All of at one time or another have had to take a second to back away from a game for a breath of fresh air. I remember early game obsessions like Civilization and X-Wing that would keep me up all night, but these eventually ended. MMO's seem to hold onto people longer.
I'm a bit of a social scientist and wanted to get some quick feedback on what others have thought. If I were to look at my own desire to play MMO's, it would be point number 5 below. My theories are:
- Easy Social Interaction - This was documented back when chat room addictions surfaced. It is markedly easier to 'meet' someone, have deep discussions, and not be judged further. MMO's do provide these 1 dimensional relationships that have big social rewards for little effort.
- Easy Goal Completion - Smart game designers have always given simple 'mouse-through-a-maze' goals with ever increasing rewards. The dual rewards of leveling or developing your character while completing these goals is a very fun combination.
- Shared Goal Completion - Feeling needed and wanted is a basic social need we all have. Being a useful part of an MMO team as a healer, tank, or whatever gives a very real feeling of belonging and usefulness. MMO's for the most part are designed to draw on the skills of all players (except hunters in WoW)
- Competition - Whether it's PvP or seeing who can get the most UBER gear, many of us are driven by competition. The adrenaline rush of a well executed gank or getting your new mace is undeniable.
- Time Filler - With all this said, MMO's have been quite easy to log into and fill some time in our day. This is a need for us all, but the controvesry comes when we are asked if the time should be filled with gaming, or with working out and helping old ladies accross the street. MMO's have been a great at this, but 'raiding' kills this for most casual players.
Comments
I always figured that it was more similar to why people get addicted to gambling. You kill monsters and get rewarded every now and again. As you continue, however, the interval between rewards becomes less and less. once you've hit the level, the interval between rewards becomes almost totally random.
Kinda like lab rats in a cage.....
That the sandbox (if it has one) gives the person the opportunity to say create their own shop selling a specialty item, laws of supply and demand, player created economy in some cases, ability to create a in-game buisness that has no red tape or requires loans like in real life.
At the same time You can create your combat toon to what you like and enjoy that in real life might take you several life times to learn.
Shared Goal Completion for sure.