Summary: | 碩士 === 銘傳大學 === 建築與都市防災研究所 === 96 === MMORPG nowadays is the most popular type of online-game, also a kind of virtual reality which base on screen and interaction feedback. It is main build with 3D technology and totally different form text-world in MUD & 2D mode in TRPG. With the bandwidth upgrade, population of on-line game grown up, and let players own their second experience of life by role-playing game system.
The object of study called “Final Fantasy Online” which is a MMORPG designed & published by SQUARE ENIX. In this V.R. environment, research hopes to get in touch with gathering boundary which defined by players interaction in public space. First, give “gathering boundary” a definition in the beginning of the research, and acquainted with the characteristic of “gathering” in the role-playing system development history. For getting the real world background and sinking into game community, researcher use directly observation by attending
into this game personally, and setting observation points in the bourg, get the data of players gathering by tool software. Than with non-experience players’ playing, they through game interface & view define where the gathering actions happen & those environment characteristic of it as the first proof. Finally, we get the further cognition about that through the interview with expert players by their experience of long-term playing game as the double proofs. Combine with these aspect, we can define gathering boundary in public space objectively.
The research result can be to treat as exploratory study of virtual space characteristic academically. In practical side, the actively bazaar of virtual goods between players become the main part of gathering interaction in on-line public space. Moreover, this situation also has an attraction transferring to real money bring up the new commercial pursuits. Therefore, we wish
the build of MMORPG environment in the future can refer to the research result, control the intensity of gathering boundary and create bigger virtual-economical output value. We consider that the new challenge is to disambiguate the relation between players & virtual-space in this multi massive VR environment. On-line games have make lot of feasibility of building virtual
environment. When the scale of VR environment is getting bigger, it shouldn’t to be only pursuing cool user-information interfaces, otherwise, should focus on space characteristic application of interaction.
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