The interaction character of MMORPG makes possible the players' creation of the vast online consortia community and thereby makes the influence of the consortia community's to the players a significant issue. This study was based on Sociation theory (Simmel, 2002) and analyzed the necessity of online consortia community formation for players. The study explored how the online consortia community respond the player's demand for games and how they exchange benefit among themselves, and how the players use the character of their roles and through mutual compensation to balance the interaction. On the other hand, the study was in the light of identity concept of community of practice (Wenger, 1998) and three kind of motivation while the players playing online games: achievement, society, and immersing (Yee, 2006) probed how the players discover the self-value and competence of their role and then extend their identity trajectory by participating games.