The comparison of online game experiences by players in games of Lineage & EverQuest: Role play vs. Consumption


Whang Leo Sang-Min Kim Jee Yeon
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

This study attempted to explore how similar MMORPGs(massively multiplayer online role player game) come to have different meaning and functions by the gamers in the game world. Each game world comes to be perceived as having different experiences by virtue of gamers’ perception of the game world. Their experiences are distinguished whether they are presented as consuming a product which has features of fantasy world, or taking a role play that the gamers create their virtual social relationship. The subjects of this study were two MORPGs, 'Lineage' and 'EverQuest'. Two online games are physically similar, but each one has evolved into a different virtual worlds. While Lineage game world has been a part of real world, EverQuest game was experienced as consuming the game product. The differences were expressed by the recognition of gamers and their behavior patterns in the world. Lineage gamers has regarded the game world as a part of their daily living society, while EverQuest gamers has perceived their experiences in the world as a kind of fantasy experiences. Being in EverQuest world was an opportunity to experience a fantasy land, and the game world as considered as a part of product. Although gamers in Lineage & EverQeust were both taking the role play experiences, the differences on perceiving the world has made them to behave differently. They has also showed different gaming behaviors. Different experiences of gamers in similar MMORPGs were expressed by their consuming patterns of digital images or contents.