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Game Plan RMMORPG Plan Page 1 Revolutionize Massively Multiplayer Online Role- Playing Game

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Game Plan

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Revolutionize Massively

Multiplayer Online Role-

Playing Game

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Game Plan

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A combine Project with mobileTv

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STAGE 1 – DEVELOPMENT OF RMMORPG

RMMORPG

PROJECT TITLE

CONCEPT

STORYLINE

CHARACTER

ITEMS

THE WORLD

PLAYER INTERACTION

PLAYER VS PLAYER

RULE BOOK

CLOSE BETA TESTING

TRACKING DEVICE

TEXT BASE BETA

SPEECH INTERACTION

MARKET SURVEY / FEEDBACK

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Revolutionize massively multiplayer online role-playing game

RMMORPG is currently the 1st prototype in this world that’s combines

MMORPG (Massively multiplayer online role-playing game)

MMORTS (Massively multiplayer online real-time strategy)

MMOFPS (Massively multiplayer online first-person shooter)

MMOSG (Massively multiplayer online social game)

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RMMORPG

Revolutionize massively multiplayer online role-playing game (RMMORPG) is a genre of

mobile + computer role-playing games in which a large number of players

interact with one another within a virtual game world.

As in all RPGs, players assume the role of a fictional character (often in a fantasy world) and take control

over many of that character's actions. RMMORPGs are distinguished from single-player or small multi-

player CRPGs by the number of players, and by the game's persistent world, hosted by the game's

publisher, which continues to exist and evolve while the player is away from the game.

Current MMORPGs are very popular throughout the world. Worldwide revenues for MMORPGs exceeded

half a billion dollars in 2005, and Western revenues exceeded US$1 billion in 2006. In 2007 and 2008 the

virtual goods buying and trading has taken an amazing increase. Next to the more traditional subscription

model, virtual goods are a second source of revenues for publishers. In 2008, Western consumer spending

on subscription MMOGs grew to $1.4 billion. The most popular MMORPG, World of Warcraft, has over 11

million paying subscribers as of 2009.

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Contents

Common features

Although modern MMORPGs sometimes differ dramatically from their antecedents, many of them share

some basic characteristics. Thus, RMMORPG will 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. Many games also offer some form of

modding in order to allow for even greater flexibility of choice.

Character abilities are often very specific due to this. Depending on the particular game, the specialties

might be as basic as simply having a greater affinity in one statistic, gaining certain bonuses of in-game

resources related in-game race, job, etc.

Themes

RMMORPGs 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. More obscure themes,

including Marvel comic books, the occult, and other recognizable literary genres will be used. Often these

elements are developed using similar tasks and scenarios involving quests, monsters, and loot.

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Progression

In nearly all RMMORPGs, the development of the player's character is a primary goal. Many RMMORPGs

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 titles, and again, this is traditionally best accomplished via combat. The cycle produced

by these conditions, combat leading to new items allowing for more combat with no change in game play, is

sometimes pejoratively referred to as the level treadmill, or 'grinding'. The role-playing game Progress

Quest was created as a parody of this trend.

Also, traditional in the genre is the eventual demand on players to team up with others in order to progress

at the optimal rate. This sometimes forces players to change their real-world schedules in order to "keep

up" within the game-world.

Gameplay elements strongly associated with RMMORPGs, such as statistical character development, have been

widely adapted to other video game genres. For example, Grand Theft Auto: San Andreas, an action game, uses

resource statistics (abbreviated as "stats") to define a wide range of attributes including stamina, weapon proficiency,

driving, lung capacity, and muscle tone, and uses numerous cut scenes and quests to advance the story. Warcraft III,

a real-time strategy game, features heroes that can complete quests, obtain new equipment, and learn new abilities

as they advance in level.

RMMORPGs are originally derived from traditional role-playing games, especially Dungeons & Dragons, and use

both the settings and game mechanics found in such games. The stories featured usually involve a group of

characters (a party) who have joined forces in order to accomplish a mission or "quest". Along the way, the

adventurers must face a great number of challenges and enemies (usually monsters inspired by fantasy, and, to a

lesser extent, science fiction and classic mythology).

Characters have a variety of attributes such as hit points. These attributes are traditionally displayed to the player on

a status screen as a numeric value, instead of a simpler abstract graphical representation, such as the bars and

meters favored by video games in general.

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Character development

Players are allowed to choose how they want to improve their character's (or party's) performance in terms of

attributes, skills, special abilities, and equipment. These improvements are given as rewards for overcoming

challenges and achieving goals. The conditions that need to be met in order to earn these rewards may vary; some

games are focused on defeating enemies, while others emphasize completion of the quests. The amount of freedom

players are given when choosing what to improve also varies by game; some allow highly detailed and specialized

customizations (known as "builds"), while others automate the process almost entirely. In many games, players are

allowed to name and create the concept of their characters, as opposed to playing the role of a pre-defined

protagonist. When creating a character from scratch, players might be able to choose their race. Players choose a

character class or profession that defines the focus of their training in different aptitudes such as weapons mastery,

social skills, spell-casting, and stealth. Some games allow characters to advance in more than one of these

professions, but this usually carries some form of disadvantage in order to maintain game balance. Some games also

allow the player to choose a "background" or "vignette" that defines the history of the character, prior to gameplay.

Three different systems of rewarding the player characters for solving the tasks in the game can be set apart: the

experience system (also known as the "level-based" system) the training system (also known as the "skill-based"

system) and the skill-point system (also known as "level-free" system)

The experience system system, by far the most common, was inherited from traditional role-playing games and

emphasizes receiving "experience points" (often abbreviated "XP") by winning battles, performing class-specific

activities, and completing quests. Once a certain amount of experience is gained, the character advances a level, at

which point he may increase his skills and abilities.

The training system is similar to the way the Basic Role-Playing system works. Finally, in the skill-point system (as

used in Vampire: Bloodlines for example) the character is rewarded with "skill points" for completing quests, which

then can be directly used to "buy" skills and/or attributes, without having to wait until the next "level up".

All character development systems have their advantages and disadvantages. The experience system allows more

flexibility and fairness in rewarding the completed tasks, but is generally unrealistic, since it is, for example,

theoretically possible to develop a character's warrior skills without ever actually using them in game. The same

applies to the skill-point system with the difference that the player is only rewarded for completing the quest, so a

non-violent diplomatic solution may be as rewarding as one involving combat or using skills like sneaking or

lockpicking. The training system does not imply any reward for the completed quests, except a material one,

assuming that the character trained his or her skills while working towards the set goals.

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Themes

There is a marked tendency for RMMORPGs to be set in a fictional high fantasy world, likely the result of cautious

investment in new genres by the computer gaming industry, although there are numerous exceptions. Whereas

traditional role-playing games have diversified, modern CRPGs seldom feature elements from space opera, post-

apocalyptic, alien or other science fiction themes. Few take place in historical or modern settings. Several notable

exceptions to this trend are Arcanum (steampunk), Bloodlines ("gothic punk"), Darklands (a blend of medieval

German history and legend), Mount & Blade (medieval Europe with no fantasy or magic), and Fallout (post-

apocalyptic).

Navigation

An important characteristic of a RMMORPG is freedom of movement. Most RMMORPG s allow the player to travel

where he wants, putting few or no implemented restrictions of where the player can go, locked doors not

withstanding. This makes exploration an important element to all RMMORPGs.

Characters in RMMORPGs often travel long distances or navigate through complex and maze-like locations in order

to accomplish their goals; thus, many use a system of maps to help the player navigate through the game's

overworld and various areas accessible therein.

Since Akalabeth, these games feature characters moving on one or more maps. When the player-character in that

game entered a dungeon or city, the view was often changed from a map view to a player view. This representation

was also used by many console RPGs including the first nine Final Fantasy titles. But since Bard's Tale II, many

CRPGS now feature a player view also in travels showing fully developed and complex landscapes, and only show

the map to help the player. Ultima 6 and Ultima 7, on the other hand, used a "map" view (with a narrow field of vision)

even in the dungeons. This system was also used in many console RPGs, such as the first seven Dragon Quest

games.

Some games feature maps that must be viewed on their own separate screen, while others feature an automap that

is always visible during normal gameplay. These maps commonly keep track of a character's current location and

important destinations. Although these maps generally make navigation easier for the player, some games limit the

visibility of the map intentionally to provide additional challenge or more realism.

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Quest Structure

RMMORPG more so than any other genre, are famous for having long and involved quests. In particular, many of the

most famous such as Fallout contain multiple quest solutions and nonlinear gameplay through branching plots and

often multiple endings. Different character builds may approach quests differently, using diplomacy, violence,

subterfuge, bribery, or a variety of other methods, often driven by character as opposed to player skill. Many quests

in RMMORPG are optional, allowing for freedom of choice in defining a character's goals and intentions. Such quests

often affect the player's standing with a particular faction which may help or hinder the player. Thus the player's

choices can have profound consequences later in the game.

