Term
Spasim – First MPS game to be created. Could have up to 32 people playing on a network at a time |
|
Definition
|
|
Term
Genres – FPS, MPS, MMORPG, MMORTSG |
|
Definition
From knowledge and Google |
|
|
Term
First multiplayer online game- Space wars 1962 |
|
Definition
|
|
Term
Quake set the model for all multiplayer shooting games of the new age |
|
Definition
|
|
Term
Everquest and Dungeons and Dragons were the first to set a model for all MMORPG game… Runescape may be included. |
|
Definition
|
|
Term
Many games were made into a tournament setting where players could compete for cash or prizes for winning in their division or winning a game. |
|
Definition
CGI tournament and Gaming sites |
|
|
Term
LAN parties are when people get together at a home or office to play one specific game, this eliminates the problems or lags and rude unknown players. |
|
Definition
|
|
Term
Many of the computer games were modeled off of other games on regular systems… like NES or SNES or Sega. |
|
Definition
|
|
Term
The biggest computer game seller when it first came out was the game space shooters or something… with super Mario brothers following in a close second. |
|
Definition
|
|
Term
Games include different platforms, like Play- and Chat internet, Play-and Chat email, and Play- and Chat post. |
|
Definition
|
|
Term
Many websites out today are MMOGD (massive multiplayer online game directory) where people post their games to try and get hits and new users on their game. |
|
Definition
|
|
Term
Many games and game creators hold contests and tournaments, Like Quake 4 who has the best gamer in the world playing their game. Nowadays it isn’t bad to say you want to make a living off playing video games. |
|
Definition
CG1 torunament and Fatl1ty.com |
|
|
Term
Some of The Most Popular Online Games now are... WoW, Runescape, Maplestory, Everquest, Unreal Tournment and Guild Wars, to name a few. |
|
Definition
ask, google, and knowledge |
|
|
Term
World of Warcraft is successful now with about 5 or more million players |
|
Definition
Wikipedia and Worldofwarcraft.com |
|
|
Term
Everquest is the largest MMORPG with 7 million players, WoW is in a close 2nd. |
|
Definition
wikipedia.com google and knowledge |
|
|
Term
The term "MMORPG" emerged in 1996 after Trip Hawkins frequently made use of the term "massively multiplayer" when explaining early graphical products to the media.[4] Although MMORPGs as defined today have only existed since the early 1990s, their history |
|
Definition
|
|
Term
The beginning of the MMORPG genre can be traced to text-based (entirely non-graphical) MUDs, with the first being developed by Richard Bartle and Roy Trubshaw in 1978. These games ran on private servers, usually at a university, and sometimes without the |
|
Definition
|
|
Term
The first commercial MMORPG (although what constitutes "massive" requires qualification when discussing mid-1980s mainframes) was Islands of Kesmai designed by Kelton Flinn and John Taylor. Still text-based (or, more accurately, roguelike), this game beca |
|
Definition
|
|
Term
many terms and acronyms are used to comunicate simply and easily between player and bots. Some are, BYOG - adj. "Bring Your Own Group,DC - noun Disconnect, KK - interjection Short for "Okay cool, Lag - noun When the game client freezes up or moves slowly, |
|
Definition
|
|
Term
The first commercial text-based MMORPG to make this transition to the Internet from a proprietary network provider (CompuServe, in this case) was Legends of Future Past, designed by Jon Radoff and Angela Bull. The game utilized a staff of professional Gam |
|
Definition
|
|
Term
By the turn of the century, game companies were eager to capitalize on the new market. The concept of massively multiplayer online games expanded into new video game genres around this time, though RPGs, with their ability to "suck in" the player, were (a |
|
Definition
|
|
Term
The next generation of MMORPGs, following the "big three" of the previous decade, was to include the medieval PvP-oriented Dark Age of Camelot, the sci-fi Anarchy Online, and Ultima Online 2. Anarchy Online, released first in June 2001, was saddled with c |
|
Definition
|
|
Term
In 2002, Final Fantasy XI was released, which hoped to bring in fans of the extremely popular (but mostly single-player) Final Fantasy series, which was particularly popular in Japan. Like the previous Final Fantasy games, this one was playable on a conso |
|
Definition
|
|
Term
After 9 years in development, June 2003 brought a commercial release ofRubies of Eventide (also known as RoE or "Rubies"), by Cyber Warrior, Inc. This game's draw was its unique character customization options, numerous skills, turn-based combat, and over |
|
Definition
|
|
Term
The most recent generation of MMORPGs, based on arbitrary standards of graphics, gameplay, and popularity, is said to have launched in November 2004 with Sony Online Entertainment's EverQuest II and Blizzard Entertainment's World of Warcraft (WoW). At the |
|
Definition
|
|
Term
Finally, there has been significant competition (and potential for profit) among free-to-play MMORPGs. Two of the most successful of these are Silkroad Online, by the publisher Joymax, and MapleStory by Wizet. Both of these games are by Korean publishers |
|
Definition
|
|
Term
Many MMORPGs feature living economies, as 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 signif |
|
Definition
|
|
Term
The idea of attaching real-world value to "virtual" items has had a profound effect on players and the game industry, and even the courts. Castronova's first study in 2002 found that a highly liquid (if illegal) currency market existed, with the value of |
|
Definition
|
|
Term
One reaction to the virtual economies has been the phenomena of "private servers," which are servers operated by individuals and groups who have reverse-engineered commercial MMORPG products. Anyone who sets up their own private server has complete contro |
|
Definition
|
|
Term
Since the interactions between MMORPG players are real, even if the environments are not, psychologists and sociologists are also able to use MMORPGs as tools for academic research.
