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How ERP Software Systems Are Implemented in the Gaming Functions of the Most Popular On-line Videogames PDF  | Print |  E-mail
Written by <a href='/my-erp/profile.html?userid=9740'>tracey</a>   
Monday, 11 July 2011 21:33

ERP Software

How ERP Software Systems Are Implemented in the Gaming Functions of the Most Popular On-line Videogames

Some of the most popular online-only video games, like World of WarCraft, Everquest, and SPORE I and SPORE II, employ ERP technology because they are in fact directly based on the multiple functional operability inherent in ERP software systems. This characteristic is primarily evident throughout the entire game experience, and is also reinforced by the game objectives themselves.

World of Warcraft and Everquest, for example, allow the user to navigate in a simulated environment and interact with other on-line players, in a manner where everything the user does or says, consequently affects or alters the course of events and the choices of the other players- including, ultimately, all the possible evolutionary paths of the game as a whole.

Aside from the factor of real-time and simultaneous interaction, which are the primary areas of focus of ERP software systems technology, on-line “Chatting” is another gaming element present in the examples above. This is another quality which attests to the presence of ERP software system functions as adopted in the gaming components of these online-only, multi-player video-games.

There are additional examples of the many games which employ ERP software systems in their multi-purpose applications, meant to support the huge variety of gaming elements which make up these immense worlds, so densely populated by online-users and based on real-time simulation. These include the more recent SPORE I, and the latest version, SPORE II, which immerse the player in a universe of possibility where the creation of life can be experienced, and the objective of the game for the user is to basically create worlds starting from scratch, using the first infinitesimal particles of the primordial soup.

Despite the relatively high, global success of these online-only video games, aside from compatibility and other diversification issues, the disparity in user option alternatives adds to the argument that it restricts the market reach of the video game developer and prevents the company from accessing a wider audience of game users. Evidently, the inevitable negative result of companies focusing strictly on developing video games for online use, despite their partnership with major giant vendors of ERP software systems (such as Microsoft and .Net) to employ or improve their ERP solutions and promote their market presence, is the loss of customer loyalty.

This circumstance is a result of the impact this vacuum has on customer preference, since it presents them with little alternatives and game user options, not to mention the costs involved for consumers after they purchase the product, considering that a monthly or yearly subscription is usually required for access to these major online games, and they charge regular fees for their service.

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tracey boxer
 
Last Updated on Tuesday, 12 July 2011 04:24