Saturday 14 April 2007

New media technology and Audience consumption activity – Network Play



Network Play is the Playstation 2 convergence of multiplayer gaming and the internet, where 2 or more people can play together in the same game. Gamers can either choose to compete against each other, or team up to work towards the same goal, which usually involves beating computer generated opponents or other human players.
Often, people use Network Play to enhance their gaming experience, after they have felt they have exhausted the single player entertainment of a game. With multiple players, there are usually possible new options to a game such as new terrains or character abilities. It also means that players do not bore of the computer generated opposition provided by the single player mode, as it can become predictable and dull. The online challenges against other gamers are usually on a completely different level when compared to the AI, and new tactics can be learnt and skill advancements can occur.
Some games, however, are primarily made for Network Play e.g. “Killzone” a highly popular tactical FPS (First Person Shooter) for the PS2. This is often clearly demonstrated to the player by a very lacking single player experience and a hugely expansive multiplayer section. In “Killzone” up to 16 players can participate in a single game, an exceptionally large number, however, there are no worldwide competitions as there are only local servers for it. If a game is very popular and has worldwide servers, competitions are familiar occurrences, and championship matches can be televised depending on the game’s popularity.
Network Play can be labelled as a social networking system, as players can choose to make other players their Buddies, and messages can be typed or spoken through a headset. In games which provide team-based online missions this is especially true, as people have to work together and communicate well in order to achieve their goal. This means that the unsociable element to console gaming can be removed, and potentially friends can be made all over the world from your television set.
Overall, playing online allows people to have a lot more freedom, and their gameplay is non-linear as they choose what they want to do, when to do it and who with. With administrators to keep an eye on any trouble, players can roam free and go beyond the restraints of the single player game, and no storyline is present to interfere.

Key concepts:
- Proliferation
- Non-linear
- Flexibility
- Online Surveillance

No comments: