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Some of the most popular MMORPGs are ] (]), ] (]), and ] (1999). Of all MMORPGs, ] has the most subscribers and is the most popular in ]. These commercial MMORPGs generally require a monthly fee to play. Some of the most popular MMORPGs are ] (]), ] (]), and ] (1999). Of all MMORPGs, ] has the most subscribers and is the most popular in ]. These commercial MMORPGs generally require a monthly fee to play.

==== Genre Flaws ====

There are many flaws faced by MMORPGs.

* It is impossible for one player to realistically affect the overall state of the world. In a normal RPG, the player or party is the hero and singlehandedly saves the world. In a MMORPG, every player can't save the world.
* Inflation. In many MMORPGs, the economy becomes inbalaned.
* Bots. In many MMORPGs, you can set up scripts to play the game, performing the same task over and over again, and reap a huge rewards. This lets you build up a powerful character just by letting your PC run unattended.
* Player-Killing (PKIng). In order for a world to be realistic, players should be able to kill anything, even other players. However, this is very discouraging to new players, who are slaughtered by experienced player-killers.
* Time Committment. A character's power represents how much time is invested in playing, rather than skill. This is discouraging for casual players, who are interested in 1-3 hours a week without dedicated their entire life to the game. This also leads to the problem that powerful characters and items are sold on E-Bay.
* Rude Players. There also is a problem of rudeness by other players. Some MMORPGs do discipline nasty players.

Revision as of 21:49, 6 November 2002

Massive(ly) multiplayer online role-playing games or MMORPGs, are virtual persistent worlds located on the Internet in which players interact with each other through cybernetic avatars, that is, graphical representations of the characters they play.

MMORPGs are computer games that trace their roots to non-graphical online MUD games, to text-based computer games such as Adventure and Zork, and to pen and paper role-playing games like Dungeons and Dragons.

Some of the most popular MMORPGs are EverQuest (1999), Ultima Online (1996), and Asheron's Call (1999). Of all MMORPGs, Lineage has the most subscribers and is the most popular in Korea. These commercial MMORPGs generally require a monthly fee to play.

Genre Flaws

There are many flaws faced by MMORPGs.

  • It is impossible for one player to realistically affect the overall state of the world. In a normal RPG, the player or party is the hero and singlehandedly saves the world. In a MMORPG, every player can't save the world.
  • Inflation. In many MMORPGs, the economy becomes inbalaned.
  • Bots. In many MMORPGs, you can set up scripts to play the game, performing the same task over and over again, and reap a huge rewards. This lets you build up a powerful character just by letting your PC run unattended.
  • Player-Killing (PKIng). In order for a world to be realistic, players should be able to kill anything, even other players. However, this is very discouraging to new players, who are slaughtered by experienced player-killers.
  • Time Committment. A character's power represents how much time is invested in playing, rather than skill. This is discouraging for casual players, who are interested in 1-3 hours a week without dedicated their entire life to the game. This also leads to the problem that powerful characters and items are sold on E-Bay.
  • Rude Players. There also is a problem of rudeness by other players. Some MMORPGs do discipline nasty players.