|
Online
Gaming
by Douglas R. Bowie
What is Online Gaming and How Does it Work?
Online gaming is a collaborative, community experience. Using
a personal computer (PC) from home or work, a player may join
in an interactive virtual world via the Internet. These worlds
contain a variety of genres, characters and objects. Interactivity
with other players is the key to this experience. For example,
in a medieval fantasy role playing game (RPG), teams of characters
can complete quests and obtain virtual prizes before moving on
to more difficult challenges with more valuable prizes. A player
in a first person shooter (FPS) game can compete with or against
other human players to capture a flag or base or to obtain the
most number of kills (a.k.a. frags). Other types of online gaming
experiences are available to satisfy a wide range of tastes.
Personal Computer central processing unit (CPU) power has grown
exponentially over the past several decades as described by Moore’s
law which hypothesizes that every 18 months microprocessors double
in capacity (Moore 1965). This growth in technological capability
has yet to match the complexity of the human mind, but software
programmers still work to create beings, called Non-Player Characters
(NPCs), that live in these virtual worlds with the decision making
abilities and resources of human players. This being the case,
the only place for players to find competitors equal to themselves
is through online gaming.
High-speed Internet access has fueled the fires of online game
playing. Since the late-1990s, with the growing penetration of
faster Internet access, large numbers of players have been able
to link up and play together on one game server. Broadband Internet
access has prompted an explosion in the online gaming arena. High-speed
Internet access has created an environment that allows from two
to several hundred players to meet, play and interact virtually.
Online gaming requires the use of a PC or Game Console (like a
Sony PlayStation), game software and a connection to the Internet.
Players connect to a game server that facilitates the interactive
portion of the game. The end-user’s PC or console displays
the action components of the game and transmits local play decisions
to the remote server.
Two different server configurations can be used to facilitate
multiplayer online interactivity. In a locally hosted game, one
of the player’s PCs is the server for the game. This configuration
allows the person hosting the game to customize the experience
for participants by changing the number and type of challenges
to make playing more or less difficult or to limit or increase
the number of players. (See Image 1)
|
Image
1: Player Hosted Server Configuration |
In
the second configuration a stand-alone PC is the dedicated server.
This server usually has significantly faster Internet access than
the player machines and can accommodate more users at a any given
time than a player hosted game. Whole fleets of servers can be
linked to provide a very large world for several hundred or thousand
players at once, as is done with Ultima Online and EverQuest.
(See Image 2)
|
Image
2: Dedicated Server Configuration |
Online Gaming Background and Major Manufacturers
The
history of modern online gaming starts in September 1997 when
Electronic Arts created the pay-to-play service, Ultima Online.
(Electronic Arts 2004) Ultima Online is considered by many online
game players to be the father of the Massively Multiplayer Online
Role Playing Game (MMORPG). While there were several games prior
to Ultima Online that allowed for network play, none of them had
the vision of creating a huge virtual world for players to interact
in. Connecting hundreds of players at one time, thus facilitating
interaction was considered impossible as most users were still
on a 56k or slower dial-up Internet connection. Ultima Online
proved that players were able to play online over dial-up telecommunication
line and were willing to pay for the opportunity. (See Image 3).
|
Image
3: MMORPG Wedding An Ultima Online Character wedding |
There
are now several contenders in the online gaming arena. Electronic
Arts (EA) has a clear lead with run-away hits like Ultima Online,
The Sims and several popular sports titles. (Kessler 2004) Ultima
Online has sold 1.5 million copies and boasts an average of 100,000
players online at a time. Electronic Arts isn’t alone, Sony’s
EverQuest (EQ) has earned high acclaim as a competing MMORPG with
400,000 units sold. (Kushner 2004) Sony has announced the development
of EverQuest II (EQ2), which is expected to be as popular and
addictive as the original.
Microsoft’s
recent release of Halo 2 was heralded as the largest first-day
sales of an entertainment title ever with 125 million units sold.
(ign.com 2004)
The Online Gaming Solution
Online gaming began a modified version of single-player games.
In the early 1990s most computer games were played against the
computer with very little connection to other human players. From
the human player perspective this had the drawback of making the
computer opponents only as smart as the computer. While computer
games such as chess play quite well with computer opponents, most
fast action games like Doom and Quake have computer opponents
that do not have nearly the sophistication of a human player.
The
only way to make the game play more interactive and appeal to
a wider audience was to facilitate human to human connections.
Before Internet access was widely available, some game manufacturers
began to support play with other human players on a separate computer
via direct modem-to-modem connection. This allowed one player
to play against another player in a different location. While
not really being the community experience it is today, it began
to solve the problems raised by the limitations of CPU power and
software Artificial Intelligence (AI) by directly connecting players
together. The wide spread use of the Internet has allowed human-vs.-human
computer gaming to expand into human team vs. human team (or computer-controlled
team) for a community-style experience.
Several
games produced in 2004 are created for only online play. Unreal
Tournament 2004 and Battlefield 1942 are examples. As the popularity
of online gaming grows, software manufacturers creating successful
products will need to facilitate interactive play involving other
human players.
Online Gaming Connectivity
Online Gaming will soon cross over from an involving quiet computer
“nerds” to a mainstream activity involving all kinds
of people on all kinds of platforms. Deloitte Research Group predicts
that the total number of people playing online games will be 150
million by 2010, and that it will be so main stream as to sink
into the background and no longer be reserved for the computer
/gaming elite. (LoPiccoio 2004) A college study published in April
2004 found that university students spend an average of 2.8 hours
per week playing online computer games. (Roach 2004)
Already other media outlets have picked up on the popularity of
computer games. In the same way that popular books are re-written
into screen plays for movies, computer games are being translated
into movies. Games like Resident Evil, Tomb Raider, Street Fighter
and Mortal Kombat have spawned a series of cinematic theatrical
releases. Because of the popularity of the games Resident Evil,
Tomb Raider and Mortal Kombat as movies, sequels were also made.
