Massively multiplayer online role playing game
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A massively multiplayer online role — playing game or MMORPG (eng.
Massively multiplayer online role playing game, MMORPG) is a computer game in which the genre of role playing games is combined with the genre of mass online games.
MMORPGs can also be presented in browser form, but the main feature of the genre is the interaction of a large number of players within the virtual world.
As in any other role playing game, the player assumes the role of a character (often belonging to a fantasy or science fiction world) and begins to control the variety of his actions.
MMORPGs differ from single player or small multiplayer online role playing games not only in the number of players, but also in the constantly existing game world (which is usually supported by the forces of the game publisher), existing regardless of the exit of an individual player from it.
MMORPGs are played all over the world.
The revenues of the global MMORPG industry in 2005 exceeded 500 million US dollars[1], while the revenues of Western publishers in 2006 exceeded US$ 1 billion[2].
By 2008, the subscription fee for Western players had grown to US$1.4 billion[3].
In World of Warcraft, a popular MMORPG, there were more than 7 million players in 2013[4].
After the launch of Star Wars in 2011: The Old Republic was declared "the most rapidly developing MMORPG in history" due to the fact that more than 1 million players were attracted to it within 3 days[5][6].
Content
1 General features 1.1 Subject 1.2 Development 1.3 Social interaction 1.4 Role playing game 1.5 Culture 1.6 Architectural features
2 History 3 Psychology 4 Economics 5 Development 5.1 Independent development
6 Trends 6.1 Dedicated zones on demand 6.2 User Content 6.3 Licensing 6.4 MMORPGs for Game consoles 6.5 Browser MMORPGs 6.6 MMORPGs for smartphones 6.7 AMMORPGS.
7 Notes 8 References
General features[edit / edit wiki text]
Modern MMORPGs are very significantly different from their early representatives, but they all share a number of fundamental features.
These may include a constantly existing game environment, various forms of character development, social game interactions, the culture of the game world, architectural features, group membership, and personalization of game characters.
Subject[edit / edit wiki text]
Most modern MMORPGs are based on the theme of traditional fantasy, while their game universe can often echo the Dungeons & Dragons universe.
There are also hybrid themes in which certain aspects of fantasy merge or are replaced by those from the worlds of science fiction, "sword and magic" or crime novels.
MMORPGs can also borrow material for the universe from American comics, occultism and other genres.
In games, these aspects are often reinterpreted and presented in the form of such typical tasks and situations as quests, monsters and player loot.
Development[edit / edit wiki text]
In almost all computer games, the main goal of the player is to develop his character.
For this, a development system is almost always used by accumulating experience points and using them to increase the" level " of the character, which has a positive effect on all his abilities[7].
Traditionally, the main way to get experience points is to hunt monsters and complete quests from NPCs.
Characters can participate in these actions both in a group and alone.
The accumulation of wealth (including items useful in battle) is also an element of development in MMORPGs in itself and is also, often, the best way to achieve it in battles.
Game cycle defined these principles (of the battle, unlocking new items that open access to new battles, etc. without significant changes to the gameplay), sometimes in a negative light are compared with a running wheel for rodents, and is known among players as a "grind" (PDF).
Role playing game Progress Quest was created as a parody of this trend.
In EVE Online, a character learns skills depending on real time, experience points in it are not a measure of development.
In some MMORPGs, the maximum character level is not limited, which allows players to accumulate experience points indefinitely.
In such MMORPGs, the most developed characters are often glorified on the site of the corresponding game, their names and parameters are entered on the pages of the highest game achievements, etc .
Another common practice is to set the maximum level of the game character, which is often referred to as the"ceiling".
After reaching it, the character's development strategy changes.
Instead of a reward in the form of experience points, the character after completing tasks and completing dungeons will receive game currency or equipment, which allows you to keep the player motivated to continue the game.
