One of the things I find interesting about the massive multi-Role-playing online games is the concept of "economy". In a world of Warcraft, cash and items come into the economy in the next game (most of the article should hold true for other games a):
You loot items and money from the bodies of monsters and opponents to kill you.
You are selling items you loot suppliers for cash.
Do you buy products from suppliers for cash.
You trade points with another type, or buy and sell goods from and to other characters.
You buy and sell items through the auction house.
You can use components through your trade skills to create useful objects, and then use or sell them or exchange them.
Do you buy services such as training, from the player, not characters.
Do you buy services such as charming, with other characters.
You perform tasks and receive remuneration in the form of goods and money.
There are a number of things affecting the prices of goods. First, if the element easily accessible with the seller, and then diverges and other characters will not be able to sell the same item for much more money. However, the prices of other commodities are highly dependent on supply and demand.
On the one hand, a great deal about the MMORPG that you can go out and "farm" almost any resource you might need. Need cash? Go to kill the bad guys carrying it or complete several quests. Need copper ore? Skip raid Fargodeep ore mines and demining units exist (if you have the skills extraction). Need underwear? Kill some bad guys who carry it. The need for new weapons? Find out that the desire offers one award, and complete as his.
On the other hand, can not be stiff competition for these resources, particularly at busy time of day - if you only play during peak hours, you will not find it so easy for your farm necessary resources. Not everyone wants to do so, some people would rather simply pay for their materials and do with it. Some resources are a bit on the rare side, and you can not be guaranteed to get them when you go from promising for them. In WoW, things are established so that regardless of what trade skills you how your two basic skills, you will almost inevitably have to resources provided by other trade skills (he promotes socialization in the game). To some extent you're going to have to realize that if you do not like farming your own money and resources, you will not have, as far as these things as other people - just as people who do not want to waste your time of the attack would not, since many amazing epic items.
Some people solve their lack of resources and money in the way that I think most players do not like: by buying gold or items through places such as ebay from "professional farmers" who play solely for the purpose of selling points for the game in the real world money. In addition to a rather sad statement on individual priorities, that it makes, he can also imbalance economy to a certain extent, and you only helped drive prices further action and encourage farmers to monopolization of agricultural areas, when you do it (which means that you are "once again make its own problems worse).
Nevertheless, in a sense I think the whole argument moot. There are some fairly simple steps can be taken to ensure that those who deliberately tries to drive prices sky-high does not destroy your gaming experience:
Spend at least part of your time farming your own materials. It is not always buy them from others. If you do not like the price you must pay for it, just learn where to buy it as it pleases and go get it. If you are not prepared to do so to accept that you can not have everything that you want.
Do not fall into the trap of vanity, do not have that one item, perfect right here, right now. Either wait until you're sufficiently high level to acquire or establish at its discretion, or go without. If you really should buy it for any reason, then keep watch on the auction houses and shopping channels. Decide in advance what reasonable prices to the question will be, and do not buy it until you see it at that price (or close to it).
If anything, make purchases auction house a sort of mini-hobby. Keep eyes on the general issues of pricing, you tend to buy. Develop the idea of the prices that are reasonable and do not buy items that are not reasonable price. People can only sell items for outrageous prices, if there are people buy them. You will find a lot of mods to help you with the auction of housing.
When you sell items that typically sell for ridiculous prices, sell them for slightly less than the going rate. If you sell them on the insane pace then you are simply adding to the problems. However, if you undercut crazy bets too much, all you are doing this sale will allow kids to buy stakes ridiculously cheap items, then turn around and sell them at ridiculous prices. Although, if enough people undermine the high rate of a little bit at times, it can slowly drive prices back. I saw this happening on some servers, so it can work. Another way to do this is to put very low prices, starting, relatively high ransom (again, slightly less than the current rates are too high) and the length of the auction 24 hours. Most professional auction house buyers do not want to wait 24 hours, so this gives people the opportunity to get it at low prices.
Join and encourage the kinds of guilds, where people help each other and trade and services among members. This seriously is keeping costs down. You must be a bit demanding, if you want to do so, however - with a group of people you played with little, and think that you can trust, at least minimally. Otherwise you may end up one or more people leave mooching other, and that only fuel imbalance.
Due to the fact that MMORPGs have resources that anyone can do to go out and harvest, there is little reason to someone else to destroy your experience economy. Rather than give you a lack of money down, farm your own resources, make some money by selling things, so you can keep pace with the economy, and ease some of these high prices, just enough to make a difference.
Showing posts with label Documents. Show all posts
Showing posts with label Documents. Show all posts
History of World of Warcraft - WOW
World Warcraft serves as the greatest champions in a popular series of Warcraft
World Warcraft has been extremely successful since its launch in November 2004. It is impressive game critics and captivated millions of players who love the world, which created the game. It is not just a game, but now a genuine phenomenon, and one that shows no signs of abating. This is one of the key games recently, and serves as a historical name for online games.
