MMORPGs, are, above all else, not video games. A video game is something you play for an hour after dinner while you're enjoying a joint - or more likely, something you do when you are bored before falling to sleep. Even the multiplayer variety of video games are hardly serious in their content and skill level required to succeed in the game. The defining feature of the video game, of course, is the fact that it eventually comes to an end.
The MMORPG is something different entirely. It has no end, literally or philosophically. In theory, there is always something to do in an MMORPG that will advance your own experience in some way. Unlike most video games, success is measured in terms of cooperation and competition. To an even greater extent, success is measured by personal skill. Among any MMORPG community, those who are unable to perform their roles are harshly discriminated against and within the success-oriented context of the game, rightly so.
The first of its kind, Ultima Online, was a test run of such a concept. While successful for about 2 years. Ultima Online would quickly become overshadowed by a game called EverQuest, developed by a small company using the Quake 2 graphics engine, mimicing the massively multiplayer concept of Ultima Online but revolutionizing it. Picked up by Sone Online Entertainment, EverQuest defined a genre.
In early 1999 a group of American and South Korean gamers saw EverQuest as the ultimate playground to test the organizational skills of online gamers. This close knit group of gamers explored EverQuest content during its beta phase and when EverQuest went live, these players formed a content-oriented guild known as the Fires of Heaven, lead by an American-Iranian gamer living in Seoul, South Korea. Strictly a success-oriented guild, they were the first to complete the first MMO experience grind on public grounds when 5 different people leveled a Human Ranger to the maximum level of 50 within 4 days of non-stop game play (whereareas it took the average gamer at the time 6 months achieve level 50). Thus also began the Chinese gold revolution - that is, lower class Chinese gamers using in-game economies to profit real money. The legacy of EverQuest was lengthy. The first ninja looter (a gamer from Hong Kong known as Spinalzz) of the most progressed EQ server at the time, Veeshan, intentionally stole a piece of end game gear from a successful pick up raid in the Plane of Fear, and was ultimately tracked down in real life and subsequently threatened and harassed by several hard core raiders associated with Fires of Heaven from the same gaming cafe. EQ saw its fair bit of severe drama, especially with the suicide of Shawn Woolley, an American college student who committed suicide when nearly a year of his in-game progress was derailed by a scammer.EverQuest, as quickly as it rose, would collapse 4 years later in November 2004 with the release of World of Warcraft, a 10 year anniversary MMORPG release of Blizzard's Warcraft strategy games.
The developer's concept of the MMORPG is quite simple: Content, strategy, and balance. The vast majority of people who play MMORPG's have no interest in the lore or genre of such games. Few who play MMORPG's have any interest in Lord of the Rings or related fantasy lore. The Swords & Sorcery aspect of successful MMORPG's are merely a colorful backdrop to what is ultimately a test of organization skills in the setting of a virtual environment.
The Raid.
The Raid is what ultimately defines the MMORPG end game. The virtual "loot" is once again a backdrop, as most gamers pride themselves more on downing a particular boss as opposed to the booty they obtained from their hard earned effort. A successful raid is often full of elation at the prospect of such cooperation resulting in immense success. A successful raid illuminates those who truly shine in their talent of the game, whether it is clutch healing, unyielding tanking ability, or inflicting immense amount of damage without robbing the tank of his job. Leading a raid in an MMORPG is perhaps the ultimate test of power available to multiplayer gaming. Coording dozens of people, these days in 20 and 40 man forces, has proven to be a prerogative that only the heartless are able to grasp. All successful raid leaders will be forced to yell at someone at one point. They will also be forced to drop people who simply do not have the talent to raid. But behind the Raid leader is 39 other gamers with their own personal style of playing the game. If these 39 individuals are not coordinated to act as a single unbreakable entity, the raid will wipe; that is, 40 people suffer the humiliation of defeat to AI technology.
http://youtube.com/watch?v=0nUGWtTFTY8&mode=related&search=
However, what is the de facto euphoric rush of the MMORPG phenomena is the success of cooperation - where many who are otherwise weak alone, combine the extent of their skill with others to push the limits of gaming organizations in elaborate virtual environments. Success in the raid is a result of massive cooperation, communication, and talent. Friends are made in such allegiances, and sorrow and triumph will often be shared. There is a mentality that success is measured by the notion of "We couldn't have done this without us" with eclipses just a simple "video game" into a virtue that is as old as humanity itself.
http://youtube.com/watch?v=uALfReY48L0&mode=related&search=
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"Have you found the beginning, then, that you are looking for the end? You see, the end will be where the beginning is. Congratulations to the one who stands at the beginning: that one will know the end and will not taste death."
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