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The term MMORPG was coined by
Richard Garriott, the creator of Ultima
Online, in 1997. Previous to this and
related coinages, these games were
generally called graphical MUDs;

Massively multiplayer online role-
playing game (MMORPG) is a genre of
role-playing video games in which a
very large number of players interact
with one another within a virtual
game world.
As in all RPGs, players assume the role
of a character (often in a fantasy world)
and take control over many of that
character's actions. MMORPGs are
distinguished from single-player or
small multi-player RPGs by the number
of players, and by the game's persistent
world (usually hosted by the game's
publisher), which continues to exist and
evolve while the player is offline 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 US$1 billion in 2006. In 2008,
Western consumer spending on
subscription MMOGs grew to $1.4
billion.World of Warcraft, a popular
MMORPG, had more than 11 million
subscribers as of March, 2011.
Although modern MMORPGs
sometimes differ dramatically from
their antecedents, many of them share
some basic characteristics. These
include several common themes: some
form of progression, social interaction
within the game, in-game culture,
system architecture, and character
customization.
Characters can often be customized
quite extensively, both in the technical
and visual aspects, with new choices
often added over time by the
developers. A few games also offer
some form of modding in order to
allow for even greater flexibility of
choice.
Themes
The majority of popular MMORPGs are based on
traditional fantasy themes, often 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, or crime fiction. Still others draw
thematic material from American comic books,
the occult, and other genres. Often these
elements are developed using similar tasks and
scenarios involving quests, monsters, and loot.
Progression
In nearly all MMORPGs, the
development of the player's character
is a primary goal. Nearly all MMORPGs
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 NPCs, 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, and again,
this is traditionally best accomplished via
combat.
In addition, most MMOs require some degree of
teamwork for parts of the game. These tasks
usually require players to take on roles in the
group, such as those protecting other players
from damage (called tanking), "healing" damage
done to other players or damaging enemies.
MMORPGs generally have Game Moderators or
Game Masters (frequently abbreviated to GM),
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.
Roleplaying
Most MMORPGs provide different types of
classes that players can choose. Among those
classes, players are encouraged to roleplay
their characters, providing rules, functionality
and content to this end. Some MMORPGs offer
"roleplay-only" servers that prohibit
interactions to other players among
characters for those who want to immerse
themselves in the game in this way.
Community resources such as forums and
guides exist in support of this play style.
System architecture
Most MMORPGs are deployed using a
client–server system architecture. The
server software generates a persistent
instance of the virtual world that runs
continuously, 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 Guild Wars 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 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.
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 make use of this model often
have originated in Korea, such as Flyff and
MapleStory. This business model is
alternately called "pay for perks" or
"freemium", and games using it often
describe themselves with the term "free-
to-play".
Psychology
Since the interactions between MMORPG
players are real, even if the environments
are virtual, psychologists and sociologists
are able to use MMORPGs as tools for
academic research. Sherry Turkle, a clinical
psychologist, has conducted interviews with
computer users including game-players.
Turkle found that many people have
expanded their emotional range by
exploring the many different roles
(including gender identities) that MMORPGs
allow a person to explore.
Nick Yee has surveyed more than 35,000
MMORPG players over the past several
years, focusing on psychological and
sociological aspects of these games.
Recent findings included that 15% of
players become a guild-leader at one
time or another, but most generally find
the job tough and thankless;and that
players spend a considerable amount of
time (often a third of their total time
investment) doing things that are
external to gameplay but part of the
metagame.
ECONOMICS
Many MMORPGs feature living economies. Virtual
items and currency have to be gained through play
and have definite value for players.Such a virtual
economy can be analyzed (using data logged by
the game) and has value in economic research;
more significantly, these "virtual" economies can
have an impact on the economies of the real
world.
One of the early researchers of MMORPGs was
Edward Castronova, 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.
Use of licenses
The use of intellectual property licensing,
common in other video game genres, has also
appeared in MMORPGs. 2007 saw the release of
The Lord of the Rings Online, based on J. R. R.
Tolkien's Middle-earth. Other licensed
MMORPGs include The Matrix Online, based on
the Matrix trilogy of films, Warhammer Online:
Age of Reckoning, based on Games Workshop's
table top game, Star Trek Online, Star Wars
Galaxies, Star Wars The Old Republic,
Champions Online and Age of Conan.
Additionally, several licenses from television
have been optioned for MMORPGs, for example
Stargate Worlds, which was canceled.
Console-based MMORPGs
The first console-based MMORPG was
Phantasy Star Online for the SegaDreamcast.
The first console-based open-world
MMORPG was Final Fantasy XI for the
SonyPlayStation 2. EverQuest Online
Adventures, 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.
Final Fantasy XI was originally released for
PlayStation 2 and PC, but was later extended to
Xbox 360, and later emulated as a PlayStation 2
game on the PlayStation 3.
Final Fantasy XIV, Square Enix's second
MMORPG in the Final Fantasy series was
released in September 2010 for Microsoft
Windows and the scheduled release date for
Sony's PlayStation 3 version is 2011.
Free Realms, Sony's MMORPG originally
released on PC, was added as a free download
on the PlayStation Network on March 29, 2011.