World Warcraft appeal is that it created a truly engage in interactive environment. This massive multiplayer online role-playing game happening in the world Azeroth, fantastic land that is filled with heroes and monsters and many other creatures. Game strength lies in the fact that it operates as an experience of peace that exists in their own words, you can visit and explore, as you want.
Warcraft is the world title in the series 4 games Warcraft, which had been entertaining people for over ten years. The series began in 1994 with the game Warcraft: Orcs and people in real-time strategy game set in Azeroth. It was a fine name, and a good introduction to the series, but in truth franchise was just beginning. Better was yet to come.
Indeed, it was not until 1995 and the release of the second game Warcraft 2: Tides of Darkness, that the series really found its voice. Warcraft 2 was a masterpiece, and he improved on the original in all senses. The game was beautiful graphics, epic stories and fascinating, gameplay absorption. High standards of the series continued in 2002 with the release of Warcraft 3: reign of chaos. This was yet another classic game and remarkable in its own right. Predecessors Mir Warcraft were all excellent.
Blizzard Entertainment published titles, and all Warcraft games attracted a huge following. When Blizzard announced that it will be 4th game in the series, it is only natural that people were interested. This interest intensified when it became clear that this is the new name will Warcraft multiplayer online games. World Warcraft Azeroth to make more interactive and revise it as an experience.
Fans series had high hopes for peace Warcraft, as promised to be terrific, and new names. Blizzard held a beta test for the game in March 2004, and gave individual players viewing. Those who have a great impression and he has received great reviews. Waiting game for the release grew stronger in 2004 went further.
World Warcraft was officially opened in North America on Tuesday, 23 November 2004. He was well received by critics. The launch was a major success, and it achieved huge sales on the first day of her release. Blizzard estimated 240000 copies were sold on the first day alone. These were record numbers for the games in this genre, etc. World Warcraft has become fast-selling online games in history. It was smash hit.
World Warcraft sustained this success and in fact, the popularity of the game began to snowball. He really took off and caught the public imagination, with more and more people are becoming enthralled with him. 2005 saw the game explode into a global obsession. In February it was launched in Europe and in June it was launched in China, with other countries following suit. He was very popular around the world he was released, and by 2005 it close in more than five million subscribers worldwide.
World Warcraft has become since its initial release. There were a number of updates for games, and the universe grew Azeroth. Blizzard have made improvements, fixed any problems, and have worked to make the game a user-friendly. They also expand the game, adding sections like Blackwing Lair, for example, from the dungeon lair Nefarion, one of the villains in the game.
In June 2005, Blizzard added a major player against player content in the form of two special battlegrounds, Alterac Valley and Warsong Gulch. Alterac Valley allows players to take part in battles at 40 to 40 people, while Warsong Gulch offers new challenges, such as stealing your opponent's flag from their camp. These battlegrounds are the most significant update to the world Warcraft, since he was released.
Now, in 2006, World of Warcraft is as popular as ever. The expansion, called the burning crusade, is set for release this year, and should be expanded worldwide Azeroth even more. World Warcraft has become climax in a series of Warcraft, and it is wonderful and distinctive game.
World Warcraft has been extremely successful since its launch in November 2004. It is impressive game critics and captivated millions of players who love the world, which created the game. It is not just a game, but now a genuine phenomenon, and one that shows no signs of abating. This is one of the key games recently, and serves as a historical name for online games.
World Warcraft appeal is that it created a truly engage in interactive environment. This massive multiplayer online role-playing game happening in the world Azeroth, fantastic land that is filled with heroes and monsters and many other creatures. Game strength lies in the fact that it operates as an experience of peace that exists in their own words, you can visit and explore, as you want.
Warcraft is the world title in the series 4 games Warcraft, which had been entertaining people for over ten years. The series began in 1994 with the game Warcraft: Orcs and people in real-time strategy game set in Azeroth. It was a fine name, and a good introduction to the series, but in truth franchise was just beginning. Better was yet to come.
Indeed, it was not until 1995 and the release of the second game Warcraft 2: Tides of Darkness, that the series really found its voice. Warcraft 2 was a masterpiece, and he improved on the original in all senses. The game was beautiful graphics, epic stories and fascinating, gameplay absorption. High standards of the series continued in 2002 with the release of Warcraft 3: reign of chaos. This was yet another classic game and remarkable in its own right. Predecessors Mir Warcraft were all excellent.