Often, with the development of a character, an increasing amount of equipment becomes available to the character, which allows you to give it a more aesthetic appearance, as well as emphasize the achievements of a particular character.
These sets of weapons and armor, known in the game environment as "high level", significantly add competitiveness to the character both in typical boss battles and in battles between players.
The motivation of players comes from the desire to get ahead of others in the possession of similar items, which are the determining factor in the success of all events related to battles.
Also typical for the genre is the emerging need to unite players in groups to ensure optimal development speed.
Sometimes this leads to a change in the priorities of the player, who begins to avoid some real world events in order to" keep up " with the events of the virtual world.
A good example in this case is the need to exchange items to achieve some goal or team battles against powerful enemies.
Social interaction[edit / edit wiki text]
MMORPGs necessarily contain certain ways to facilitate communication between players.
Many MMORPGs have a system of custom guilds or clans.
If the game mechanics do not provide for such, players can independently form such associations, including using non game means of communication.
As a rule, such communities interact exclusively via the Internet, but sometimes cellular communication is also used, usually as an "emergency" way to urgently call clansmen online.
There are also gaming communities organized according to the territorial principle or based on non virtual social connections - friends (sometimes relatives), neighbors in the dormitory, students of some educational institution, etc.
In most MMORPGs, to access certain parts of the game, you need to play in a fairly well played community.
In such cases, each player must perform the role assigned to him, for example, protect other players from damage (the so called "tanking"), "heal" the damage received by team members or deal damage to enemies.
As a rule, in MMORPGs there are Game Moderators (eng. Game Moderators) or Game Masters (Eng. Gamemaster), often called "GMs" by players (GMS, eng. GMs).
They can be either employees of the game publisher, or volunteers whose task is to oversee the game world.
At the same time, some "GMs" may have access to tools and information that is not intended and inaccessible to other players and roles[8].
Relationships that arise between players in an MMORPG can be as strong as relationships between friends or partners in real life, which often include elements of cooperation and trust between players[9].
Role playing game[edit / edit wiki text]
In most MMORPGs, the player is offered a choice of different types of game classes.
Among all the players, only a small part practices playing the role of their character, and, as a rule, the game has the necessary functions and content for this.
To support fans of the role playing style of the game, there are resources created by the community of players such as forums and reference books.
For example, if a player wants to play the role of a priest, he can purchase a mouthguard in the game world, learn the skills appropriate for a priest by the character, as well as copy the manner of conversation, behavior and interaction with other real priests.
In this case, the player can pursue or not pursue the achievement of wealth or experience.
Guilds aimed at role playing games can create long detailed descriptions based on the setting and resources of the game world[10].
Culture[edit / edit wiki text]
Over time, the once unified community of MMOPRG fans has split into subcultures with their own slang and figures of speech, as well as unspoken lists of social rules and taboos.
Players often complain about "grind" (a slang term for repetitive and time consuming routine activities in MMORPGs) or talk about" buffs "and" nerfs " (strengthening or simplifying certain elements of the game mechanics, respectively).
Separate social rules apply to the player's entry into a traveling group, the correct division of loot, as well as the expected behavior of the player as part of the group[10].
There are discussions in various gaming media about the long term impact of game abuse.
The forums of the non profit organization On Line Gamers Anonymous are full of stories about players who have abandoned social and family responsibilities, lost their jobs for the benefit of their"virtual life".
Architecture features[edit / edit wiki text]
Most modern MMORPGs use a client server network architecture.
The server supports a permanent virtual world, and players can connect to it through client programs.
Through the client program, the player can access either the entire game world without restrictions, or only the basic part of the game, while access to some areas from the "extensions" of the game may require additional payment for this content.
Examples of games using the second model are EverQuest and Guild Wars.
Usually, players must purchase a client program once, but an increasing trend for MMORPGs is the use of such a pre available "thin client" as a browser.
To play some MMORPGs, you need to buy a monthly subscription.
