The analysis of MMORPG’s macro structure is from the perspective of sociology. The MMORPG type game world is mainly composed of three structural systems. One is the overall socialized system structure of the game, the other is the cultivation system structure of role individuals, and the third is the rule system structure that plays a role in linking “society” and “individuals”. PS: The concept of “socialization” here, on the one hand, refers to the division of social structure from the perspective of politics, economy and culture, which can continue to subdivide the system, military, science and technology, religion, population, etc. according to needs; On the other hand, “socialization” refers to human sociality and social psychology. Why do you want to analyze the macro structure of MMOPRG type games? For PC games, it has completed the morphological evolution process from single player to multi player network. This evolutionary process experienced a short time, but it was a qualitative leap. The form of online games emerged and developed with the emergence and popularization of the Internet. Although online games cannot replace stand-alone games, because of its powerful interactive function, it has become an important development direction of electronic games, especially for PC based games. As a type of game platform, the biggest advantage of PC lies in its versatility and strong networking. Compared with other game platforms, PC, as a stand-alone game platform, has no advantages, while as an online game platform, it has relative advantages. For online games, I think it has two major development directions. One is the direction of leisure and competitive game types; One is the expanding direction of “socialized” game types. Leisure and competitive games refer to those types of games that are easy to use, have high entertainment, a certain degree of excitement and certain skills. These games pay more attention to the combination of wisdom and skills, and the interaction between brain and hand. The target group of recreational competitive games is a group of players who have limited time and energy, and are under great pressure to work, and can only seek entertainment, relaxation and stimulation in a short time. Comprehensive “socialized” games refer to those types of games with huge world system, various plots, strong interaction and communication, from which players can obtain certain psychological demands through certain time participation. These games pay more attention to the interaction and communication of a certain time, and the personal value of players in the virtual world. The target group of the “socialized” game is a group of players who like network communication, have a correct understanding of the virtual world culture, and hope to seek some spiritual sustenance in the network, and have a certain time. For these two types of online games, because the latter is more likely to bring huge economic benefits, the “socialized” online game type is more likely to be the focus of online game development. From the perspective of game types, the MMORPG game type is the most similar to the “social” online game type I imagined. For most current MMORPG games, the role playing identity of players is relatively single. Even though there are many professional designs, they also appear in the form of assistance. According to the above triangle diagram analysis, it can be seen that the social architecture of most MMORPG game designs is not coordinated, so it can not be said to be “socialized”. However, compared with other types of games, MMORPG games have the most dominant social attributes. 1、 “Socialized” architecture PS: society is a concept relative to individuals, and social system is a concept relative to individual capabilities. If we can say that people with different abilities realize their values in different positions and form a social system. Then the “socialized” architecture is also the “location” architecture.
Reference list:C.S.AngandP.Zaphiris.Socialrolesofplayersinmmorpgguilds:A social network analytic perspective. Information, Communication & Society, 13(4):592–614, 2010.
V. Arnaboldi, M. Conti, A. Passarella, and R. Dunbar. Dynamics of personal social relationships in online social networks: a study on twitter. In Proceedings of the first ACM conference on Online social networks, pp. 15–26. ACM, 2013.
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