Combat

Almost every RMMORPG features combat as one of the main challenges to the player. A good portion of these

games is spent avoiding, preparing for, or carrying out fights. Combat is usually carried out in either turn-based or

real-time mode.

In a classical turn-based system, only one character may act at a time; all other characters remain still, with a few

exceptions that may involve the use of special abilities. The order in which the characters act is usually dependent on

their attributes, such as speed or agility. This system rewards strategic planning more than quickness. It also points

to the fact that realism in games is a means to the end of immersion in the game world, not an end in itself. A turn-

based system makes it possible, for example, to run within range of an opponent and kill him before he gets a

chance to act, or duck out from behind hard cover, fire, and retreat back without an opponent being able to fire, which

are of course both impossibilities. However, tactical possibilities have been created by this unreality that did not exist

before; the player determines whether the loss of immersion in the reality of the game is worth the satisfaction gained

from the development of the tactic and its successful execution. Fallout has been praised as being "the shining

example of a good turn-based Combat System.

In real-time mode, there are no turn restrictions and characters may act at any time. Action tends to be more frenetic

though sometimes difficult to control.

A variant of this mode called "real-time with pause" allows the player to pause the game and issue orders to all

characters under his/her control; when the game is unpaused, all characters follow the orders they were given. This

system, abbreviated as RTwP, has been particularly popular in games designed by Bioware. The most famous RTwP

engine is the Infinity Engine. A similar system can be found in the Final Fantasy series; time can be set to flow

normally, or flow up until the start of the Player Characters' next available actions, or paused. When set to normal, it

is identical to live action, with emphasis on quick decisions. Set to wait, it effectively has an autopause, and

strategies can be contemplated. Other names for "real-time with pause" include "active pause", "semi real-time" and

"smart pause".

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There is a further subdivision by the structure of the battle system; in many early games, such as Wizardry, monsters

and the party are arrayed into ranks, and can only attack enemies in the front rank with melee weapons. Other

games, such as most of the Ultima series, employed duplicates of the miniatures combat system traditionally used in

pen-and-paper games. Here, icons representing the players and monsters would move around an arena modeled

after the surrounding terrain, attacking any enemies that are sufficiently near.

Social Interaction

RMMORPGs almost always allow players to communicate with one another. Depending on the other

interactions allowed by the game, other social expectations will be present.

Teamwork

RMMORPG exploit players' social skills and offer support for in-game guilds or clans (though these will

usually form whether the game supports them or not). As a result, many players will find themselves as

either a member or a leader of such a group after playing an RMMORPG for some time. These

organizations will likely have further expectations for their members (such as intra-guild assistance).

Even if players never join a formal group, they are still usually expected to be a part of a small team during

game play, and will probably be expected to carry out a specialized role (such as healing). In combat-based

RMMORPGs, usual roles include the "tank", a character who absorbs enemy blows and protects other

members of the team, the "healer", a character responsible for keeping up the health of the party, the "DPS

(Damage Per Second)," a character specializing in inflicting damage, and sometimes the "CC (Crowd

Control)," a character who temporarily controls the opponent, such as the "NPC" (Non-Player Character),

and making the opponent lose its control of actions and abilities. Other common roles include being a

dedicated "buffer" or "debuffer", using abilities that affect the team or the opponents in other ways. Any

given RMMORPG might allow players to take on all of these roles, additional hybrid roles, or none of them.

Despite the variability, some players might enjoy one role over others and continue to play it through many

different RMMORPG titles.

Roleplaying

RMMORPG expect players to roleplay their characters – that is, to speak and act in the way their character

would act, even if it means shying away from other goals such as wealth or experience. However, as this

behavior is far from being the norm, RMMORPG players never actually play the roles of their characters.

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Still, RMMORPGs may offer "RP-only" servers for those who wish to immerse themselves in the game in

this way.

RMMORPG's have Game Moderators or Game Masters (frequently abbreviated to GM), which 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 is not available to other players and

roles.

Culture

Since RMMORPGs have so many elements in common, and those elements are experienced by so many

people, a common culture of RMMORPGs has developed which exists in addition to the culture present

within any given game. For example, since RMMORPGs often feature many different character "classes",

the games must be balanced in order to be fair to all players, and this has led players of many games to

expect "buffing" or "nerving", which is a term describing the strengthening or weakening of a subset of

players, respectively.

As another example, in many older MMORPGs the fastest way to progress was simply by killing the same

monsters over and over again, and as this is still common in the genre all MMORPG players know the

process as "grinding", or "camping" (sitting at a monster's spawn point in order to attack it as soon as it

respawns). The importance of grinding in MMORPGs, and how much "fun" it contributes to the experience,

is constantly debated. RMMORPGs have taken steps to eliminate or reduce grinding, but few such

attempts have met with success, and it is generally accepted by players and developers alike that some

amount of 'grind' is required to maintain a stable playing experience.

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System architecture

RMMORPGs are deployed using a client-server system architecture. The software that generates and

persists the "world" runs continuously on a server, 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 World of Warcraft 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.

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

games, such as Guild Wars, have disposed of the 'monthly fee' model entirely, and recover costs directly

through sales of the software and associated expansion packs.

Depending on the number of players and the system architecture, RMMORPG might actually be run on

multiple separate servers, each representing an independent world, where players from one server cannot

interact with those from another; World of Warcraft is a prominent example, with each separate server

housing several thousand players. In many MMORPGs the number of players in one world is often limited

to around a few thousand, but a notable example of the opposite is EVE Online which accommodated

around 20,000 players in the same world as of August 2007 and 51,675 users online in February

2009.Some games allow characters to appear on any world, but not simultaneously (such as Seal Online:

Evolution), others limit each character to the world in which it was created.

Psychology

Since the interactions between RMMORPG players are real, even if the environments are virtual,

psychologists and sociologists are able to use RMMORPGs 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.

Richard Bartle classified multiplayer RPG-players into four primary psychological groups. His classifications

were then expanded upon by Erwin Andreasen, who developed the concept into the thirty-question Bartle

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Test that helps players determine which category they are associated with. With over 200,000 test

responses as of 2006, this is perhaps the largest ongoing survey of multiplayer game players.

In World of Warcraft, a temporary design glitch attracted the attention of psychologists and epidemiologists

across North America, when the "Corrupted Blood" disease of a monster began to spread unintentionally—

and uncontrollably—into the wider game world. The Center for Disease Control used the incident as a

research model to chart both the progression of a disease, and the potential human response to large-scale

epidemic infection.

Economics

Many RMMORPGs 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.

• The creation of meta-currencies such as DKP, or Dragon kill points, to distribute in-game rewards.

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 Everquest's in-game currency exceeding that of the Japanese yen. Some

people even make a living by working these virtual economies; these people are often referred to as gold

farmers, and may be employed in game sweatshops.

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Some of the issues confronting online economies include:

• The use of "bots" or automated programs that assist some players in accumulating in-game wealth

to the disadvantage of other players.

• The use of unsanctioned auction sites, which has led publishers to seek legal remedies to prevent

their use based on intellectual-property claims.

• The emergence of virtual crime, which can take the form of both fraud against the player or

publisher of an online game, and even real-life acts of violence stemming from in-game transactions.

Linking real-world and virtual economies is rare in MMORPGs, as it is generally believed to be

detrimental to gameplay. If real-world wealth can be used to obtain greater, more immediate rewards than

skillful gameplay, the incentive for strategic roleplay and real game involvement is diminished. It could also

easily lead to a skewed hierarchy where richer players gain better items, allowing them to take on stronger

opponents and level up more quickly than less wealthy but more committed players.

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Development

The cost of developing a competitive commercial RMMORPG title often exceeds RM20 M. These projects

require multiple disciplines within game design and development such as 2D modeling, 2D art,

animation, user interfaces, client/server engineering, database architecture, and network

infrastructure.

The front-end (or client) component of a commercial, modern RMMORPG features 2D graphics. As with

other modern 2D games, the front-end requires expertise with implementing 2D engines, real-time shader

techniques and physics simulation. The actual visual content (areas, creatures, characters, weapons,

spaceships and so forth) is developed by artists who typically begin with two-dimensional concept art, and

later convert these concepts into animated 2D scenes, models and texture maps.

Developing an RMMORPG server requires expertise with client/server architecture, network

protocols, security, and relational database design. RMMORPGs include reliable systems for a number

of vital tasks. The server must be able to handle and verify a large number of connections, prevent

cheating, and apply changes (bug fixes or added content) to the game. A system for recording the game's

data at regular intervals, without stopping the game, is also important.

Maintenance requires sufficient servers and bandwidth, and a dedicated support staff. Insufficient

resources for maintenance lead to lag and frustration for the players, and can severely damage the

reputation of a game, especially at launch. Care must also be taken to ensure that player population

remains at an acceptable level by adding or removing servers ("shards"). Peer-to-peer RMMORPGs could

theoretically work cheaply and efficiently in regulating server load, but practical issues such as

asymmetrical network bandwidth and CPU-hungry rendering engines make them a difficult proposition.