By definition, all "massively multiplayer" games take place online, and their existence requires a constant income in some form (selling a monthly subscription or showing advertising materials to users) for support and further development.
Games such as Guild Wars do not use a monthly subscription system, instead, the user must purchase not only the game itself, but subsequent extensions for it.
Another payment model is a micropayment system, while the main content of the game is provided free of charge, and players are invited to purchase optional extras such as character equipment, decorative items, animals.
Games based on this model are often developed in Korea, for example, FlyFF or MapleStory.
This business model is also called pay for perks (Rus. "pay for benefits") or freemium, and the games themselves working on this model are promoted and described as free to play (Rus. "play for free").
Depending on the number of players and the architecture features, MMORPGs can run on numerous servers, each of which represents a separate independent game world, while players located on different servers cannot interact with each other.
A striking example here is World of Warcraft, in which each server can accommodate several thousand game characters.
As a rule, in an MMORPG, the number of characters present in the game world at the same time is limited to several thousand.
A good example of the reverse concept is EVE Online, where the server is able to accommodate several tens of thousands of players from time to time (more than 60 thousand in June 2010)[11].
In some games, once created, a character can freely move between worlds, but at any given time he can only be present on one server (for example, Seal Online: Evolution), in other games, a character can only be in the world where he was created.
In World of Warcraft, there are elements of PvP interaction "between kingdoms" (that is, between servers) on special battlefields, for which server clusters and "battle groups" are used to help and coordinate players who want to participate in such structured PvP content as, for example, the Warsong Gulch or Alterac Valley battlefields[12].
Additionally, patch 3.3, released on December 8, 2009, introduced a cross server "group search" system that helps players create a group to access the content of instances (that is, quests that are not available in the open world) from a larger number of players than the character's "home" server can offer[13].
Subsequently, the interaction of characters from different servers went beyond instances and PvP content, and currently players from different servers can intersect in many points of the game world.
History[edit / edit wiki text]
The authorship of the term "MMORPG" is attributed to Richard Garriot, the author of the game Ultima Online, who needed it to describe MMORPGs and the social communities built around them[10].
Its authorship is confirmed by several authors, and the term itself dates back to 1997[14].
Before the appearance of this and similar neologisms, such games were usually called "graphic MUD", and the history of the MMORPG genre itself can be traced back to games of the MUD genre[15][16].
Thus, some key elements of the MMORPG genre can be found in such early multiplayer worlds as Maze War (1974) and MUD1 (1978).
In 1985, the Island of Kesmai roguelike game was released for CompuServe in the MUD genre[17], as well as the graphic MUD Habitat from Lucasfilm.
The first fully graphical multiplayer RPG - Neverwinter Nights was distributed through AOL since 1991 with the personal approval of AOL President Steve Case[18].
Another early example of a multiplayer RPG is the three games for The Sierra Network: The Shadow of Yserbius (1992), The Fates of Twinion (1993) and The Ruins of Cawdor (1995).
An important event for the genre was the lifting of restrictions on the commercial use of NSFNet in 1995, which opened up wide expanses of the Internet for developers, thanks to which the first really mass oriented games were able to appear.
According to modern ideas, the first MMORPG proper was the game Meridian 59 (1996), the main innovations of which were the scale and three dimensional graphical view "from the first person" [18].
Almost simultaneously with it, the game The Realm Online was released[18].
Ultima Online (1997) is considered the first MMORPG that attracted significant attention to the genre[18], but among the Western audience, EverQuest (1999) and Asheron's Call (1999)[18] gained great popularity, and among the Korean — Nexus: The Kingdom of the Winds (1996).
Thanks to the financial success of early MMORPGs, high competition has been established and maintained in the genre.
Now games of the MMORPG genre are available, including on game consoles, and the quality of gameplay has also improved.
The dominant position of World of Warcraft from Blizzard Entertainment, which is the largest MMORPG, has been established in the modern market[19].
