. Thanks for the insights.