Additionally, they would probably become vulnerable to other problems including new possibilities for

cheating. The hosted infrastructure for a commercial-grade RMMORPG requires the deployment of

hundreds (or even thousands) of servers. Developing an affordable infrastructure for an online game

requires developers to scale to large numbers of players with less hardware and network investment.

In addition, the development team will need to have expertise with the fundamentals of game design: world-

building, lore and game mechanics, as well as what makes games fun.

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Secondary Development- Non-corporate development of MMORPG

Though the vast majority of MMORPGs are produced by companies, many small teams of programmers

and artists have attempted to contribute to the genre. 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. As a result, non-corporate (or independent, or "indie") development of MMORPGs

is less common compared with other genres. Still, many independent MMORPGs do exist, representing a

wide spectrum of genres, gameplay types, and revenue systems.

Some independent MMORPG projects are completely open source, while others like PlaneShift feature

proprietary content made with an open-source game engine. The developers of Endless Online have also

released development information with details about their coding.

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. The Multiverse Network

is also creating a network and platform specifically for independent MMOG developers.

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Trends as of 2009 (RMMORPGs vs. MMORPGs)

As there are a number of wildly different titles within the genre, and since the genre develops so rapidly, it

is difficult to definitively state that the genre is heading in one direction or another. Still, there are a few

obvious developments. One of these developments is the raid group quest, or "raid", which is an adventure

designed for large groups of players (often twenty or more).

Instance dungeons

Another is the use of instance dungeons. These are game areas that are "copied" for individual groups,

which keeps that group separated from the rest of the game world. This reduces competition, and also has

the effect of reducing the amount of data that needs to be sent to and from the server, which reduces lag.

Final Fantasy XI pioneered instanced dungeons with the BCNM and KSNM system (Burning Circle or

Kindred Seal, Notorious Monster) for smaller groups (4-6 people), Limbus & Dynamis for larger alliances

(6-18 people), as well as Instanced PvP in Brenner and Ballista. World of Warcraft's "raids", mentioned

above, are often instance dungeons, as are all of the combat areas in Guild Wars. Also the creators of

Ragnarok Online introduced an instanced dungeon called "Endless Tower". This is, however, the only

instanced dungeon in the game. Dungeon Runners is, like Guild Wars, instanced, excluding Player vs

Player areas.

Solo play

Although these games are multiplayer, and intended to be played in groups for the best experience, most

now provide solo content, or adventures a player character can do on their own. It can be difficult to find a

group to adventure with, and this allows people to play the game without waiting around in safe areas like

cities for a long period of time. This change turned out to be popular, and some of the older MMORPGs

such as Dungeons & Dragons Online were retrofitted to make solo play easier. Adding to the popularity is a

side effect: some people prefer to solo. To encourage players to continue grouping, many games reward

grouping by giving grouped players bonuses such as more experience points than they would otherwise get

soloing.

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Player-created content

Increased amounts of "Player-created content" may be another trend. From the beginning, the Ultima

Online world included blank 30-page books that players could write in, collect into personal libraries and

trade; in later years players have been able to design and build houses from the ground up. Some non-

combat-based MMORPGs rely heavily on player-created content, including everything from simple

animations to complete buildings using player-created textures and architecture like A Tale in the Desert.

However, these games are very different from the far more popular "standard" MMORPGs revolving around

combat and limited character trade skills. Player-created content in these games would be in the form of

areas to explore, monsters to kill, quests to carry out and specific in-game items to obtain. The Saga of

Ryzom was the first of these "standard" MMORPGs to offer players the ability to create this type of content.

Use of licenses

The use of licenses, 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, based on

Games Workshop's table top game, Star Trek Online, Star Wars Galaxies, Champions Online and Age of

Conan. Additionally, several licenses from television have been optioned for MMORPGs, for example

Stargate Worlds, which is currently in development. The process is also apparently being applied in

reverse, with James Cameron designing an MMORPG that will precede the film (Project 880) to which it is

tied.

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About RMMORPG

An RMMOPRG is a game played over some forms of network- mobile + computer. At the

present, this almost always means the Internet or equivalent technology; but games have always used

whatever technology was current: modems before the internet, and hard wired terminals before modems.

The expansion of online gaming has reflected the overall expansion of computer networks from small local

networks to the Internet and the growth of Internet access itself. Online games can range from simple text

based games to games incorporating complex graphics and virtual worlds populated by many players

simultaneously. Many online games have associated online communities, making online games a form of

social activity beyond single player games.

The rising popularity of Flash and Java led to an Internet revolution where websites could utilize streaming

video, audio, and a whole new set of user interactivity. When Microsoft began packaging Flash as a pre-

installed component of IE, the Internet began to shift from a data/information spectrum to also offer on-

demand entertainment. This revolution paved the way for sites to offer games to web surfers. Most online

games like World of Warcraft, Final Fantasy XI and Lineage II charge a monthly fee to subscribe to their

services, while games such as Guild Wars offer an alternative no monthly fee scheme. Many other sites

relied on advertising revenues from on-site sponsors, while others, like RuneScape, the games made by

Artix Entertainment and Mabinogi, let people play for free while leaving the players the option of paying,

unlocking new content for the members.

After the dot-com bubble burst in 2001, many sites solely relying on advertising revenue dollars faced

extreme adversity. Despite the decreasing profitability of online gaming websites, some sites have survived

the fluctuating ad market by offsetting the advertising revenue loss by using the content as a cross-

promotion tool for driving web visitors to other websites that the company owns.

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Contents

Definition

"Online gaming is a technology rather than a genre; a mechanism for connecting players together rather

than a particular pattern of gameplay." Online games are played over some form of computer network, now

typically on the Internet. One advantage of RMMORPG is the ability to connect to multiplayer games,

although single-player online games are quite common as well.

First-person shooter games

During the 1990s, online games started to move from a wide variety of LAN protocols (such as IPX) and

onto the Internet using the TCP/IP protocol. Doom popularized the concept of deathmatch, where multiple

players battle each other head-to-head, as a new form of online game. Since Doom, many first-person

shooter games contain online components to allow deathmatch or arena style play.

Real-time strategy games

Early real-time strategy games often allowed multiplayer play over a modem or local network. As the

Internet started to grow during the 1990s, software was developed that would allow players to tunnel the

LAN protocols used by the games over the Internet. By the late 1990s, most RTS games had native

Internet support, allowing players from all over the globe to play with each other. Services were created to

allow players to be automatically matched against another player wishing to play or lobbies were formed

where people could meet in so called game rooms. An example was the MSN Gaming Zone where online

game communities were formed by active players for games, such as Age of Empires and Microsoft Ants.

Cross-platform online play

As consoles are becoming more like computers, online gameplay is expanding. The first online game

console was the Super Famicom, which offered an online service with the Satellaview. This service was

however offered only in Japan. Once online games started crowding the market, open source networks,

such as the PlayStation 2, Dreamcast, Xbox and Nintendo GameCube took advantage of online

functionality with its PC game counterpart. Games such as Phantasy Star Online have private servers that

function on multiple consoles. Dreamcast, PC, Macintosh and GameCube players are able to share one

server. Earlier games, like 4x4 Evolution, Quake III and Need for Speed: Underground also have a similar

function with consoles able to interact with PC users using the same server. Usually, a company like

Electronic Arts or Sega runs the servers until it becomes inactive, in which private servers with their own

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DNS number can function. This form of open source networking has a small advantage over the new

generation of Sony and Microsoft consoles which customize their servers to the consumer.

Browser games

As the World Wide Web developed and browsers became more sophisticated, people started creating

browser games that used a web browser as a client. Simple single player games were made that could be

played using a web browser via HTML and HTML scripting technologies (most commonly JavaScript, ASP,

PHP and MySQL). More complicated games such as Legend of Empires would contact a web server to

allow a multiplayer gaming environment.

The development of web-based graphics technologies such as Flash and Java allowed browser games to

become more complex. These games, also known by their related technology as "Flash games" or "Java

games", became increasingly popular. Many games originally released in the 1980s, such as Pac-Man and

Frogger, were recreated as games played using the Flash plugin on a webpage. Most browser games have

limited multiplayer play, often being single player games with a high score list shared amongst all players.

Browser-based pet games are also very popular amongst the younger generation of online gamers. These

games range from gigantic games with millions of users, such as Neopets, to smaller and more community-

based pet games.

More recent browser-based games use web technologies like Ajax to make more complicated multiplayer

interactions possible.

Massively multiplayer online games (MMOG)

Massively multiplayer online games were made possible with the growth of broadband Internet access in

many developed countries, using the Internet to allow hundreds of thousands of players to play the same

game together. Many different styles of massively multiplayer games are available, such as:

• MMORPG (Massively multiplayer online role-playing game)

• MMORTS (Massively multiplayer online real-time strategy)

• MMOFPS (Massively multiplayer online first-person shooter)

• MMOSG (Massively multiplayer online social game)

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Online game governance

With growing numbers of players, it becomes more difficult to maintain social order in online games due to

the large amounts of information and freedom that are given to the players. Even though there are many

online rules that are already established, wherever there are people, there are conflicts.