It is followed by Final Fantasy XIV and Guild Wars 2, and then there are a variety of MMORPGs distributed through the free to play system and supported by advertising and selling game items.
The free to play system is widely used among South Korean games, for example, MapleStory, Rohan: Blood Feud and Atlantica Online.
There are also such variations of free to play, when the game itself is offered for free, and only an optional monthly subscription for additional features is paid, for example, in RuneScape and Tibia.
The exceptions are Guild Wars and its successor Guild Wars 2.
To access these games, you do not need to buy anything beyond the initial payment, which is done to increase competitiveness against the background of games with other payment systems.
Psychology[edit / edit wiki text]
Despite the fact that game universes are virtual, the relationships between people in them are quite real, so MMORPGs are a good tool for psychological and sociological research.
Clinical psychologist Sherry Turkle conducted surveys of computer users, including fans of computer games.
She found that many of these people have a broader emotional sphere, as they explored many different roles (including gender identity) that are offered in many MMORPGs[20].
Nick Yee has interviewed more than 35 thousand MMORPG players over the past few years, focusing on the psychological and sociological aspects of games.
The latest data shows that about 15 % of players can become guild leaders from time to time, but the majority assesses this role as difficult and ungrateful[21].
These players, being in the role of a leader, spent a significant part of their time allocated to the game, performing tasks that are not directly related to the game, but are part of the metagaming (eng.)[22].
Many players noted that they experience very strong emotions while playing MMORPGs, so, according to statistics, about 8.7 % of men and 23.2 % of women performed a game marriage among players[23].
Other researchers have found that the pleasure of the game depends on its social elaboration: from rare skirmishes between players to highly organized play in structured groups[24].
In their work, Zaheer Hussain and Mark Griffiths note that about one fifth of the players (21 %) said that they prefer online social relationships to real ones.
A significantly larger number of male players than women answered that they consider communication on the network easier than in reality.
More than 57 % of players play characters of the opposite sex, noting that the female character has a number of positive social traits[25].
Richard Bartle, the author of the well known work Designing Virtual Worlds, divides the players of multiplayer RPGs into four main psychological types.
His classification was expanded by Erwin Andreasen, who developed this concept into the thirty questions of the Bartle Test, used to help determine the category to which a player belongs.
As of 2011, more than 600 thousand people were interviewed, which probably makes this test one of the largest currently ongoing[26].
Based on the research of Yi and Bartle, Jon Radoff published a new model of player motivation built around passion, competition and achievement[27][28].
These features are available not only in MMORPGs, but also in many other games, forming the so called "field of gamification".
The error in World of Warcraft, known as the Corrupted Blood incident, has attracted the attention of many psychologists and epidemiologists in North America.
The mistake was that the monster imposed a "Corrupted Blood" debuff on the character, which it then began to spread unintentionally and uncontrollably throughout the game world.
The Centers for Disease Control and Prevention used this case to draw up both schedules for the spread of the disease and to determine the possible reaction of the general population to the spread of a large scale epidemic.
"This shows that players have a tendency to live in this world and take all the events at face value"[29].
Economy[edit / edit wiki text]
Main article: Virtual economy
In many MMORPGs, there is an emerging economy.
Virtual items and currency accumulate during the game and have a certain value for players[30].
It is possible to study such a virtual economy by analyzing the log of the server part of the game software[30], which is of value in economic research.
More importantly, virtual economies can have an impact on the real economy.
One of the first researchers of this phenomenon was Edward Castronova, who showed that in virtual economies there is a market of supply and demand that intersects with that in the real world[31].
For the existence of this intersection, the game must provide the following features:
sale of goods using the game (i.e. virtual) currency; direct exchange of goods of commensurate value; sale of game goods for real world currencies; exchange of real world currencies for game currency; introduction of such auxiliary quasi currencies as Dragon kill points for the distribution of game awards and trophies[32].
