What The Virtual World Has To Offer ORPGs



What The Virtual World Has To Offer - ORPGs

The Online Role Playing Game

The venue is the virtual world. Numerous individuals participate, meet, and play with each other. These are the occurrences in massively multiplayer online role-playing game (MMORPG). These are computer role playing games which developed from continuous improvement of online multi user games. It was Richard Garriott who coined the term MMORPG. He is the creator of the game which popularized MMORPG, Ultima Online.

A fictional fantasy world is the usual setting in most role playing games. The gamers build their own character (avatar) and take control of the avatar’s skill and abilities. They can customize their avatars to match their personality. Every game in the online RPGs comprises of different characters with different trait and responsibilities. They can be categorized into melee, ranged, and magic users.

What Makes MMORPGs Different

Massively multiplayer online role playing games can be recognized from the usual computer role playing games by the number of players and the virtual world where the game is situated. Computer role playing games can only cater to single player modes whilst massively multiplayer online role-playing games can cater to thousands of gamers at one time.

The world that the game is themed from is another factor that differentiates the two genres. A repetitive and constant setting is found on computer role playing games. Because of the way it is programmed, each time the gamers in computer RPGs plays a game, the same episodes are repeated.

On the contrary, MMORPGs’ provide an environment that lives on its own. That means that even if the player is away or online, the game continues to evolve and “live”.

Increasing Revenues

Because of the popularity MMORPG has gained, it is not surprising to know that revenues rose dramatically over the years just so it could keep up with the world wide demand of online gamers.

In 2005 alone, about half a billion US dollars have been given to MMORPGs. Western revenues have been allotted with about one million dollars.

Economics

Most online role-playing games feature living economies. Virtual items and currency have to be gained while playing the game and have definite value for the players. Such a virtual economy can be analyzed and has value in economic research and can even have a dramatic impact on the economies of the real world.

One of the early researchers of MMORPGs, particularly Edward Castronova, stated that the supply-and-demand market for virtual items is existing. It even crossed over the real world as much as the virtual one. Crossover requirements are some of the following: The player’s ability to sell in-game items for virtual currency, trading of items which have the similar value, the purchase of game items with real money, and the exchange of real money with in-game money.

The idea of exchanging real currency virtual currency or in-game items has had a significant effect on both the players and game industries. People who make a living out of the virtual economies are termed as “gold farmers” and can be employed through the game shops or private forums.

Real currencies in exchange for virtual money and in-game items are usually prohibited by game publishers. However, because of necessity this exchange cannot be avoided. An example of this is “Entropia Universe”, an online game that allows real money in exchange for game money and vice versa.



 

 
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