Massive multiplayer online role-playing games (MMORPGs) are role-genre of computer games (CRPGs), in which a large number of players interact with each other in the virtual world. MMORPG term was invented by Richard Garriott, the creator of Ultima Online, the game credited with popularizing the genre in 1997.
As in all RG, players assume the role of fictional character (often in fantasy world), as well as take control over many of the character's actions. MMORPGs are different from one player or several small player CRPGs on the number of players and persistent game world, usually organized games publisher, which continues to exist and develop while the player is out of the game.
MMORPGs are very popular worldwide. Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005 and Western revenues exceeded one billion U.S. dollars in 2006.
While modern MMORPGs sometimes dramatically different from their past, many of them share some basic characteristics. They include common themes, some form of progression, social interaction within the game, in game culture and system architecture.
In almost all MMORPGs, the main symbol of player development goals. Many titles feature character progression system where players get experience shows for their actions and use these points for the achievement of "levels", which makes them better at what they do. Traditionally, fighting monsters and completing assignments for NPCs, either alone or in groups, is the primary way to earn experience points. Accumulation of wealth (including combat-useful elements) is also the path to progress in many books, and, again, this is traditionally the best achieved through military action. The cycle of production of these conditions, leading the fight against new items increase the fight against any change in the gameplay, sometimes pejoratively referred to as the level treadmill, or "grinding". Role play "Quest" Progress has been created as a parody of this trend.
In addition, the traditional genre is ultimately the demand for players with another team in order to progress at an optimum level. This sometimes forces players to change their schedules in the real world, in order to "keep up" in the game-world. While some names to recognize this trend as a problem and provide ways to achieve progress in a short, unplanned periods of time, is still widely criticized games in the genre.
MMORPGs always allow players to communicate with each other. Depending on other interactions allowed to play, other social expectations will be present.
Many MMORPGs exploit their players, social skills and offer support in the game guilds or clans (although they tend to form whether the game supports them or not). As a consequence, many players will find themselves as either a member or leader of such groups after the game MMORPG for some time. These organizations are likely even higher hopes for its members (such as intra-guild assistance).
Even if players never to join a formal group, they still usually expected to be part of a small team during the game play, and probably to be expected perform specialized role. In the struggle on the basis of MMORPGs, the normal functions include "tank", a symbol which absorbs shocks enemy and protects the rest of the crew members, "healer", a symbol of health responsible for the leg party, "DPS (Damage In second)," nature, specializing in damage And, sometimes, "CC (Crowd Control)," a character who temporarily control the opponent, such as "NPC" (Non-Player character), and make the enemy lose its control over the actions and abilities. Other functions include time devoted to "buffer" or "debuffer", using the opportunities that affect or group of opponents in other respects. Any MMORPG players can allow to assume all these functions, additional hybrid functions, or none of them. Despite the volatility, some players can enjoy a role in relation to the other and continue to play it through many different MMORPG titles.
Some MMORPGs In addition, players can expect to roleplay their characters - that is, speak and act in the way of their nature, will act even if it means shying away from other goals such as wealth or experience. However, since such behavior is not the norm, most MMORPG players have never played the role of their characters. Nevertheless, MMORPGs can offer "RP-only" for those servers who wish to immerse themselves in the game this way.
MMORPG as a whole game moderators or Game Masters (often abbreviated as GM), which may be paid to employees or unpaid volunteers, who are trying to control the world. Some shareholders meeting may have additional access to the functions and information related to the games, which can not be used for other players and roles.
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