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Mmorpg 111102073728-phpapp02

  • 1.
  • 2. The term MMORPG was coined by Richard Garriott, the creator of Ultima Online, in 1997. Previous to this and related coinages, these games were generally called graphical MUDs; Massively multiplayer online role- playing game (MMORPG) is a genre of role-playing video games in which a very large number of players interact with one another within a virtual game world.
  • 3. As in all RPGs, players assume the role of a character (often in a fantasy world) and take control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player RPGs by the number of players, and by the game's persistent world (usually hosted by the game's publisher), which continues to exist and evolve while the player is offline and away from the game.
  • 4. MMORPGs are played throughout the world. Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005, and Western revenues exceeded US$1 billion in 2006. In 2008, Western consumer spending on subscription MMOGs grew to $1.4 billion.World of Warcraft, a popular MMORPG, had more than 11 million subscribers as of March, 2011.
  • 5. Although modern MMORPGs sometimes differ dramatically from their antecedents, many of them share some basic characteristics. These include several common themes: some form of progression, social interaction within the game, in-game culture, system architecture, and character customization.
  • 6. Characters can often be customized quite extensively, both in the technical and visual aspects, with new choices often added over time by the developers. A few games also offer some form of modding in order to allow for even greater flexibility of choice.
  • 7. Themes The majority of popular MMORPGs are based on traditional fantasy themes, often 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, or crime fiction. Still others draw thematic material from American comic books, the occult, and other genres. Often these elements are developed using similar tasks and scenarios involving quests, monsters, and loot.
  • 8. Progression In nearly all MMORPGs, the development of the player's character is a primary goal. Nearly all MMORPGs 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.
  • 9. Traditionally, combat with monsters and completing quests for NPCs, 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, and again, this is traditionally best accomplished via combat.
  • 10. In addition, most MMOs require some degree of teamwork for parts of the game. These tasks usually require players to take on roles in the group, such as those protecting other players from damage (called tanking), "healing" damage done to other players or damaging enemies.
  • 11. MMORPGs generally have Game Moderators or Game Masters (frequently abbreviated to GM), 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.
  • 12. Roleplaying Most MMORPGs provide different types of classes that players can choose. Among those classes, players are encouraged to roleplay their characters, providing rules, functionality and content to this end. Some MMORPGs offer "roleplay-only" servers that prohibit interactions to other players among characters for those who want to immerse themselves in the game in this way. Community resources such as forums and guides exist in support of this play style.
  • 13. System architecture Most MMORPGs are deployed using a client–server system architecture. The server software generates a persistent instance of the virtual world that runs continuously, 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.
  • 14. EverQuest and Guild Wars 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 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.
  • 15. 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 make use of this model often have originated in Korea, such as Flyff and MapleStory. This business model is alternately called "pay for perks" or "freemium", and games using it often describe themselves with the term "free- to-play".
  • 16. Psychology Since the interactions between MMORPG players are real, even if the environments are virtual, psychologists and sociologists are able to use MMORPGs as tools for academic research. Sherry Turkle, a clinical psychologist, has conducted interviews with computer users including game-players. Turkle found that many people have expanded their emotional range by exploring the many different roles (including gender identities) that MMORPGs allow a person to explore.
  • 17. Nick Yee has surveyed more than 35,000 MMORPG players over the past several years, focusing on psychological and sociological aspects of these games. Recent findings included that 15% of players become a guild-leader at one time or another, but most generally find the job tough and thankless;and that players spend a considerable amount of time (often a third of their total time investment) doing things that are external to gameplay but part of the metagame.
  • 18. ECONOMICS Many MMORPGs feature living economies. Virtual items and currency have to be gained through play and have definite value for players.Such a virtual economy can be analyzed (using data logged by the game) and has value in economic research; more significantly, these "virtual" economies can have an impact on the economies of the real world.
  • 19. One of the early researchers of MMORPGs was Edward Castronova, 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.
  • 20. Use of licenses The use of intellectual property licensing, common in other video game genres, has also appeared in MMORPGs. 2007 saw the release of The Lord of the Rings Online, based on J. R. R. Tolkien's Middle-earth. Other licensed MMORPGs include The Matrix Online, based on the Matrix trilogy of films, Warhammer Online: Age of Reckoning, based on Games Workshop's table top game, Star Trek Online, Star Wars Galaxies, Star Wars The Old Republic, Champions Online and Age of Conan. Additionally, several licenses from television have been optioned for MMORPGs, for example Stargate Worlds, which was canceled.
  • 21. Console-based MMORPGs The first console-based MMORPG was Phantasy Star Online for the SegaDreamcast. The first console-based open-world MMORPG was Final Fantasy XI for the SonyPlayStation 2. EverQuest Online Adventures, 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.
  • 22. Final Fantasy XI was originally released for PlayStation 2 and PC, but was later extended to Xbox 360, and later emulated as a PlayStation 2 game on the PlayStation 3. Final Fantasy XIV, Square Enix's second MMORPG in the Final Fantasy series was released in September 2010 for Microsoft Windows and the scheduled release date for Sony's PlayStation 3 version is 2011. Free Realms, Sony's MMORPG originally released on PC, was added as a free download on the PlayStation Network on March 29, 2011.