The project massive, for instance, has essentially been initiated to look into how the MMOG subscribers organize, communicate and play at the same time. Baccarini et al. (2012) also insisted on the fact that games pave way for the self-discovered knowledge determined through the varied learning experience. The modernized media for the games are known for making it easier in implementing games said to be characterized by a multimedia interface. This means that there needs to be a significant balance between the game elements and the kind of technology to be used. Games are known to be presented in a variety of the forms. The kind of the form that a game would pick largely depends on vertigo, simulation and the significant role of competition. Most of the online or computer games are essentially based on agon classification, which covers significant themes of amusement, or deigned in a way that would allow games to inform, train and educate the players as well. This implies that computer games or the online games are essentially based on scenarios that can be developed from a project. Games are structured on the basis of the project life cycle, which takes a significant coverage of design, planning and construction phases. According to the findings established by Baccarini et al. (2012), games need to capture the necessary attention of the players as well as drive the same players towards the learning the gaming environment.