.Massively multiplayer online role-playing games ( MMORPGs) are a combination of and in which a very large number of interact with one another within a.As in all, the player assumes the role of a (often in a or world) and takes control over many of that character's actions. MMORPGs are distinguished from or small online RPGs by the number of players able to interact together, and by the game's (usually hosted by the game's ), which continues to exist and evolve while the player is and away from the game.MMORPGs are played throughout the world. Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005, and Western revenues exceeded a billion dollars in 2006. In 2008, the spending on subscription MMORPGs by consumers in North America and Europe grew to $1.4 billion., a popular MMORPG, has over 10 million subscribers as of November 2014.
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World of Warcraft 's total revenue was $1.04 billion US dollars in 2014., released in 2011, became the world's 'Fastest-Growing MMO Ever' after gaining more than 1 million subscribers within the first three days of its launch. Contents.Common features Although modern MMORPGs sometimes differ dramatically from their predecessors, many of them share the same basic characteristics. These include several common features: persistent game environment, some form of level progression, social interaction within the game, in-game culture, system architecture, membership in a group, and character customization.Themes The majority of popular MMORPGs are based on traditional themes, often occurring in an in-game universe comparable to that of.
Some employ hybrid themes that either merge or replace fantasy elements with those of,. Others draw thematic material from, the, and other. These elements are often developed using similar tasks and scenarios involving, and.Progression In nearly all MMORPGs, the development of the is the primary goal. Nearly all MMORPGs feature a character progression system, in which players earn for their actions and use those points to reach character 'levels', which makes them better at whatever they do. Traditionally, combat with and completing quests for, either alone or in groups, are the primary ways to earn experience points.
The accumulation of wealth (including combat-useful items) is also a way to progress in many MMORPGs. This is traditionally best accomplished via combat. The cycle produced by these conditions, combat leading to new items allowing for more combat with no change in gameplay, is sometimes pejoratively referred to as the, or 'grinding'. The role-playing game was created as a parody of this trend. Trains skills in real time rather than using experience points as a measure of progression.In some MMORPGs, there is no limit to a player's level, allowing the grinding experience to continue indefinitely. MMORPGs that use this model often glorify top ranked players by displaying their avatars on the game's website or posting their stats on a high score screen. Another common practice is to enforce a maximum reachable level for all players, often referred to as a level cap.
Once reached, the definition of a player's progression changes. Instead of being awarded primarily with experience for completing quests and dungeons, the player's motivation to continue playing will be replaced with collecting money and equipment.Often, the widened range of equipment available at the maximum level will have increased aesthetic value to distinguish high ranking players in game between lower ranked players.
Colloquially known as endgame gear, this set of empowered weapons and armor adds a competitive edge to both scripted boss encounters as well as player vs player combat. Player motivation to outperform others is fueled by acquiring such items and is a significant determining factor in their success or failure in combat-related situations.Social interaction. Main article:MMORPGs almost always have tools to facilitate communication between players. Many MMORPGs offer support for in-game, though these will usually form whether the game supports them or not.In addition, most MMOGs require some degree of teamwork in parts of the game. These tasks usually require players to take on roles in the group, such as protecting other players from damage (called tanking), 'healing' damage done to other players or damaging enemies.MMORPGs generally have Game Moderators or (frequently referred to as GMs or 'mods'), who may be paid employees or unpaid volunteers who attempt to supervise the world. Some GMs may have additional access to features and information related to the game that are not available to other players and roles.Relationships formed in MMORPGs can often be just as intense as relationships formed between friends or partners met outside the game, and often involve elements of collaboration and trust between players. Roleplaying Most MMORPGs provide different types of classes that players can choose.
Among those classes, a small portion of players choose to their characters, and there are rules that provide functionality and content to those who do. Community resources such as forums and guides exist in support of this play style.For example, if a player wants to play a priest role in his MMORPG world, he might buy a from a shop and learn priestly skills, proceeding to speak, act, and interact with others as their character would. This may or may not include pursuing other goals such as wealth or experience. Guilds or similar groups with a focus on roleplaying may develop extended in-depth narratives using the setting and resources similar to those in the game world. Culture Over time, the MMORPG community has developed a sub-culture with its own slang and metaphors, as well as an unwritten list of social rules and taboos. Players will often complain about 'grind' (a slang term for any repetitive, time-consuming activity in an MMORPG), or talk about 'buffs' and 'nerfs' (respectively an upgrade or downgrade of a particular game mechanic).As with all such cultures, social rules exist for such things as invitations to join an adventuring party, the proper division of treasure, and how a player is expected to behave while grouped with other players.Debate rages in various gaming media over the long-term effect of.