More specifically, the advancement of technology allows online games to imitate the complex ecological,

sociological, economical, and political dynamics of real life societies. Unpredictable societal dynamics such

as hygiene, safety, and pollution require the society to form some type of organized regulation. Andrew

Barry wrote, "Regulation is often intended to protect and enhance the health and security of firms, cities

and individuals." Like societies in real life, online games can warrant societal complexities and need some

type of organized governance.

Popular online games are commonly bound by an End User License Agreement (EULA), which establishes

a limited yet definitive social order deemed necessary by the creators of the game. The consequences of

breaking the agreement vary according to the contract; however range significantly from warnings to

termination, such as in the 3D immersive world Second Life where a breach of contract will append the

player warnings, suspension and termination depending on the offense. Enforcing the EULA is difficult, due

to high economic costs of human intervention and low returns back to the firm. Only in large scale games is

it profitable for the firm to enforce its EULA.

Edward Castronova writes that "there are issues of ownership and governance that wrinkle the affairs of

state significantly". He has divided the online governance into "good governance" and "strange

governance". Whereas people actually want to have governance but strangely, democracy still cannot be

found in synthetic world. Castronova also mentions that synthetic worlds are good ways to test for

government and management.

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Multiplayer online game

A Multiplayer Online Game is a multiplayer video game which can be played via a game server over the

internet, with other players around the world. Some prominent examples of this are Battlefield 2, Counter-

Strike, Quake 3 , Warcraft 3, Starcraft, and Call of Duty 2.

These games differ from MMORPGs in that they do not create a persistent world, but create a playing

arena for the purpose of a single game or round. In other words, they rely on a game server used only for

that round, and there can be numerous servers all around the world. MMORPGs on the other hand, rely on

dedicated servers, as these games must be running continuously.

Server structure and gameplay

The existence of a wide variety and number of servers has made possible several variations on gameplay.

For example, in Battlefield 2, various servers have their own names, websites and gaming groups known

as "clans." Often a list of rules will display when a player first logs on.

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Massively multiplayer online game

A massively multiplayer online game (also called MMOG or simply MMO) is a video game which is capable

of supporting hundreds or thousands of players simultaneously. By necessity, they are played on the

Internet, and feature at least one persistent world. They are, however, not necessarily games played on

personal computers. Most of the newer game consoles, including the PlayStation Portable, PlayStation 3,

Xbox 360, Nintendo DS and Wii can access the Internet and may therefore run MMO games.

MMOGs can enable players to cooperate and compete with each other on a large scale, and sometimes to

interact meaningfully with people around the world. They include a variety of gameplay types, representing

many video game genres.

History

MMOGs have only recently begun to break into the mobile phone market. The first, Samurai

Romanesque set in feudal Japan, was released in 2001 on NTT DoCoMo's iMode network in Japan.

More recent developments are CipSoft's TibiaME and Biting Bit's MicroMonster which features

online and Bluetooth multiplayer gaming. SmartCell Technology is in development of Shadow of

Legend, which will allow gamers to continue their game on their mobile device when away from

their PC.

Science fiction also referred to sci-fi, has also been a popular theme, featuring games such as Anarchy

Online, Eve Online, Star Wars Galaxies and The Matrix Online.

MMOGs emerged from the hard-core gamer community to the mainstream strongly in December 2003 with

an analysis in the Financial Times measuring the value of the virtual property in the then-largest MMOG,

Everquest, to result in a per-capita GDP of 2,266 dollars which would have placed the virtual world of

Everquest as the 77th wealthiest nation, on par with Croatia, Ecuador, Tunisia or Vietnam.

World of Warcraft is currently the dominant MMOG in the world with more than 60% of the subscribing

player base, and with 11-12 million monthly subscribers worldwide, is the most popular Western title among

MMOGs. In 2008, Western consumer spending on World of Warcraft represented a 58% share of the

Western subscription MMOG market. The title has generated over $2.2 billion in cumulative Western

consumer spending on subscriptions since 2005.

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Virtual economies

Within a majority of the MMOs created, there is virtual currency where the player can earn and accumulate

money. The uses for such virtual currency are numerous and vary from game to game. The virtual

economies created within MMOs often blur the lines between real and virtual worlds. The result is often

seen as an unwanted interaction between the real and virtual economies by the players and the provider of

the virtual world. This practice (economy interaction) is mostly seen in this genre of games. The two seem

to come hand in hand with even the earliest MMOGs such as Ultima Online having this kind of trade, real

money for virtual things.

The importance of having a working virtual economy within an MMOG is increasing as they develop. A sign

of this is CCP Games hiring the first real-life economist for its MMOG Eve Online to assist and analyze the

virtual economy and production within this game.

The results of this interaction between the virtual economy, and our real economy, which is really the

interaction between the company that created the game and the third-party companies that want to share in

the profits and success of the game. This battle between companies is defended on both sides. The

company originating the game and the intellectual property argue that this is in violation of the terms and

agreements of the game as well as copyright violation since they own the rights to how the online currency

is distributed and through what channels[citation needed]. The case that the third-party companies and

their customers defend, is that they are selling and exchanging the time and effort put into the acquisition of

the currency, not the digital information itself. They also express that the nature of many MMOs is that they

require time commitments not available to everyone. As a result, without external acquisition of virtual

currency, some players are severely limited to being able to experience certain aspects of the game.

The practice of acquiring large volumes of virtual currency for the purpose of selling to other individuals for

tangible and real currency is called gold farming. Many players who have poured in all of their personal

effort resent that there is this exchange between real and virtual economies since it devalues their own

efforts. As a result, the term 'gold farmer' now has a very negative connotation within the games and their

communities. This slander has unfortunately also extended itself to racial profiling and to in-game and

forum insulting.

The reaction from many of the game companies varies. In games that are substantially less popular and

have a small player base, the enforcement of the elimination of 'gold farming' appears less often.

Companies in this situation most likely are concerned with their personal sales and subscription revenue

over the development of their virtual economy, as they most likely have a higher priority to the games

viability via adequate funding. Games with an enormous player base, and consequently much higher sales

and subscription income, can take more drastic actions more often and in much larger volumes. Blizzard

Entertainment and their wildly successful World of Warcraft are not afraid to publicly announce that tens of

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thousands of accounts have been banned due to violations regarding currency selling. This account

banning could also serve as an economic gain for these large games, since it is highly likely that, due to

demand, these 'gold farming' accounts will be recreated with freshly bought copies of the game. In

December 2007, Jagex Ltd., in an successful effort to reduce real world trading levels enough so they could

continue using credit cards for descriptions, introduced highly controversial changes to its MMO

RuneScape to counter the negative effects gold sellers were having on the game on all levels.

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Comparing RMMORPGs to other games

There are a number of factors shared by most RMMORPGs that make them different from other types of

games. RMMORPGs create a persistent universe where the game continues playing regardless of whether

or not anyone else is. Since these games strongly or exclusively emphasize multiplayer gameplay, few of

them have any significant single-player aspects and the artificial intelligence on the server is primarily

designed to support group play. As a result, players cannot "finish" MMOGs in the typical sense of single-

player games.

RMMORPGs also share other characteristics that make them different from other multiplayer online games.

RMMORPGs host a large number of players in a single game world, and all of those players can interact

with each other at any given time. Popular RMMORPGs might have thousands of players online at any

given time, usually on a company owned server. Non-MMOGs, such as Battlefield 1942 or Half-Life usually

have fewer than 50 players online (per server) and are usually played on private servers. Also,

RMMORPGs usually do not have any significant mods since the game must work on company servers.

There is some debate if a high head-count is the requirement to be an MMOG. Some say that it is the size

of the game world and its capability to support a large number of players that should matter. For example,

despite technology and content constraints, most MMOGs can fit up to a few thousand players on a single

game server at a time.

To support all those players, RMMORPGs need large-scale game worlds, and servers to connect players

to those worlds. Sometimes a game features a universe which is copied onto different servers, separating

players, and this is called a "sharded" universe. Other games will feature a single universe which is divided

among servers, and requires players to switch. Still others will only use one part of the universe at any time.

For example, Tribes (which is not an MMO) comes with a number of large maps, which are played in

rotation (one at a time). In contrast, the similar title PlanetSide uses the second model, and allows all map-

like areas of the game to be reached via flying, driving, or teleporting.

RMMORPGs usually have sharded universes, as they provide the most flexible solution to the server load

problem, but not always. For example, the space sim Eve Online uses only one large cluster server

peaking at over 51,500 simultaneous players.

There are also a few more common differences between RMMORPGs and other online games. Most

MMOGs charge the player a monthly or bimonthly fee to have access to the game's servers, and therefore

to online play. Also, the game state in an MMOG rarely ever resets. This means that a level gained by a

player today will still be there tomorrow when the player logs back on. RMMORPGs also feature ingame

support for clans and guilds. The members of a clan or a guild may participate in activities with one

another, or show some symbols of membership to the clan or guild.