The idea of evaluating game items with real world currencies has had a strong impact on players, the gaming industry and even the judicial system[33].
One of the pioneers of the sale of virtual currency, IGE, received a lawsuit from a World of Warcraft player for introducing it into the game economy due to the intention of using the game to sell game gold[34].
In her first work, Kastranova notes the existence of a market for (possibly illegal) highly liquid game currencies, and at that time the price of the Everquest game currency exceeded the market rate of the Japanese yen[35].
Some people earn their living by exploiting virtual economies.
These people are usually associated with farmers and can be employed in the corresponding semi legal organizations[36].
As a rule, publishers officially prohibit the exchange of game values for real world money, although there are games in which the ideas of such exchanges (with the publisher receiving a profit) are widely promoted.
For example, in the games Second Life and Entropia Universe, there is a direct connection between the real and game economies.
This means that the game currency can be freely exchanged for real currency and vice versa.
Thus, real world items can be sold for the Entropia Universe currency; there is also a case when a Second Life player earned quite real US$ 100,000 in the virtual world[37].
However, virtual economies have a number of problems, the most acute of which are: the use of bots or other automation tools that help the player accumulate wealth, which creates unfavorable conditions for other players[38]; the use of illegal auction sites, which leads to attempts to stop their activities by publishers through a ban on the unfair use of elements of someone else's intellectual property[39]; the emergence of virtual crime, which can take the form of fraud against players or the publisher of an online game and even lead to the manifestation of cruelty in real life[40].
However, the merging of real and game economies rarely occurs in MMORPGs, as it is believed that this adversely affects the gameplay.
If the riches of the real world allow you to gain more and faster than a skillful game, this leads to a decrease in interest in a complex role playing game and a decrease in the" immersion " of users in the game.
This also leads to an unfair game hierarchy, when richer players in real life get better game items, which allows them to outperform stronger competitors and get levels faster than other — less well — off, but more loyal players[41].
Development[edit / edit wiki text]
Already in 2003, the cost of developing a competitive commercial MMORPG often exceeded US$ 10 million[42].
These games require the involvement of developers of various specialties, for example, artists, 3D modelers, developers of the client server subsystem, specialists in databases and network infrastructure[43].
The external interfaces (that is, the client program) of modern commercial MMORPGs use three dimensional graphics.
As is the case with other modern three dimensional games, the external interface requires experience in using three dimensional engines, skillful use of shaders in real time and simulation of physics.
The concept of graphic content (zones, creatures, characters, weapons, etc.) of the game is worked out by artists in traditional two dimensional sketches, after which it is transferred to animated three dimensional scenes, models and texture maps[44].
When developing MMORPGs, specialists in the fields of client server architecture, network protocols and security, databases are needed.
Reliable systems for supporting critical functions should be included in MMORPGs.
The server must be able to accept and verify several thousand connections, prevent cheating and support making changes to the game (fixing bugs and adding content).
Also, an important role is played by the system of saving game data at specified time intervals without suspending the game process[45].
Game support requires a sufficient fleet of servers, Internet connection bandwidth, as well as special technical personnel.
Lack of resources leads to lags and user frustration, which can negatively affect the reputation of the game, which is especially critical during the launch period.
Also, the staff should monitor the occupancy of servers, maintaining it in an acceptable range for gameplay by increasing or reducing the number of game servers.
Theoretically, when using peer to peer technology in MMORPGs, it is possible to regulate server load cheaply and efficiently, but the problems encountered in practice (asymmetric connection speed, resource intensive game engines, unreliability of individual nodes, inherent security problems that open up wide opportunities for cheaters) make their implementation extremely difficult.
The host infrastructure of a commercial MMORPG can include hundreds (and even thousands) of servers.
Creating an acceptable financial infrastructure for an online game requires a minimum of investments in equipment and networks that can serve a large number of players[46].
