A service platform for on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Online Gaming Cheating and Security Issue
ITCC '05 Proceedings of the International Conference on Information Technology: Coding and Computing (ITCC'05) - Volume I - Volume 01
Defining grief play in MMORPGs: player and developer perceptions
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Preventing bots from playing online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Addressing cheating in distributed MMOGs
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
A distributed event delivery method with load balancing for MMORPG
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
The effect of latency and network limitations on MMORPGs: a field study of everquest2
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
An Incremental Algorithm for High-Performance Runtime Model Consistency
MODELS '09 Proceedings of the 12th International Conference on Model Driven Engineering Languages and Systems
Integrating players, reputation and ranking to manage cheating in MMOGs
Proceedings of the Fifth International Conference on the Foundations of Digital Games
GPGPU for cheaper 3D MMO servers
TELE-INFO'10 Proceedings of the 9th WSEAS international conference on Telecommunications and informatics
Game vendors' influence on the monetary value of virtual goods
Proceedings of the 2011 ACM Symposium on Applied Computing
Ethics and Information Technology
A survey of players' opinions on interface customization in world of warcraft
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
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Massively multiplayer online role-playing games (MMORPGs) are emerging in the computer game industry as a very popular genre. These games have existed since the late 1990s, but in the last few years the market has become increasingly strong. This relatively new genre is attracting a widespread audience, bringing together those who previously enjoyed both pen and paper and computer role-playing games, as well as those who enjoy socializing with other players in a virtual environment. Game developers see MMORPGs as a potentially profitable business due to its widespread appeal, but the reality is that only a small percentage of MMORPGs that are released become a success [Kosak 2006]. This article attempts to determine the many aspects that make a successful MMORPG; it also attempts to ascertain what new and innovative features are expected by the users from the next generation of MMORPGs. This is achieved by looking at and discussing past literature and surveying the MMORPG community's perception of previous and current MMORPGs, as well as their expectations of the next generation. An online survey attracted 122 participants to provide their perceptions of current and past MMORPGs. This article determines and outlines the respondents' preferences in the MMORPG genre, discussing what implications these could have on its future. The survey also gave insight into the respondents' expectations of the future of MMORPGs. We conclude this article with a discussion of aspects of current MMORPGs that the participants would like improved, as well as new features they would like incorporated into the next generation of games.