Online Gaming

 

 

 

 

 

 

 

 

 

 

 

 

 

 

George L. Marshall, III

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Dr. Denise McManus, Ph.D.

MIS301-01

November 29, 2000

 

 

           

            In the connected world, one growing aspect that is becoming more and more enjoyable is online gaming. Many people take advantage of playing online games for different options, such as stress remediation and getting to know others over the Internet. Many people play games online for the enjoyment it brings to conquer or accomplish a task with real people in a virtual world. Software companies that produce and manage games that can be played over the Internet have great success in marketing the games and keeping them alive when no one loses enjoyment from the game for a while.

            Online gaming has played a significant part in how people have managed their time. It has also caused a heavy effect on some lives, both to an advantage and to a disadvantage. Some of the disadvantages it has made are lost jobs, divorces, low school grades, and even marketing of virtual characters on some games for real time currency. Many gamers have put too much time into spending on a game and can pay drastically for it. However, some people have learned that working together with others across a network can help achieve a goal. It builds strategic and maneuvering skills for humans as they work together in an effort to kill something or someone in a game or challenge given to them. With this you have social interaction, which in turn lets the people communicate and talk as if they were actually there; only it is virtual.

            So one can ask: How can the advantages enhance the online game? It allows the companies to sell the product and market it so it appeals to the public as being a challenge that only a massive team of humans making decisions can solve. One good example of a massive online game is EverQuest or EQ (Everquest), developed by Sony Entertainment Corporation and Verant Interactive. EverQuest is a role-playing game that presents a three-dimensional, first person world that is appealing in both beauty and game dynamics. You start a character and develop him or her through a world of cities and monsters. Deep inside the game’s design, you can do anything from building items (weapons, jewelry, etc) to learning new languages to killing monsters to even marrying another player. It is very vast to explain in more detail what it offers, but one can say that it is very much a virtual online world modeled after what human can do in everyday life. With EQ, online players can work together, trade to each other, talk to each other and form a large group to kill a dragon. With all these options given to a player, it is very hard to resist spending a lot of time to get to learn more and do more in a game such as this.

            Since games have a large virtual world that must support all the options given to players and all of the players itself, the companies must form a large support team and build massive servers to handle the large amount of traffic, data and information that is shared player to player. Companies must develop a detailed information system that can handle all internet traffic coming in and going out from their game servers as well as support players having trouble with both game client and any bugs that they might find on the server that other players can exploit and cheat from. Doing this means having several servers to play on, then a management team to oversee the servers to make sure no cheating or offensive game play is taking place. With these servers and their management crews, one cannot forget backup and maintenance aspects. Computer failures can happen at anytime, and losing data from a player’s data file on the server can mean lost work and time. That is why it is critical for gaming companies to keep substantial backups of their servers, and to keep their hardware up to date so that it can support more and more players and have less network failures.

            It goes to show that online gaming companies must run their servers to support their players just like an accounting business would manage their servers to support accountants entering data from their workstations. One thing that is different in this scenario is the fact that the company must support a whole virtual world to keep their customers, or the players and characters, happy and content. The company basically presents a problem or challenge to the players in an enjoyable and entertaining manner and expects them to work together or sometimes alone to achieve an answer or common goal. With this problem or challenge, the company closely watches over the game and makes sure customer satisfaction is being fulfilled.

            Online gaming is fun and sometimes learning process for many humans. Companies benefit from it in the marketplace and players benefit from it as far as enjoying a nice relief away from the stresses of everyday life. With the growing age of internet and more connected world, online gaming will continue to increase in popularity as more and more people see how fun it can be to solve a problem or “shoot up” a monster in the game with others who think it is fun too.

 

 

 

 

 

 

 

 

 

Works Cited

 

1. http://www.gamecenter.com/Reviews/Item/0,6,0-4078,00.html. Everquest: The Ruins

of Kunark. CNet GameCenter. Accessed: 28 November 2000.