In addition, the creators of an online game must be specialists in such fundamental areas as world creation, mythology, game mechanics[47] and other game features that bring users pleasure[48].
Independent development[edit / edit wiki text]
Despite the fact that the bulk of all MMORPGs are developed by companies, small teams or individual authors also contribute to the development of the genre.
As noted above, it is necessary to invest significant funds and spend a lot of time on development, and supporting games is a long term responsibility.
As a result, the development of an independent (or" indie") MMORPG is not so ordinary, relative to games of other genres.
Nevertheless, there are a significant number of independent MMORPGs made in different genres, offering different types of gameplay and payment systems.
Some independent MMORPGs fully follow the principles of open source software, while others use proprietary content and open game engines.
A community of independent developers has formed around the WorldForge project, which was opened in 1998, aimed at creating a system basis for a certain number of open MMORPGs[49].
Also, the Multiverse Network company is developing a network platform taking into account the features of independent MMOGs[50].
Trends[edit / edit wiki text]
Due to the existence of a large number of significantly different MMORPGs, as well as the rapid development of the genre, it is quite difficult to determine the prevailing general trends.
Nevertheless, some developments are quite obvious.
As one of these, you can call the execution of tasks by a raid group (or simply - "raid" [51]), which is a quest designed for large groups of players (often from twenty or more).
Dedicated zones on demand[edit / edit wiki text]
Dedicated zones on demand (English instance dungeon, slang "instances") — game areas "copied" at the request of individual players or groups, in which game interaction with the rest of the game world is impossible.
This reduces the level of game competition, and also reduces the amount of data sent through the network, which reduces the lag.
The first game where some semblance of such zones appeared was The Realm Online.
In Anarchy Online, this technology has received significant development, becoming one of the key elements of the gameplay.
Since this game, dedicated zones in MMORPGs have become commonplace.
In the "raids" mentioned above, this technology is often used.
Examples of games that use dedicated zones are World of Warcraft, The Lord of the Rings Online, EverQuest, EverQuest II, Aion, Guild Wars, RuneScape, Star Trek Online and DC Universe Online.
User generated content[edit / edit wiki text]
The increasing amount of user generated content is probably a new trend in the genre[52].
Licensing[edit / edit wiki text]
Licensing of intellectual property rights, which is widespread in the computer game industry, is also used in MMORPGs.
So, in 2007, the Lord of the Rings Online game was released, based on the world of Middle earth by Jonatolkin.
Among other games released under license, there are such as The Matrix Online (based on the film trilogy of the same name), Warhammer Online (based on the board game from Games Workshop), Star Wars Galaxies, Star Wars: The Old Republic, Champions Online and Age of Conan.
In addition to this, there are a number of MMORPGs based on TV product licenses, for example, Star Trek Online and the canceled Stargate Worlds.
MMORPG for video game consoles[edit / edit wiki text]
The first MMORPG developed specifically for the game console was Phantasy Star Online for the Sega Dreamcast.
The first MMORPG for open world video game consoles was Final Fantasy XI for the PlayStation 2.
The game EverQuest Online Adventures for PlayStation 2 was the first MMORPG for video game consoles released in the United States.
Since it is believed that the development of an MMORPG for a game console is associated with increased complexity[53], each such project attracts increased attention.
Browser based MMORPGs[edit / edit wiki text]
The first browser based MMORPG was the game Tail, which was opened in 1999 and is still working (its continuation is the game Legend).
The game was conceived as a new kind of MUD that works in the browser and is more convenient for the player.
The game Tail marked the beginning of the development of a certain genre of browser games (where the game is combined with chat), from which such famous games as Fight Club and its multiple clones came.
Special attention should be paid to the fact that the main focus of the gameplay in the game Tail is made on traveling around the vast world and PvE battles, while the entire BC game is built on PvP battles.
Therefore, it is impossible to call these games similar, although they are united by a similar appearance at first glance.
And yet, when you hear the word "browser games", these games are often meant.