Blizzard Entertainment published titles, and all Warcraft games attracted a huge following. When Blizzard announced that it will be 4th game in the series, it is only natural that people were interested. This interest intensified when it became clear that this is the new name will Warcraft multiplayer online games. World Warcraft Azeroth to make more interactive and revise it as an experience.
Fans series had high hopes for peace Warcraft, as promised to be terrific, and new names. Blizzard held a beta test for the game in March 2004, and gave individual players viewing. Those who have a great impression and he has received great reviews. Waiting game for the release grew stronger in 2004 went further.
World Warcraft was officially opened in North America on Tuesday, 23 November 2004. He was well received by critics. The launch was a major success, and it achieved huge sales on the first day of her release. Blizzard estimated 240000 copies were sold on the first day alone. These were record numbers for the games in this genre, etc. World Warcraft has become fast-selling online games in history. It was smash hit.
World Warcraft sustained this success and in fact, the popularity of the game began to snowball. He really took off and caught the public imagination, with more and more people are becoming enthralled with him. 2005 saw the game explode into a global obsession. In February it was launched in Europe and in June it was launched in China, with other countries following suit. He was very popular around the world he was released, and by 2005 it close in more than five million subscribers worldwide.
World Warcraft has become since its initial release. There were a number of updates for games, and the universe grew Azeroth. Blizzard have made improvements, fixed any problems, and have worked to make the game a user-friendly. They also expand the game, adding sections like Blackwing Lair, for example, from the dungeon lair Nefarion, one of the villains in the game.
In June 2005, Blizzard added a major player against player content in the form of two special battlegrounds, Alterac Valley and Warsong Gulch. Alterac Valley allows players to take part in battles at 40 to 40 people, while Warsong Gulch offers new challenges, such as stealing your opponent's flag from their camp. These battlegrounds are the most significant update to the world Warcraft, since he was released.
Now, in 2006, World of Warcraft is as popular as ever. The expansion, called the burning crusade, is set for release this year, and should be expanded worldwide Azeroth even more. World Warcraft has become climax in a series of Warcraft, and it is wonderful and distinctive game.
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Massively multiplayer online role-playing games - MMORPGs
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.
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.
Labels:
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Massively multiplayer online games - MMOGs
The massive multiplayer online games (also called MMOG or simply MMO) is a video game, which is capable of supporting hundreds or thousands of players simultaneously. If necessary, they play on the Internet, and as at least one persistent world. They, however, does not necessarily games on personal computers. Most of the new game consoles, including Xbox 360, PlayStation Portable, PlayStation 3, Nintendo DS and Wii can access the Internet and thus could have MMO genre games.
MMOGs can allow players to cooperate and compete with each other on the grand scale, and sometimes interact constructively with people around the world. They include various types of gameplay, representing many genres of gaming. Many MMOGs require players to invest large sums in their time playing. Most MMOGs require a monthly subscription fee, but some can play for free.
The most popular type of MMO, and south of the genre that first category, is the massive multi online role-playing game (MMORPG), which descended from university computers dirt and adventure games, such as rogue, Dungeon at the PDP-10; Devious and dirt , Which later evolved into a successful game RuneScape. These games even before the commercial gaming industry and the Internet, but still signs of persistent worlds and other elements of MMOGs still used today.
The first graphical MMOG, and a milestone in the creation of the genre, was a multi-player combat flight simulation game by Air Warrior Kesmai genie on the Internet service, which first appeared in 1987.
Commercial MMORPGs, gained early acceptance in the late 1980s and early 1990s. Genre was a pioneer in the gemstone series on genie, as well as established Kesmai and Neverwinter Nights, the first such game to include graphics, which debuted on AOL in 1991.
As computer games developers apply MMO ideas for computers and other game genres, further reductions began to evolve, such as MMORTS. MMOG become a generic term to cover this growing class of games. These games became so popular that the magazine called Massive Internet Gaming, released issue in October 2002, hoping to cover MMOG topic exclusively, but never published its second issue.
Debut Internet into the kingdom, Meridian 59 (first 3D MMOG), Ultima Online, Underlight and EverQuest in the late 1990 publicly MMORPG genre. The growth in technology means that where Neverwinter Nights in 1991 was limited to 50 simultaneous players (the number that grew to 500 in 1995), in 2000, many MMORPGs were each serving thousands of simultaneous players, and in December 2007 EVE Online year reached a new record with the "41690". Retrieved from 2008-01-08. simultaneous accounts are logged on to one server.
Despite the emphasis on the genre of multiplayer games, AI-controlled characters are still common. NPCs and mobs who give of quests or serve as opponents characterized mainly in MMORPGs. AI-controlled characters are not as common action on the basis of MMOGs.