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Technical aspect

It is challenging to develop the engines that are needed to run a successful MMO with millions of players.

Engines include Graphical, Physical and Network engines. Most developers have done their own, but

attempts have been made to create middleware, software that would help game developers concentrate on

their games more than technical aspects. An example of such an engine is the one from BigWorld, which

recently signed a contract with Cheyenne Mountain Entertainment to deliver the engine for their production

of Stargate Worlds.

An early, successful entry into the field was VR-1 Entertainment whose Conductor platform was adopted

and endorsed by a variety of service providers around the world including Sony Communications Network

in Japan; the Bertelsmann Game Channel in Germany; British Telecom's WirePlay in England; and

DACOM and Samsung SDS in South Korea. Games that were powered by the Conductor platform included

Fighter Wing, Air Attack, Fighter Ace, EverNight, Hasbro Em@ail Games (Clue, NASCAR and Soccer),

Towers of Fallow, The SARAC Project, VR1 Crossroads and Rumble in the Void.

One of the bigger problems with the engines has been to handle the vast amount of players playing the

games. Since a typical server can handle around 10-12000 players, 4-5000 active simultaneously, dividing

the game into shards (servers) has up till now been the solution. This approach has also helped with the

latency issues (delays, hacking etc.) that many players experience due to limitations of the internet.

Another difficulty, especially relevant to realtime simulation games, is time synchronization across hundreds

or thousands of players. Games like Fighter Ace, Aces High and Warbirds must rely on time

synchronization to drive their physics simulation as well as their scoring and damage detection.

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Types

There are several types of massively multiplayer online games.

MMO role-playing game

Massively multiplayer online role-playing games, known as MMORPGs, are the most famous type of

MMOG. See list of MMORPGs for a list of notable MMORPGs. Some MMORPGs are designed as a

multiplayer browser game in order to reduce infrastructure costs and utilise a thin client that most users will

already have installed. The acronym BBMMORPGs has sometimes been used to describe these as

browser-based.

MMO first-person shooter

MMOFPS is an online gaming genre which features a persistent world and a large number of simultaneous

players in a first-person shooter fashion. These games provide large-scale, sometimes team-based

combat. The addition of persistence in the game world means that these games add elements typically

found in RPGs, such as experience points.[citation needed] However, MMOFPS games emphasize player

skill more than player statistics, as no number of in-game bonuses will compensate for a player's inability to

aim and strategize.

The first MMOFPS, 10SIX (now known as Project Visitor) was released in 2000. World War II Online,

released in 2001, is often quoted with the same honour, because it more closely fits the traditional FPS

mold with more features, and was more widely published.[citation needed] Neocron is sometimes

considered the first MMOFPS, most consider it a hybrid of MMORPG and first-person shooter, with the

later PlanetSide sometimes considered the first MMOFPS. The next MMOFPS to appear will be Global

Agenda and Huxley (video game).

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MMO real-time strategy

Massively multiplayer online real-time strategy games, also known as "MMORTS", are games that combine

real-time strategy (RTS) with a persistent world. Players often assume the role of a general, king or other

type of figurehead, leading an army into battle, while maintaining the resources needed for such warfare.

The titles are often based in a sci-fi or fantasy universe and distinguished from single or small-scale

multiplayer RTSes by the number of players and common use of a persistent world, generally hosted by the

game's publisher, which continues to evolve even when the player is not currently playing.

Unlike MMORPGs, the MMORTS genre is still in its infancy with only a few active games, with only one

having been published by a big-name company (Tom Clancy's EndWar). Vibes, a French developer,

created the first MMORTS, Mankind, in 1998. Mankind defined what the MMORTS persistent nature

means. Even when players are not online, their mines extract ores, factories create equipment, ships

continue commerce, and combat units continue to do battle.

A recent addition to the emerging MMORTS genre, Beyond Protocol, went live in late November 2008. Like

similar games of the genre Beyond Protocol was developed and published by a small independent

company, Dark Sky Entertainment. Similar to Mankind, Beyond Protocol also exists within a persistent sci-fi

universe.

MMO sports Game

A massively multiplayer online sports game is a title where players can compete in some of the more

traditional major league sports, such as Football (called soccer in some parts of the world), basketball,

baseball, hockey, golf or American football. Titles that qualify as MMOSG have been around since the early

part of the millennium but only recently have they started to receive the endorsements of some of the

official major league associations and players.

MMO racing

MMOR means massively multiplayer online racing. Currently there are only a small number racing based

MMOs, including Kart Rider, Ageraces, Upshift StrikeRacer, Test Drive Unlimited, Project Torque, Drift City

and the upcoming Need for Speed: World Online. The Trackmania series is the world’s largest MMOG

racing game and holds the world record for "Most Players in a Single Online Race". Although Darkwind:

War on Wheels is more combat based than racing, it is also considered an MMOR.

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MMO rhythm game

Massively multiplayer online rhythm games (MMORGs), sometimes called massively multiplayer online

dance games (MMODGs), are MMOGs that are also music video games. This idea was influenced by

Dance Dance Revolution. Audition Online is another casual massively multiplayer online game and it is

produced by T3 Entertainment.

MMO management game

MMOMGs, or massively multiplayer online management games, are considered easy to play and don't take

much time. The player logs in few times per week, sets orders for the in-game team and find how to defeat

human opponents and their strategies. One of the most popular MMOMGs is Hattrick. Other management

games require taking control of people such as The Sims Online, or the widely acclaimed music managing

game, Project Rockstar.

MMO text-based game

Massively multiplayer online text based are low-graphic games, known for their ease of play and 'pick up

and play' feel. The most popular game of this type is Cyber Nations, a free persistent browser-based nation

simulation game. Creating a nation, decide how you will rule your people by choosing a government type, a

national religion, tax rate, currency type, and more. Build your nation by purchasing infrastructure to

support your citizens, land to expand your borders, technology to increase your nation's effectiveness,

military to defend your interests, and develop national improvements and wonders. Cyber Nations has

30,000 of the most dedicated community orientated gamers on the net. Another popular online text-based

game would be www.jottonia. This game is similar to Cyber Nations except it is older.

MMO social game

Massively multiplayer online social games focus on socialization instead of objective-based gameplay.

There is a great deal of overlap in terminology with "online communities" and "virtual worlds". One example

that has garnered widespread media attention is Linden Labs' Second Life, emphasizing socializing, world-

building and an in-world virtual economy that depends on the sale and purchase of user-created content. It

is technically an MMOSG by definition, though its stated goal was to realize the concept of the Metaverse

from Neal Stephenson's novel Snow Crash. Instead of being based around combat, one could say that it

was based around the creation of virtual objects, including models and scripts. In practice, it has more in

common with Club Caribe than Everquest. It was the first game of its kind to achieve widespread success

(including attention from mainstream media); however, it was not the first (as Club Caribe was released in

1988). Competitors in this relatively new sub-genre (non-combat-based MMORPG) include There, Dotsoul,

and Furcadia. The PlayStation Home, when released, would also be a MMOSG of sorts."IMVU

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Real-world simulations

World War II Online simulation game showing the high level of realism and numbers of players during a

special event in June 2008. Some 400 people had spawned in for this gathering in this location in the

game.

Some MMOGs have been designed to accurately simulate certain aspects of the real world. They tend to

be very specific to industries or activities of very large risk and huge potential loss, such as rocket science,

airplanes, battle tanks, submarines etc. Gradually as simulation technology is getting more mainstream, so

too various simulators arrive into more mundane industries.

The initial goal of World War II Online was to create a map (in north western Europe) that had real world

physics (gravity, air/water resistance, etc), and ability for players to have some strategic abilities to its basic

FPS/RPG role. While the current version is not quite a true simulated world (lacking details such as

weather), it is very complex and contains the largest persistent world of any online game.

The MMOG genre of air traffic simulation is one example, with networks such as VATSIM and IVAO striving

to provide rigorously authentic flight-simulation environments to players in both pilot and air traffic controller

roles. In this category of MMOGs, the objective is to create duplicates of the real world for people who

cannot or do not wish to undertake those experiences in real life. For example, flight simulation via an

MMOG requires far less expenditure of time and money, is completely risk-free, and is far less restrictive

(fewer regulations to adhere to, no medical exams to pass, and so on).

Another specialist area is mobile telecoms operator (carrier) business where billion-dollar investments in

networks are needed but marketshares are won and lost on issues from segmentation to handset

subsidies. A specialist simulation was developed by Nokia called Equilibrium/Arbitrage to have over a two

day period five teams of top management of one operator/carrier play a "wargame" against each other,

under extremely realistic conditions, with one operator an incumbent fixed and mobile network operator,

another a new entrant mobile operator, a third a fixed-line/internet operator etc. Each team is measured by

outperforming their rivals by market expectations of that type of player. Thus each player has drastically

different goals, but within the simulation, any one team can win. Also to ensure maximum intensity, only

one team can win. Telecoms senior executives who have taken the Equilibrium/Arbitrage simulation say it

is the most intense, and most useful training they have ever experienced. It is typical of business use of

simulators, in very senior management training/retraining.