At first, such browser games were completely free, but later they began to use the Free to play model.
With the widespread popularity of social networks such as Facebook, a second wave of browser based MMORPGs based on Adobe Flash and HTML5 technologies appeared.
The beginning of this second wave was laid by browser games already known at that time, which were integrated into social networks to attract new players.
MMORPG for smartphones[edit / edit wiki text]
The positioning capabilities of smartphones allow you to create such games in augmented reality as, for example, Ingress or Pokémon Go.
AMMORPG.[edit / edit wiki text]
Action massively multiplayer online role playing game.
In this kind of role playing games, you need a fast reaction speed to dodge enemy attacks.
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↑ IGE Sued by World of Warcraft Player, EscapistMagazine (June 1, 2007).
↑ Whiting, Jason.
Online Game Economies Get Real(unavailable link history).
Wired News (November 6, 2002).
Archived from the original source on September 18, 2012.
↑ Lee, James.
Wage Slaves.
1UP.com (July 5, 2005).
↑ Hof, Robert.
My Virtual Life.
BusinessWeek (May 1, 2006).
↑ Robert Shapiro (2003), How online games teach us about economics, slate.com ↑ Blizzard Goes to War, terranova.blogs.com ↑ BBC News (2005), Game Theft led to Fatal Attack, news.bbc.co.uk ↑ Gamble your life away in ZT Online.
↑ Adam Carpenter (2003), Applying Risk Based Analysis to Play Balance RPGs, Gamasutra, gamasutra.com ↑ Jon Radoff (2007), «Anatomy of an MMORPG,» PlayerVox, radoff.com ↑ Frank Luna (2006), "3D Game Programming with DirectX 9.0c, a Shader Approach, " Worldware Publishing, ISBN 1-59822-016-0 ↑ Jay Lee (2003), Gamasutra, Relational Database Guidelines for MMOGs, gamasutra.com ↑ GDC Proceedings 2005, Online Game Architecture: Back End Strategies, gamasutra.com ↑ Chris Crawford (2003), Chris Crawford on Game Design, New Riders Games, ISBN 0-13-146099-4 ↑ Koster Raph.
A Theory of Fun for Game Design.
— Paraglyph Press, 2005.
— ISBN 1-932111-97-2.
↑ WorldForge History.
↑ About Multiverse.
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↑ Wilson, Steve.
Casual Play: Raiding Needs to Die (December 14, 2006).
↑ Jon Radoff (March 20, 2007), Gamasutra, Five Prescriptions for Viral Games, gamasutra.com ↑ Analysis: Why Arenot There More Console MMOs?.
Links[edit / edit wiki text]
The Daedalus Project — English) - research of MMORPG players
Genres of computer games
Action
Stealth Action • Shooter (First person • Third person • Tactical • Shoot ' em up) * MMOFPS • Fighting Game • Beat ' em up • Survival horror
RPG
Tactical • Japanese • Action • Hack and slash • MMORPG • Roguelike • ZPG
Strategy
Step by step • Real time (Tower Defense • Real time Tactics • MOBA) * Artillery • Wargame • Global Strategy
Quest
Action adventure • Interactive fiction (Visual Novel)
Equipment Simulator
Auto - (Sim Racing • Survival Racing) • Air - * Railways • Cosmic • Moto - * Tank * Mecha * Submarines
Life Simulator
Of god • Survival • Dating • Urban Planning • Sports (Sports Manager) • Economic
Other
Educational game • Puzzle • Card Game • Collectible card game • Music Game • Game for programmers • Arcade (Platformer • Metroidvania • Pinball) * Eroge • Linearity (Open world • Toy program • Sandbox) • Casual game
Source — "https://ru.wikipedia.org/w/index.php?title=Massively multiplayer online role playing game&oldid=81402452"
Categories: Genres of computer games Massively multiplayer online role playing game Massively multiplayer online games
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