The forums are filled with stories of players that have neglected social, employment and/or family responsibilities in favor of their virtual lives.System architecture Most MMORPGs are deployed using a. The server software generates a instance of the that runs continuously, and players connect to it via a client software. The client software may provide access to the entire playing world, or further 'expansions' may be required to be purchased to allow access to certain areas of the game.
And are two examples of games that use such a format. Players generally must purchase the client software for a one-time fee, although an increasing trend is for MMORPGs to work using pre-existing 'thin' clients, such as a web browser.
Some MMORPGs require payment or a monthly subscription to play. By definition, ' games are always online, and most require some sort of continuous revenue (such as monthly subscriptions and advertisements) for maintenance and development purposes.
Some games, such as, have disposed of the 'monthly fee' model entirely, and recover costs directly through sales of the software and associated expansion packs. Still others adopt a micropayment model where the core content is free, but players are given the option to purchase additional content, such as equipment, aesthetic items, or pets. Games that make use of this model often have originated in Korea, such as. This business model is alternately called ' or ', and games using it often describe themselves with the term '.Depending on the number of players and the system architecture, an MMORPG might be run on multiple separate servers, each representing an independent world, where players from one server cannot interact with those from another; World of Warcraft is a prominent example, with each separate server housing several thousand players. In many MMORPGs the number of players in one world is often limited to around a few thousand, but a notable example of the opposite is, which accommodates several hundred thousand players on the same server, with over 60,000 playing simultaneously (June 2010 ) at certain times. Some games allow characters to appear on any world, but not simultaneously (such as Seal Online: Evolution); others limit each character to the world in which it was created.
World of Warcraft has experimented with 'cross-realm' (i.e. Cross-server) interaction in player vs player 'battlegrounds', using server clusters or 'battlegroups' to co-ordinate players looking to participate in structured player vs player content such as the Warsong Gulch or Alterac Valley battlegrounds. Additionally, patch 3.3, released on December 8, 2009, introduced a cross-realm 'looking for group' system to help players form groups for instanced content (though not for open-world questing) from a larger pool of characters than their home server can necessarily provide. Main article:MMORPG is a term coined by to refer to massive multiplayer online role-playing games and their social communities.
Previous to this and related coinages, these games were generally called; the history of MMORPGs traces back directly through the genre. Through this connection, MMORPGs can be seen to have roots in the earliest multi-user games such as (1974) and (1978). 1985 saw the release of a (pseudo-graphical) MUD called on and 's graphical MUD.
The first fully graphical multi-user RPG was, which was delivered through in 1991 and was personally championed by AOL President. Other early proprietary graphical online RPGs include three on: in 1992, The Fates of Twinion in 1993, and in 1995. Another milestone came in 1995 as restrictions were lifted, opening the Internet up for game developers, which allowed for the first truly 'massively'-scoped titles. Finally, MMORPGs as defined today began with in 1996, innovative both in its scope and in offering first-person 3D graphics, with appearing nearly simultaneously., released in 1997, is often credited with first popularizing the genre, though more mainstream attention was garnered by 1999's and in the West and 1996's in South Korea.The financial success of these early titles has ensured competition in the genre since that time. MMORPG titles now exist on and in new settings.
As of 2008, the market for MMORPGs has 's dominating as the largest MMORPG, alongside other titles such as and, though an additional market exists for MMORPGs, which are supported by advertising and purchases of in-game items. This free-to-play model is particularly common in such as,. Also, there are some free-to-play games, such as and, where the game is free, but one would have to pay monthly to play the game with more features. And its sequel avoid some degree of competition with other MMORPGs by only requiring the initial purchase of the game to play.Development The cost of developing a competitive commercial MMORPG title often exceeded $10 million in 2003. These projects require multiple disciplines within game design and development such as 3D modeling, 2D art, animation, user interfaces, client/server engineering, database architecture, and network infrastructure.The front-end (or client) component of a commercial, modern MMORPG features 3D graphics. As with other modern 3D games, the front-end requires expertise with implementing, real-time techniques and physics simulation.
The actual visual content (areas, creatures, characters, weapons, spaceships and so forth) is developed by artists who typically begin with two-dimensional concept art, and later convert these concepts into animated 3D scenes, models and texture maps.Developing an MMOG server requires expertise with client/server architecture, network protocols, security, and database design. MMORPGs include reliable systems for a number of vital tasks. The server must be able to handle and verify a large number of connections, prevent, and apply changes (bug fixes or added content) to the game.