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Others

In April 2004, the United States Army announced that it is developing a massively multiplayer training

simulation called AWE (asymmetric warfare environment) that was expected to begin operation among

soldiers by June. The purpose of AWE is to train soldiers for urban warfare and there are no plans for a

public commercial release. Forterra Systems Inc. is developing it for the Army based on the There engine.

Alternate reality games (ARGs) can be massively multiplayer, allowing thousands of players worldwide to

co-operate in puzzle trails and mystery solving. ARGs take place in a unique mixture of online and real-

world play that usually does not involve a persistent world, and are not necessarily multiplayer, making

them different from MMOGs.

Considered by some to be an MMORPG, Castle Infinity was the first MMOG developed for children. Its

gameplay, however, is somewhere between puzzle and adventure, making it more like a massively

multiplayer platformer than an MMORPG.

"Quick fix" MMOGs, such as Racing Frogs are MMOGs that can be played with only a small amount of time

every day.

MMOPGs, or Massively Multiplayer Puzzle Games, are games based entirely on puzzle elements. It is

usually set in a world where the players can access the puzzles around the world. Most games that are

MMOPGs are hybrids with other genres.

There are also Massively Multiplayer Collectible Card Games: Magic: The Gathering Online, Astral Masters

and Astral Tournament. Other MMOCCGs might exist (Neopets has some CCG elements) but are not as

well known.

Some recent attempts to build peer-to-peer (P2P) MMOGs have been made. Outback Online may be the

first commercial one,[23] however, so far most of the efforts have been academic studies. A P2P MMOG

may potentially be more scalable and cheaper to build, but notable issues with P2P MMOGs include

security and consistency control, which can be difficult to address given that clients are easily hacked.

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Server emulator

Server emulator is a term that is used to refer to an internet server that mimics the behavior of another

server that is usually more well known. This is implemented through cloning or reverse engineering of the

original server. Other synonyms include server reimplementation, server engine recreation, or server-side

emulation.

The term is widely used to describe reimplementation of MMORPG game servers, typically unauthorized

clones of proprietary commercial software by a third party. Technically, a server emulator does not emulate

by the traditional definition, which would permit software from one hardware platform to run on a different

one; it is more similar to a terminal emulator.

History

With the rising popularity of commercial MMORPG games, came the desire from ardent players of these

games to run their own servers beside the ones run by the game's creator(s). Since the original server

software is not usually available, the behavior of the server has to be re-engineered. This can be done by

analyzing the data stream with the original server, or by disassembling and analyzing the game client which

is available.

Ultima Online was one of the first large MMORPGs. Due to its openness in implementation, server

emulators arose very quickly, even during the beta stage of development. The destination to which the

client connects was changeable by simply editing a text file. In beta stage the client-server data stream was

not encrypted yet. The term server emulator became known through Ultima Online server reimplementation

such as UOX, which was the pioneer. Many forks and reimplementations followed UOX, because its source

code was released under the GNU General Public License relatively early. RunUO is today the most widely

used UO-server emulator.

Game companies usually try to hinder emulator development by encrypting the data stream. However,

since the client needs to understand the data, the "attacker" is always equipped with a deciphering

machine. Therefore, the original game designer can only add layers of strenuousness to decipher and

understand the data stream, he cannot hinder it with cryptographic tools.

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Legality

The legality or illegality of server emulators is a recurrent argument. There are several branches that are of

concern:

• Piracy

• Copyright

• Reverse engineering

• End User License Agreement (EULA)

• Digital Millennium Copyright Act (DMCA)

Piracy: The most common situation for illegality of server emulation. Some commercial MMORPGs charge

the player on a subscription basis, preferably monthly. The majority of emulated servers allow clients to

connect and avoid paying subscription fees. In some other cases, there is usually a one-off payment for a

licence to use the software. Its game client can be downloaded when not normally available for free, thus

also causing loss of revenue for the companies who own their games in a similar motive to traditional

software piracy. Servers emulating commercial MMOPRGs almost always constitute an infringement of

software piracy laws, in accordance to intellectual property rights. Even though this may not apply to some

games, other issues may take effect.

Copyright and Reverse engineering: Another issue is a possible infringement of the game creators

copyright. As the case of Lotus v. Borland demonstrates, recreating "methods of operation" is not a

copyright infringement. Thus, emulating copyrighted material is not a breach. However, this demands that

the complete emulator is a work of its own. Sometimes the original server software leaks out of the

company that created the game, for example AEGIS (Ragnarok Online). Use or distribution of this is

definitely a copyright infringement. Modified versions of such original server software are not considered to

be server emulators. There are cases where a game creator effectively shut down popular private game

servers by threatening lawsuits due to obvious copyright violations such as offering the client for download,

or offering downloads of modified files from the original game package.

End User License Agreement and the Digital Millennium Copyright Act: Another legal issue is the EULA.

Today most commercial MMORPGs require the user to sign a clause not to create or use server emulators

when installing the client they bought.

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Commonly mistaken as server emulators

• Original server software that is stolen, like AEGIS is not a server emulator.

• Reimplementations of standardized protocols or server behavior is not considered to be emulation.

• The program VMware Server is sometimes mistakenly called a "server emulator".

List of popular MMORPG's with a server emulator

• Anarchy Online

• Asheron's Call

• Conquer Online

• Dark Age of Camelot

• Diablo II

• EverQuest

• Flyff

• Lineage

• Lineage II

• MapleStory

• Ragnarok Online

• Runescape

• Ultima Online

• World of Warcraft

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Top Rated MMORPG

1) World of Warcraft - Game Lair

The best MMORPG yet because WoW mixes the right amount of depth and simplicity better than any other game in the history of the genre.

2) Lord of the Rings Online

One of the most popular MMORPGs that appeals to casual gamers. Plenty of solo content

adds to the game's already tremendous mainstream appeal.

3) Eve Online The best sci-fi MMORPG with player-run corporations and a thriving economy.

4) Final Fantasy XI - Game Lair

The second best fantasy MMORPG after WoW with a quality story, great game play, and large subscriber numbers.

5) Warhammer Online

Combines what World of Warcraft got right with PvP that actually feels part of the game

world. Warhammer Online could end up being the best MMO for PvP on this list for years to come.

6) City of Heroes/City of Villains - Game Lair

Combined, City of Heroes and City of Villains are easily the second best MMORPG for casual

gamers. With the addition of the well-balanced villain types and the use of bases, City of

Villains completes the potential that fans have been craving for ever since City of Heroes

launched. To top it off, hardcore gamers now also have a reason to like CoH/CoV with its

ultra-quick PvP.

7) Age of Conan

Mature-themed MMO with brutal combat and large-scale warfare. Also has a single-player

mode in the first phase of game where each player can wreak havoc at night alone. Has lost

a lot of the steam that it once had due to primarily to changes in PVP and lack of solid PvE

after level 20.

8) Dark Age of Camelot

Has usually been one the best major MMORPG for PvP combat due to its 3 realm system.

Also, DAOC has remained one of the steadiest MMORPGs over the years in terms of quality.

However, the game is starting to show its age and other MMOs have incorporated similar or

better PvP systems.

9) The Chronicles of Spellborn

Very innovative game. TCoS features FPS-like combat, story-line driven quests including Ancestral Quests, clothes just for show, and minimal grinding.

10) Pirates of the Burning Sea

Deep game where the actions of players really matter in many areas of the game such as

the economy, storylines, and PvP.

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Comparison of massively multiplayer online role-playing games

Name Creator Genre Client sale method

Client purchase

price

Monthly fee Lowest possible - largest possible

Real money for game advantages?

Release date(s)

Last

update \

Anarchy Online

Funcom

Science fiction

Retail sale or

Download Free

Free w/limited access / US$14.95/month full

access

Yes, Paid points allow social items

and special vechiles 2001-06-07 Unknown

Asheron's Call Turbine Fantasy Download US$19.95 US$12.95 per month. No official scheme 1999-10-31 Unknown

City of Heroes and City of Villains

Cryptic Studios

Superhero comic book

genre

Retail sale or

Download

US$19.99 (for

download)

US$11.95 (10 months) - $14.99

No official scheme 2004-04-28 Unknown

Conquer Online

TQ Digital Fantasy

Retail sale or

Download Free Free

Yes, codes can be traded for a

premium currency to buy premium goods. Can also be sold for

in-game gold.

2005-11-14 Unknown

DarkSpace PaleStar Science fiction

Download Free Free w/limited access / US$9.99/month full

access. ? 2001 Unknown

Dark Age of Camelot

Mythic Entertainment

Fantasy

Retail sale or

Download Free US$14.95 per month. No official scheme 2001-10-10 Unknown

Dofus Ankama Studio Fantasy Download Free Free w/limited access

/ US$7/month full access.

