Misc,

The use of architectural patterns in MMORPGs

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Paper presented at the Aesthetics of Play conference in Bergen, Norway, 14-15, (2005)

Abstract

The latest of the online games is World of Warcraft. It has been an immense success with more than 1.5 million subscribers world wide. When examining the game, it is evident that its virtual world is exceptionally designed. Intentional or not, many areas in the game are similar to the solutions found in the classical architectural work A Pattern Language by Christopher Alexander. This paper will explore these patterns and examine how they are applicable to MMORPG world design in general by doing a close study of the design in World of Warcraft. The patterns described by Alexander are not only spatial construction blocks, but also intended to be used in creating a healthy society that enables social interactions. Therefore, many of these patterns should be useful in virtual worlds as well. Some of the patterns discussed in this study include Activity Nodes, High Places, Community Of 7000, Promenade, Country Fingers, Local Transport Areas, Neighborhood Boundary, Eccentric Nucleus, Sleeping in Public and Country Towns. As an example, the pattern “Local Transport Areas” tells us that cars kill social interaction. Hence, local transportation should be done with bicycles, scooters or other means that stills enables a close interaction with the surrounding. Looking at World of Warcraft, we find that local transportation is either done by foot or using a mount. As used in the game, transportation is therefore not a means of moving between two places but rather a way to meet other players. The aim of this paper is to create an improved understanding for the possible uses of architectural patterns in virtual world construction for digital games. It will show how some patterns are directly applicable, while others are useful in concept, and yet other fail to have any purpose.

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