Regulatory and Economic Issues
According to computer game industry analyst IDC, PC-based online
games accounted for $450 million in revenue in 2003 and is expected
to top $500 million in 2004. Comparing revenue, the game industry
is bigger than the motion picture industry. (Kessler 2004) The
boom in online computer game sales and online game subscription
services has created a new industry.
There is some speculation that the amount of time people are spending
online is becoming dangerous. CBS news reported on August 6, 2002,
about the death of Shawn Wooley. A 21-year old EverQuest player,
who spent twelve hours a day logged in to the virtual world. When
Shawn’s mother found him at 11 a.m., he had committed suicide
with a gun in front of the computer, still connected to EverQuest.
(Frankel 2002)
An online survey of 2,000 EverQuest users done in 2002 revealed
that the average time players spent playing was twenty hours per
week. Thirty-seven percent of players stated that they felt they
were addicted to EverQuest and an additional twenty-seven percent
thought they were “probably” addicted. (Frankel 2002)
In relation to these issues, Sony’s vice-president of Sony
Online Entertainment in 2002 Scott McDanial, stated, "It's
not our job to police how long people are playing in our virtual
world; it's really up to the individual to make sure they are
not taking it too far." Clearly more research and monitoring
of these types of situations are needed to determine when and
if any danger exists for consumers.
Online Gaming Case Histories
The clear leader in the MMORPG category is Electronic Arts with
Ultima Online. Origins Ultima Online has 100,000 subscribers and
1.5 million units sold. (Kushner 2004) Ultima Online is the longest
running MMORPG in the business starting in September 1997. The
success of the product comes in part from being the first to market.
Without solid marketing and continued product improvement Ultima
Online would have failed long ago. One of Ultima Online’s
strengths is the ability to run on older PCs. Users are not forced
to update their hardware to keep up with each new generation released
by manufacturers.
The Sims Online game is a disappointing story at best. The single
player version of The Sims is the all-time best-selling PC game
(Hamilton 2004) with 8 million units sold. (Snider 2004) In the
original, the online version and now in the expanded The Sims
2, players control the lives of simulated humans onscreen attempting
to keep them alive and have them flourish. (Snider 2003)
Following its success with online games like Ultima Online, Electronic
Arts created The Sims Online. Electronic Arts put an estimated
30 million dollars into its development, marketing and support
of The Sims Online. The company was only able to attract 80,000
users. Because of dismal sales, Electronic Arts is close to discontinuing
The Sims Online service. (Hardy and Q.H. 2004)
Innovation of future products in this area will need to be more
aware of what the customer perceives as entertainment and less
worried about the technical feasibility of the product. Experience
has shown that even the greatest single player titles may not
function as an online playing experience. The current market for
online computer game products has several giants in the field,
Electronic Arts, Sony and Microsoft. The entire market is not
controlled by these giants, however. Many smaller companies will
have a future in the online gaming community.
Bibliography
Electronic Arts. 2004. Visitor Center. [cited 2 October 2004].
Available from World Wide Web: (http://www.uo.com/ageofshadows/viscent.html)
Frankel, John. Aired 6 August 2002. “EverQuest or EverCrack?”
The Early Show. CBS News. [cited 2 October 2004] Available from
World Wide Web:
(http://www.cbsnews.com/stories/2002/05/28/earlyshow/living/caught/main51030
2.shtml)
Hamilton, Anita. 27 September 2004. “Weird and Wonderful.”
Time. Vol. 164 Issue 13
Hardy, Quentin and Q. H. 4 October 2004. “Ordinary Hero.”
Forbes Vol. 174 Issue 6
ign.com, 2004. Dragon Quest VIII To Own Halo 2?[online]. [cited
29 November 2004]. Available from World Wide Web: (http://ps2.ign.com/articles/568/568323p1.html)
Kessler, Scott. 24 May 2004. “Hot Players in Online Gaming.”
Business Week Online [cited 2 October 2004]. Available from World
Wide Web:
(http://search.epnet.com/login.aspx?direct=true&AuthType=cookie,ip,url,uid&db
=aph&an=13377)
Kushner, David. April 2004. “My Avatar, My Self.”
Technology Review. Vol. 107 Issue 3
LoPiccoio, Phil1. July 2004. “Thinking Socially.”
Computer Graphics World Vol. 27 Issue 7
Moore, Gordon E. 19 April 1965. Cramming more components onto
integrated circuits. Electronics. Vol. 38 Number 8
Roach, Ronald. 22 April 2004. “Study: College Men, Women
Share Similar Habits InTechnology Use, Ownership.”
Black Issues in Higher Education. Vol. 21 Issue 5
Snider, Michael. 3 March 2003. “WIRED TO ANOTHER WORLD.”
Maclean's. Vol. 116 Issue 9
Snider, Mike. 2 Augest 2004. “Long-awaited 'Doom 3' begins
onslaught at midnight.” USA Today
Vault Media. 2004. Daily Screen Shot.[online] [cited 2 October
2004]. Available from World Wide Web: (http://vaultmedia.ign.com/vault/image/dss-6-13-03.jpg)

|