No official scheme 2004-08-23 2005-09-01

Unknown

Dungeons & Dragons Online: Stormreach

Turbine Fantasy

Retail sale or

Download

US$29.95 (for

download) US$14.95 per month. No official scheme 2006 Unknown

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Entropia Universe

MindArk

Science fiction

Download Free Free Yes, full RMT, buy

and sell 2003-01-30 Unknown

Eternal Lands Eternal Lands

Medieval Fantasy

Download Free Free Yes, buy bonus

items and playable races

Released, but officially still in development

Unknown

EVE Online CCP Games

Space simulation

FTP download

Free

US$10.95/€10.95 (on 12 months base)

- $14.95/€14.95 Subscription time can also be bought for in-game currency from

other players

Subscription time can be sold for in-

game currency

2003-05-06

2003-05-23

Unknown

EverQuest

Sony Online Entertainment

Fantasy Retail sale ? US$14.99 per month

Part of Station Access (US$29.95)

Legends of Norrath cards can be bought

for the chance at minor loot cards

1999-03-16 Unknown

EverQuest II

Sony Online Entertainment

Fantasy Retail sale US$19.99

US$14.95 Small discounts for

3/6/12 month advance

Part of Station Access (US$29.95)

Yes, on exclusive servers

All servers: Legends of Norrath cards can

be bought for the chance at minor loot

cards

2004-11-08 Unknown

Final Fantasy XI

Square Enix Fantasy Retail sale US$19.99 US$12.95 + $1.00 per

extra character No official scheme 2002-05-16 Unknown

Guild Wars ArenaNet Fantasy

Retail sale or

Download

US$9.99, $49.99 (for retail sale)

Free Yes, buy faster skill

unlocks 2005-04-28 Unknown

Hattrick

Hattrick Ltd./Extralives

AB

Sports simulation

Browser-based

Free Free[2] No official scheme 1997-08-30[3] Unknown

Knight Online

MGame Corporation and Noah System

Fantasy Download Free Free Yes, some power-

ups 2004 Unknown

Lineage II NCsoft Fantasy

Retail sale or

Download Free US$14.99 (2 months) No official scheme

2003-11-01 2004-04-28

Unknown

The Lord of the Rings Online: Shadows of Angmar

Turbine Fantasy Retail sale US$49.95

US$10 pre-release deal (1 month), $200

pre-release deal (lifetime), $15 release

(1 month)

No official scheme 2007-04-24 Unknown

MapleStory Wizet Fantasy Download Free Free Yes, buy bonus

items

2002-05

2003-11

2004-12

2005-07-04

Unknown

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2005-05-11 (Global)

2005-06-23 (SEA)

Minions of Mirth

Prairie Games Fantasy Download Free -

US$29.95[4] Free No official scheme 2005-12 Unknown

Perfect World

Beijing Perfect World

Fantasy

Retail sale or

Download Free Free Yes, Item mall

2005-07

2006-12

2007-03

TBA 2007

Unknown

PlaneShift Atomic Blue Fantasy Download Free Free No official scheme 2002 Unknown

Ragnarok Online

GRAVITY Co., Ltd.

Fantasy, Steampunk

Download Free US$12.00 in the U.S.,

varies in other countries

Yes, item shop 2002-08-31 Unknown

Rappelz nFlavor Fantasy Download Free Free Yes, item shop 2006-11-03 Unknown

Regnum Online

NGD Studios

Medieval fantasy

Download Free

Lowest ximerin (points) possible 15

Argentine pesos; highest ximerin

possible 60 Argentine pesos

Yes, paid points allow premium

objects 2007-04-24 Unknown

Rise: The Vieneo Province

Unistellar Industries

Science fiction, Space

simulation

Download Free US$5.95 No official scheme 2006-04-01 Unknown

RuneScape Jagex Ltd Fantasy

Browser-based

Free

Free / US$5/month for existing subscribers,

US$5.95 for new subscribers.

Yes, Membership for added content.

2001-01-03 Unknown

Ryzom Ryzom

Science Fantasy

Download Free Free No official scheme 2004 Unknown

Second Life Linden Lab

No theme enforced

Download Free Free - Unlimited[5] Yes, full RMT, buy

and sell 2003 Unknown

Star Wars Galaxies

Sony Online Entertainment

Science fiction, Star

Wars Retail sale US$14.99

US$14.99 (Single month) - $12 (Year)

Part of Station Access (US$29.95)

(coming soon) SWG Trading Card Game cards can be bought

for the chance at minor loot cards

2003-06-26 Unknown

Tabula Rasa NCsoft

Science fiction

Retail sale or

download US$49.99 US$14.99/month No official scheme 2007-11-02

2008-10-27

A Tale in the Desert

eGenesis Historical Download Free US$13.95/month No official scheme

2003-02-03 (First telling). 2006-05-30

(Current telling)

Unknown

Tibia CipSoft Fantasy Download Free Free[4] Yes, Membership for added content

1997 Unknown

Toontown Online

The Walt Disney

Company

Classic cartoons

Retail sale or

Download Free £4.16 - £6.99 No official scheme 2003 Unknown

Ultima Online Origin Systems Fantasy

Retail sale[1] or

Download

US$29.99 (free

download) US$9.99 - US$12.99 No official scheme 1997 Unknown

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Warhammer Online: Age of Reckoning

Mythic Entertainment

Fantasy

Retail sale or

Download US$44.99 US$14.99/month ? 2008-09-18 Unknown

World of Warcraft

Blizzard Entertainment

Fantasy

Retail sale or

download

US$19.99 (free

download)

US$79.99 (6 months), $14.99 (single month)

Trading Cards can be purchased for a

chance at an ingame code which

can be used for otherwise

unobtainable ingame items

2004-11-12 to 2006-08-01 in

different countries, see article for more

details.

Unknown

World War II Online

Cornered Rat Software

Historical Download Free

US$1000 (lifetime), $8.33 (5 year builder),

$10.83 (1 year), $12.50 (6 month), $14.99 (1 month)

"Builder's Program", persons name for certain structures

2001-06-06 2008-11-

25, V. 1.29

zOMG! Gaia Online

Anime Virtual world

None required - Browser based

Free Free May purchase costume items

2008 Unknown

Name Creator Genre Client sale

method

Client purchase

price

Monthly fee Lowest possible - largest possible

Real money for game advantages?

Release date(s) Last

update

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Statistics table

NAME No. of players No. of players per server /

shards / worlds

No. of servers / shards / worlds

Common peak of players

Contains Instances

Anarchy Online 12,000 ? 3 ? Yes (Missions)

Asheron's Call ? ? 9 ? Yes

City of Heroes and City of Villains

200,000 [6] ? 11 (American version), 4 (European version)

? Yes (Missions)

Conquer Online ? ? ? ? ?

DarkSpace ? ? One (?) ? ?

Dark Age of Camelot

125,000 [6] ? 6(?) 5,000

(America), 6,000 (Europe)

Yes

Dofus

1,500,000 active subscriptions [7]

? 40 45,000 per

server (~6000 online)

Yes

Dungeons and Dragons Online: Stormreach

? ? 5 ? Yes (Entire world)

EVE Online 300,000+ [8] All One (+ test server) 53,850 Live

server [9], ~500 Test shard

No

EverQuest 200,000 [6] ~8,000 25 as of August 2007 ~4,000 Yes (LDON, Plane of

Time, Post GoD Raid Locations)

EverQuest II 185,000 [10] ~8,000 27 as of March 2008 ~2,500 per

Yes

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server

Final Fantasy XI 1,500,000 [6] 15,000-

20,000[11] 32 servers[12]

Generally 1500–2000 per

world Expansion only

Guild Wars 6,000,000 [13] All One 8 in PvE Everywhere except towns and outposts

Hattrick 934,000 as of 2007-3-5[14] ? ? ? No

Knight Online ? 1-2 million 12x3(subservers) 30,000 per subserver

30kx36 total ?

Lineage II 1,300,000 [6] ? 10 ? Yes

The Lord of the Rings Online: Shadows of Angmar

? ? 38 ? Yes

MapleStory

5,000,000

(Global version)[15]

? 89 (All versions) ; 7

(Global version) ? No

Perfect World ? ? ? ? Yes

PlaneShift ? All 1 200 Yes

Ragnarok Online ? ? ? ? Announced for a

future update

Rappelz ? ? 7 ? Yes (Dungeon

Siege)

Rise: The Vieneo Province

4,000 4,000 1 100 Entire world

RuneScape 8,200,000 [16] 2,000[17] 169 250,000 as of

2007-6-6 Yes

Second Life

1,761,927 (Actual figures may be lower) [18]

All 1 32,000 No

Star Wars Galaxies 100,000 as of mid-2006 [6] ? 12 ? Yes

Tabula Rasa ? ? 5 [19] ? Yes

Tibia 67,397 [6] ? 72 as of 2006-9-28[20] Close to 50,000 as of 2006-9-28

[20] ?

Ultima Online ? ? ? ? ?

