Information AboutMmorpg |
| CATEGORIES ABOUT MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME | |
| video game genres | |
| massively multiplayer online role-playing games | |
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Massive('''ly''') '''multiplayer online role-playing game''' ('''MMORPG''') is a genre of Online Role-playing Video Game s (RPGs) in which a large number of Players interact with one another in a Virtual World . COMMON FEATURES Though MMORPGs have evolved considerably, and modern versions sometimes differ dramatically from their antecedents, many of them share some basic characteristics. Themes The majority of MMORPGs are based on traditional Fantasy -themed game play, occurring in an in-game universe comparable to that of '' Dungeons & Dragons ''. Some employ hybrid themes that either merge or substitute fantasy elements with those of Science Fiction , Sword And Sorcery , Crime Fiction , the Occult , or other recognizable literary Genres . Often these elements are developed using similar tasks and scenarios involving Quests , Monsters , and Loot . Progression '', with mount.]] In nearly all MMORPGs the development of the player's character is a primary goal. Many titles feature a character progression system in which players earn Experience Points for their actions and use those points to reach character "levels", which makes them better at whatever they do. Traditionally, combat with Monsters and completing quests for NPC 's, either alone or in groups, is the primary way to earn experience points. The accumulation of wealth (including combat-useful items) is also a way to progress in many titles, and again, 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 Level Treadmill . The role-playing game Progress Quest was created as a parody of this trend. Also traditional in the genre is the eventual demand on players to team up with others in order to progress at the optimal rate. This tends to force players to change their real-world schedules in order to "keep up" within the game-world. Though some titles recognize this trend as a problem and provide ways to progress within short, unscheduled periods of time, this is still a widespread criticism of games in the genre. Social roles MMORPGs always allow players to communicate with one another. Depending on the other interactions allowed by the game, other social expectations will be present. Many MMORPGs exploit their players' social skills and offer support for in-game Guilds Or Clans (though these will usually form whether the game supports them or not). As a result many players will find themselves as either a member or a leader of such a group after playing a MMORPG for some time. These organizations will likely have further expectations for their members (such as intra-guild assistance). Often titles will also feature Game Moderators or Game Masters (frequently abbreviated to GM), which 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. System architecture Most MMORPGs are deployed using a Client-server system architecture. The software that generates and persists the "world" runs continuously on a server, and players connect to it via 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, Everquest and World Of Warcraft 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. A notable example is Runescape , which players connect to via a browser, allowing access to the game independent of platform and location. Some MMORPGs require payment of a monthly subscription to play. By nature, "massively multiplayer" games are always online, and most require some sort of continuous revenue (such as monthly subscriptions and advertisements) for maintenance and development. Games that feature massively-multiplayer functionality, but do not include roleplaying elements, are referred to as MMOG s. Depending on the number of players and the system architecture, a MMORPG might actually be run on multiple separate servers, each representing an independent world, where players from one server cannot interact with those from another. HISTORY , an early multi-user roleplaying game]] See Also: History of massively multiplayer online role-playing games |
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