The popularity of MMOGs was mainly limited to computer game market until the sixth generation consoles, since the beginning of Phantasy Star Internet for Dreamcast and the emergence and growth of online service Xbox Live. There were a number of console MMOGs, including EverQuest Internet Adventures (PlayStation 2) and multiconsole Final Fantasy XI. On the PC, MMOG market has always dominated by the successful fantasy MMORPGs.
MMOGs have only recently begun to break into the market of mobile phones, starting with CipSoft in TibiaME, which is the first MMORPG to arrive on a mobile device and Biting Bit in MicroMonster, which functions in the network and bluetooth multiplayer games. SmartCell Technology is under the shadows of legends, which will allow players to continue their games on their mobile devices when away from their PCs.
Science fiction was also popular topics, such as where the game Anarchy Online, Eve Online, the galaxy "Star Wars" and "Matrix Online.
MMOGs result of hard-core player community strongly accounting in December 2003 when analysing the "Financial Times" measuring the value of virtual property at the time the largest MMOG, Everquest, as a result of per capita GDP in 2266 dollars which placed the virtual world Everquest, as the 77 richest nations, par with Croatia, Ecuador, Tunisia and Vietnam.
World Warcraft is currently dominated MMOG in the world with more than 60% of the player base, and from 10-11 million monthly subscribers worldwide, is the most popular among Western title MMOGs.
MMOGs can allow players to cooperate and compete with each other on the grand scale, and sometimes interact constructively with people around the world. They include various types of gameplay, representing many genres of gaming. Many MMOGs require players to invest large sums in their time playing. Most MMOGs require a monthly subscription fee, but some can play for free.
The most popular type of MMO, and south of the genre that first category, is the massive multi online role-playing game (MMORPG), which descended from university computers dirt and adventure games, such as rogue, Dungeon at the PDP-10; Devious and dirt , Which later evolved into a successful game RuneScape. These games even before the commercial gaming industry and the Internet, but still signs of persistent worlds and other elements of MMOGs still used today.
The first graphical MMOG, and a milestone in the creation of the genre, was a multi-player combat flight simulation game by Air Warrior Kesmai genie on the Internet service, which first appeared in 1987.
Commercial MMORPGs, gained early acceptance in the late 1980s and early 1990s. Genre was a pioneer in the gemstone series on genie, as well as established Kesmai and Neverwinter Nights, the first such game to include graphics, which debuted on AOL in 1991.
As computer games developers apply MMO ideas for computers and other game genres, further reductions began to evolve, such as MMORTS. MMOG become a generic term to cover this growing class of games. These games became so popular that the magazine called Massive Internet Gaming, released issue in October 2002, hoping to cover MMOG topic exclusively, but never published its second issue.
Debut Internet into the kingdom, Meridian 59 (first 3D MMOG), Ultima Online, Underlight and EverQuest in the late 1990 publicly MMORPG genre. The growth in technology means that where Neverwinter Nights in 1991 was limited to 50 simultaneous players (the number that grew to 500 in 1995), in 2000, many MMORPGs were each serving thousands of simultaneous players, and in December 2007 EVE Online year reached a new record with the "41690". Retrieved from 2008-01-08. simultaneous accounts are logged on to one server.
Despite the emphasis on the genre of multiplayer games, AI-controlled characters are still common. NPCs and mobs who give of quests or serve as opponents characterized mainly in MMORPGs. AI-controlled characters are not as common action on the basis of MMOGs.
The popularity of MMOGs was mainly limited to computer game market until the sixth generation consoles, since the beginning of Phantasy Star Internet for Dreamcast and the emergence and growth of online service Xbox Live. There were a number of console MMOGs, including EverQuest Internet Adventures (PlayStation 2) and multiconsole Final Fantasy XI. On the PC, MMOG market has always dominated by the successful fantasy MMORPGs.
MMOGs have only recently begun to break into the market of mobile phones, starting with CipSoft in TibiaME, which is the first MMORPG to arrive on a mobile device and Biting Bit in MicroMonster, which functions in the network and bluetooth multiplayer games. SmartCell Technology is under the shadows of legends, which will allow players to continue their games on their mobile devices when away from their PCs.
Science fiction was also popular topics, such as where the game Anarchy Online, Eve Online, the galaxy "Star Wars" and "Matrix Online.
MMOGs result of hard-core player community strongly accounting in December 2003 when analysing the "Financial Times" measuring the value of virtual property at the time the largest MMOG, Everquest, as a result of per capita GDP in 2266 dollars which placed the virtual world Everquest, as the 77 richest nations, par with Croatia, Ecuador, Tunisia and Vietnam.
World Warcraft is currently dominated MMOG in the world with more than 60% of the player base, and from 10-11 million monthly subscribers worldwide, is the most popular among Western title MMOGs.
Labels:
Documents,
MMOG,
MMOGs,
Walkthroughs
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