A system for recording the games data at regular intervals, without stopping the game, is also important.Maintenance requires sufficient and, and a dedicated support staff. Insufficient resources for maintenance lead to and frustration for the players, and can severely damage the reputation of a game, especially at launch. Care must also be taken to ensure that player population remains at an acceptable level by adding or removing servers. MMORPGs could theoretically work cheaply and efficiently in regulating server load, but practical issues such as asymmetrical network bandwidth, CPU-hungry rendering engines, unreliability of individual nodes, and inherent lack of security (opening fertile new grounds for ) can make them a difficult proposition.
The hosted infrastructure for a commercial-grade MMORPG requires the deployment of hundreds (or even thousands) of servers. Developing an affordable infrastructure for an online game requires developers to scale large numbers of players with less hardware and network investment.In addition, the development team will need to have expertise with the fundamentals of game design: world-building, lore and game mechanics, as well as what makes games fun. Non-corporate development. Screenshot of an event in the MMORPG, an and game (2014).Though the vast majority of MMORPGs are produced by companies, many small teams of programmers and artists have contributed to the genre. As shown above, the average MMORPG development project requires enormous investments of time and money, and running the game can be a long-term commitment. As a result, non-corporate (or independent, or ') development of MMORPGs is less common compared to other genres. Still, many independent MMORPGs do exist, representing a wide spectrum of genres, gameplay types, and revenue systems.Some independent MMORPG projects are completely, while others feature proprietary content made with an open-source game engine.
The project has been active since 1998 and formed a community of independent developers who are working on creating framework for a number of open-source MMORPGs. The has also created a platform specifically for independent MMOG developers. Trends As there are a number of wildly different titles within the genre, and since the genre develops so rapidly, it is difficult to definitively state that the genre is heading in one direction or another. Still, there are a few obvious developments. One of these developments is the group quest, or 'raid', which is an adventure designed for large groups of players (often twenty or more).Instance dungeons , sometimes shortened to 'instances', are game areas that are 'copied' for individual players or groups, which keeps those in the instance separated from the rest of the game world.
This reduces competition, and also reducing the amount of data that needs to be sent to and from the server, reducing lag. Was the first MMORPG to begin to use a rudimentary form of this technique and would develop it further, using instances as a key element of gameplay. Since then, instancing has become increasingly common.
The 'raids', as mentioned above, often involve instance dungeons. Examples of games which feature instances are, and.Player-created content Increased amounts of ' is another trend. Use of licenses The use of common in other video game genres has also appeared in MMORPGs. 2007 saw the release of, based on 's.
Other licensed MMORPGs include, based on the Matrix trilogy of films, based on 's, and.Additionally, several licenses from television have been optioned for MMORPGs, for example and (which was later canceled).Console-based MMORPGs The first console-based MMORPG was for the. The first console-based open-world MMORPG was for the., also on the PlayStation 2, was the first console MMORPG in North America.Although console-based MMORPGs are considered more difficult to produce, the platform is gaining more attention.Browser-based MMORPGs With the popularization of Facebook and microtransactions has come a new wave of Flash and HTML5 based MMORPGs that use the free to play model. They require no download outside of a browser and usually have heavily integrated social media sharing features. An example of a browser-based MMORPG is.Smartphone-based MMORPGs with their capabilities (amongst others) enable in games such as. The games are enhanced by location and distance based tracking, bench marking goals or facilitating trade between players.In society and culture Psychological effects.
A user browsing the market for items inMany MMORPGs feature living economies. Virtual items and currency have to be gained through play and have definite value for players. Such a can be analyzed (using data logged by the game) and has value in economic research. More significantly, these 'virtual' economies can affect the economies of the real world.One of the early researchers of MMORPGs was, who demonstrated that a supply-and-demand market exists for virtual items and that it crosses over with the real world. This crossover has some requirements of the game:.
The ability for players to sell an item to each other for in-game (virtual) currency. Bartering for items between players for items of similar value.
The purchase of in-game items for real-world currency. Exchanges of real-world currencies for virtual currencies.
The invention of user-created meta-currencies such as to distribute in-game rewards.The idea of attaching real-world value to 'virtual' items has had a profound effect on players and the game industry, and even the courts. The virtual currency selling pioneer received a lawsuit from a player for interfering in the economics and intended use of the game by selling WoW gold. Castronova's first study in 2002 found that a highly liquid (if illegal) currency market existed, with the value of Everquest's in-game currency exceeding that of the Japanese yen. Some people even make a living by working these virtual economies; these people are often referred to as, and may be employed in.Game publishers usually prohibit the exchange of real-world money for virtual goods, but others actively promote the idea of linking (and directly profiting from) an exchange.
In and, the virtual economy and the real-world economy are directly linked. This means that real money can be deposited for game money and vice versa. Real-world items have also been sold for game money in Entropia, and some players of Second Life have generated revenues in excess of $100,000.
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