For my finished article, I have decided to write about the
phenomenon of Massively Multiplayer Online Roleplaying Games and their status
in the video game world. I want to talk about how their presence has affected
the games industry, what the future holds for MMOs and what makes MMOs a unique
and surprisingly diverse genre of games.
What makes Massively Multiplayer Online Roleplaying Games so
unique? Firstly, they are usually massive. This means that there is a
significant amount of content for the player to experience. Vast open world
environments, in depth levelling and combat systems, more quests and activities
than you could ever complete and raids/dungeons are all to be expected.
Secondly, they are entirely online, and as a result, have so
far only been available to a PC audience. This is however a vital part of why
the genre is so interesting, as the play experience you have depends
significantly on the players around you. Scarcely populated servers and empty
PVP rooms can (and often do) kill potential MMOs in their early stages of development
, as if no one is playing the game with you, there is very little fun to be
had.
Roleplaying is the final vital part of any good MMO.
Roleplaying games owe their existence to classic role playing board games like
the infamous dungeons and dragons. Their charm and unabashedly fantastical
setting can be traced back to these board games from the early 70s and 80s.
(Dungeons and dragons board.)
There are thousands of MMOs at the moment, most of them are
renowned for being clones of more successful MMOs, and some are renowned for
being boring. Obviously personal preference dictates what MMOs. A subgenre of
MMOs includes ‘Japanese’ MMOs which take influence from Anime and oriental
culture in particular. The diversity of MMOs is surprising, as many interesting
new takes on the genre have been seen in recent years.
‘Star Wars: The Old Republic’ is one example of this, and
was incredibly popular for a while, both with fans of the film series, and MMO
players wanting to explore the galaxy far far away. SWTOR cleverly utilised an
already existing universe, and a huge one at that, meaning that more attention
could be paid to making the gameplay interesting, rather than insuring
interesting and meaningful backstories were present.
Despite the mouth-watering idea of a Massive Online
Star-Wars game, many fans complained, saying that the game lacked any engaging
end game content, that it was too short and that it simply “wasn’t that fun”.
The game had so much potential that I think it was over hyped a little, and it
has now become ‘free to play’ (3 words most MMO developers never want to
associate their games with.)
Of course, it would be impossible to talk about how
revolutionary MMOs have been without talking about World of Warcraft. WoW is
often considered the cookie cutter of how to do an MMO right, with over 12
million players worldwide and an ever expanding library of bestselling
expansion packs. Renowned for being the ‘most addictive’ game, WoW has caused some
controversy in the past, with several deaths associated with the game and
spoofs of the culture connected with it.
My experience with World of Warcraft is similar to most
people. A friend introduced me, I hadn’t played an MMO before, but had seen WoW
spoofed in the famous episode of Southpark ‘make love not warcraft’ , which
initially gave me a bad impression. It took a while to get into, and the
apparent depth of the gameplay was overwhelming. If a game’s first impression
intimidates you, then most people will not attempt to get into it. Even the
interface is complicated, with a plethora of spell icons, text boxes, item
slots and coloured bars to indicate various different things.
(Basically me in my teenage years.)
Being in year 10, GCSE’s were the only thing I had to worry
about, so most of me and my friend’s time was dedicated to WoW. Raiding on weeknights and competitive ‘player vs
player’ games at the weekend. Setting up our laptops next to each other after
school, we would play for hours.

(My Orc Mage character, sporting some old PVP armour.)
We became very
engrossed very quickly, to the extent where missing school to level up our professions
seemed like a good idea. My friend even gave me my birthday present via World of
Warcraft, giving me 5000 gold, which enabled me to purchase the ability to fly
a dragon around. (My 16 year old self was very happy.)
Having grown up a bit, I now spend time practicing my drawing
skills, instead of my blacksmithing, but I can say that playing games like
World of Warcraft is really what inspired me to pursue illustration and concept
art.
The art for MMO games is really important, and I think that
as a genre, they demand the most work in the way of visual development. The
mood and layout of different areas and environments has to be well established
well before the modelling of said assets even begins. With the huge amount of armour, clothes,
character models and NPCs that need to be fleshed out as well, it really isn’t
a surprise that teams of 20+ artists can work on one MMO.
Some of the concept art from Wildstar is below (an upcoming
MMO that is challenging some existing clichés of the genre). I really like to
see games that take a significant influence from the art created for it. You
can see how the mood of different areas, and the silhouettes of creatures has
really been prioritised, to ensure that the visuals of the game are strong,
distinctive and unique.
This article has gone a little off topic, but I hope I have
given you a little bit of an insight into the world of Massively Multiplayer
Online Roleplaying Games and how they have inspired me.