Sherry Turkle, a clinical psychologist, has conducted interviews with |
|
Definition
|
|
Term
Video game music plays a major role in the selling number of them. Many companies hire unknown artists so that the music will be copy right free... they also hire famous diractors and composers . |
|
Definition
|
|
Term
Though MMORPGs have evolved considerably, many of them share some basic characteristics.
A majority of MMORPGs are based off traditional Dungeons & Dragons style gameplay, including quests, monsters, and loot. Like in Dungeons & Dragons, there is usual |
|
Definition
|
|
Term
MMORPGs usually involve large communities of players and social networks, some having support for the creating of Guilds or clans, which are organizations of players. The "world" that players visit tends to be persistent ones where a client-server model i |
|
Definition
|
|
Term
The majority of popular MMORPGs require players to either purchase the client software for a one-time fee or pay a monthly subscription to play. Most major MMORPGs require players to do both. By nature, "massively multiplayer" games are always online, and |
|
Definition
|
|
Term
By the turn of the century, game companies were eager to capitalize on the new market. The concept of massively multiplayer online games expanded into new video game genres around this time, though RPGs, with their ability to "suck in" the player, were (a |
|
Definition
|
|
Term
Nick Yee, a Ph.D student, has surveyed more than 35,000 MMORPG players over the past few years, focusing on psychological and sociological aspects of these games. His research can be found at The Daedalus Project. Recent findings included that 15% of play |
|
Definition
|
|
Term
Many players report that the emotions they feel while playing an MMORPG are very strong, to the extent that 8.7% of male and 23.2% of female players in a statistical study had had an online wedding.[27]
Other researchers have found that the enjoyment o |
|
Definition
|
|
Term
Increased amounts of "Player-created content" may be another trend. Some non-combat-based MMORPGs do already rely heavily on player-created content, including everything from simple animations to complete buildings using player-created textures and archit |
|
Definition
|
|
Term
The production of movie "tie-in" games, common in other video game genres, may also begin to appear more frequently in MMORPGs. The most recent example of this is The Matrix Online, based on the Matrix trilogy of films; the earliest possibly was Star Wars |
|
Definition
|
|
Term
Free content is also a popular trend in MMORPGs. World of Warcraft and EVE Online both incorporated a free trial to the game, while others, like Anarchy Online and Shadowbane, became completely free and available to download.
Another popular trend that |
|
Definition
|
|
Term
Many small teams of programmers and artists have tried to create their own MMORPGs. As shown above, the average MMORPG development project requires enormous investments of time and money, and running the game can be a long-term commitment. Independent dev |
|
Definition
|
|
Term
The WorldForge project has been active since 1998 and formed a community of independent developers who are working on creating framework for a number of open-source MMORPGs.[40] The Multiverse Network is also creating a network and platform specifically f |
|
Definition
|
|
Term
With the success of the MMORPG genre in recent years, several multiplayer games played in web browsers have also begun using the MMORPG moniker. This browser game sub-genre developed from old BBS games and pre-dates the modern idea of an MMORPG. Browser-b |
|
Definition
|
|
Term
One of the earliest examples of a browser-based MMORPG is Archmage, which dates back to early 1999. More recently, faster computers and the Java programming language have allowed the introduction of graphical browser-based MMORPGs such as RuneScape, which |
|
Definition
|
|
Term
MMORPGs (Massive Multiplayer Online Role-Playing Game) is a genre of online computer role-playing games (RPGs) in which a large number of players interact with one another in a virtual world. MUDs are also MMORPGs. As in all RPGs, players assume the role |
|
Definition
|
|
Term
Approximately 85% of MMORPG (Massively Multiplayer Online Role-Playing Game) gamers are male and 15% are female. About 15% of gamers meet the criteria for Internet addiction as provided by Kimberly Young, a leader researcher in Internet addiction. Using m |
|
Definition
http://www.itfacts.biz/index.php?id=P2793 |
|
|
Term
Real-world sales of virtual resources gained within multiplayer online computer games surpassed $100 million worldwide, according to a new estimate from University of Indiana. The figures were obtained by adding reported eBay sales of virtual items and vo |
|
Definition
http://www.itfacts.biz/index.php?id=P1928 |
|
|
Term
MMORPGs is, IMO, the best, easy and long lasting entertainment source there is. The combination of good, easy and long lasting is very dangerous. Why, would some say?
Easy entertainment requiers very little from you. All you really need to do is to ro |
|
Definition
http://www.warhammeralliance.com/forums/showthread.php?t=6354 |
|
|
Term
The majority of todays youth play video games |
|
Definition
|
|
Term
Much of our purchases online fund video game research |
|
Definition
|
|