Warhammer Online: Age of Reckoning

300,000 [21] ? 4 ? ?

World of Warcraft 11,500,000 (active Avg. 36,000 as 222 as of 2007-2-18 ? Yes

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subscriptions) [22]. of 2007-2-18

World War II Online

12,000 (active subscriptions as of 2005, substantially increased

since) [6].

All 1 Few hundred? Yes (Training)[23]

zOMG! ? 300+ varies 100,000+ No

No. of players

No. of players per server /

shards / worlds

No. of servers / shards / worlds

Common peak of players

Contains Instances

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Engine table

Game engine

type

Source code

available? Fully customizable user interface Windowable[24]

Anarchy Online 3D No Yes Yes

Asheron's Call 3D No ? Yes

City of Heroes and City of Villains

3D No Partial Yes

Conquer Online 2D, 3D No Partial Yes

DarkSpace 3D No Yes ?

Dark Age of Camelot 3D No Yes Yes

Dofus 2D No Yes Yes

Dungeons & Dragons Online: Stormreach

3D No ? Yes

Entropia Universe 3D No Customizable desktop area with

action/item shortcuts Yes

EVE Online 3D No Adjustable/movable windows and

Colors, no custom additions Yes

EverQuest 3D No Yes Yes

EverQuest II 3D No Yes Yes

Final Fantasy XI 3D No No Yes[25]

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Guild Wars 3D No Yes Yes

Hattrick 2D No Partial, with browser extensions Yes

Knight Online 3D No Partial Yes

Lineage II 3D No Adjustable/movable windows Yes

The Lord of the Rings Online: Shadows of Angmar

3D No Partial Yes

MapleStory 2D No No Yes

Perfect World 3D No Yes Yes

PlaneShift 3D Yes Yes Yes

Ragnarok Online 2D, 3D No Partial Yes

Rappelz 3D No ? Yes

Rise: The Vieneo Province 3D No Adjustable/movable windows Yes

RuneScape 3D No Partial Yes

Second Life 3D Partial Partial Yes

Star Wars Galaxies 3D No No Yes

Tabula Rasa 3D No No Yes

Tibia 2D No Partial Yes

Ultima Online 2D, 3D Some Yes Yes

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Minimal system requirements

The minimal system requirements are, unless otherwise noted, the minimum requirements given by the game publisher.

NAME Platform CPU RAM Video card HDD space Software Connection

Asheron's Call Windows 98 733 MHz 256 MB 32 MB 3 GB DirectX 9.0c 56k

Dofus

Windows, Mac OS X, Linux

Intel Pentium III 700 MHz (or Mac equivalent)

128 MB 32 MB 100 MB Lecteur Flash 7.0

56k

EVE Online

Windows XP

1 GHz

1 GB

64 MB with Shader Model 2.0

6 GB DirectX 9.0c

56k Windows Vista 1.5 GB

Mac OS X Intel at 1.8 GHz 1 GB 128 MB ATI Radeon X1600, NVIDIA GeForce 7300 GT

6 GB Mac OS X 10.5.6

Final Fantasy XI

PlayStation 2[26] N/A N/A N/A 7 GB N/A 56k

Windows 2000[27]

Intel Pentium III 800 MHz

128MB 32MB 6 GB DirectX 8.1 56k

Xbox 360[28] N/A N/A N/A 8 GB Xbox Live Cable/DSL

Guild Wars Windows 98 Intel Pentium III 1 GHz

512 MB 64 MB 3 GB DirectX 9.0c 56k

The Lord of the Rings Online: Shadows of

Windows XP Intel Pentium 4 1.8 GHz or equivalent

512 MB 64 MB NVIDIA GeForce 3 or ATI

7 GB DirectX 9.0c 56k

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Angmar Radeon 8500

MapleStory Windows 98 Intel Pentium III 1GHz

64 MB 3D acceleration card 1.0 GB DirectX DirectX 8.1

56k

Perfect World Windows 98 Intel Pentium III 800 MHz

256 MB 64 MB 3 GB DirectX 9.0c 56k

PlaneShift

Windows 98, Mac OS X, Linux

Intel Pentium III 1 GHz

512 MB 64 MB 500 MB OpenGL 56k

Ragnarok Online Windows 98 Intel Pentium II 500 MHz or equivalent

128 MB 8 MB 1.67 GB DirectX 8.0 56k

Rappelz Windows XP Intel Pentium III 800 MHz or equivalent

512 MB 128 MB 4 GB DirectX 9.0c 56k

Rise: The Vieneo Province

Windows 2000 SP2

Intel Pentium III 800 MHz or AMD Athlon 800 MHz

512 MB 128 MB 3 GB DirectX 9.0c 56k

RuneScape[29] Java Platform 300 MHz 64 MB 8 MB

Not officially stated (~ <50 MB)

Java Platform

56k

Second Life

Windows 2000 or Linux

800 MHz 256 MB ?

75 MB + cache

OpenGL 2.0 Cable/DSL

Mac OS X 10.3.9

1 GHz 512 MB

?

Star Wars Galaxies

Windows 98 Intel Pentium III 1 GHz

512 MB 32 MB with Hardware Transform and Lighting

2.14 GB DirectX 9.0b 56k

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Toontown Online

Windows 2000 or Mac OS X

? 256 MB 32 MB 2 GB DirectX 9.0 56k

Ultima Online Windows

Intel Pentium 200 MHz

32 MB 4 MB 383 MB

28k

World of Warcraft[30]

Mac OS X 10.3.9

933 MHz G4 512 MB 32 MB 6 GB OpenGL 56k

Windows 2000 Intel Pentium III 800 MHz, AMD Athlon 800 MHz

512 MB

32 MB 5+ GB DirectX 9.0c

56k

World War II Online[31]

Mac OS X 10.4.5, Windows XP

1.2 GHz CPU 512 MB

128 MB video card

(OpenGL v1.2 compliant)

1 GB DirectX 9.0 or OpenGL

56k

zOMG! Web browser minimal minimal minimal varies - minimal

Adobe Flash

56k

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Business Services

RMMORPG Advantages

Through intelligent gathering, RMMORPG has the advantage on exploring and creating more suitable

Starter-kit Packages and promoting them directly to the end user.

RMMORPG Future

By consist marketing through promoting RMMORPG membership; Malaysia will set to be a benchmark as a

RMMORPG platform provider.

This proposed project for Malaysia Government is to pursue and holds the flag as the FIRST RMMORPG

PROTOTYPE in creating the packages and service that player wanted, pricing them competitively, making it

easy to access/buy.

Product and Service Development

In order to survive and succeed, organization must have a sound set of beliefs on which to base all policies

and action. To meet the challenges of a changing world, we must be prepared to change everything except

the belief.

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Infrastructure Setup and Operational Mode

A&P Program

(RMMORPG Branding)

Strategic Regional

Promotion Awareness

.

RMMORPG Gathering

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Sales

ISIC Potential (20%)

ISIC Community 4.5Million*

Email

Online Inquiry

To Tap 10% user + 1% referral user

Regional Potential (80%)

ISIC 20% + Local Student 80% 1Million*

Direct Sales

Promotional Gift

Telemarketing

To Tap 10% user + 1% referral user

Quality of Service

One of the key requirements for the widespread deployment of RMMORPG is the ability to offer a quality service and

programs equivalent to its mission

RMMORPG Mission

―MISSION 1: tHere can Only Be oNE

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Marketing and Business Aspect

Corporate Strategy

Development of Marketing Program

Corporate

Team Building Packages

Advantages on RMMORPG

Advertising & Promotion Program

Direct Sales

Development of Pricing Strategy

To be purpose ***

RMMORPG Program

REAL FIGHT SCENE ***

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Marketing Program

Regional Marketing Program (Strategic Location)

Prospect Customer

APIIT Smart School (Sekolah Sri APIIT),Subang Australian International School Malaysia (AISM) Beaconhouse Sri Inai, Petaling Jaya Bukit Bintang Boys School APIIT International Islamic University Malaysia International Medical University International University College Of Technology Twintech Kolej Yayasan UEM Monash University Monash University, Malaysia campus Open University Malaysia Sunway University College Taylors College Universiti Kebangsaan Malaysia Universiti Putra Malaysia Universiti Sains Malaysia Universiti Teknologi MARA Universiti Teknologi Malaysia Universiti Teknologi Petronas Universiti Tenaga Nasional Universiti Tun Abdul Razak University of Malaya University of Nottingham Malaysia Campus World-Point Academy of Tourism Universiti Tunku Abdul Rahman Universiti Tun Abdul Razak HELP University College KDU College Multimedia University Limkokwing University University of Malaya The One Academy of communication Design, Bandar Sunway ELS Language Centres, Petaling Jaya, Selangor

ELS Language Centres, Subang Jaya, Selangor

Flamingo International College, Selangor

HELP International College of Technology, Selangor

Informatics PETALING JAYA, Selangor

Institute Advertising Communication Training (IACT), Selangor

INTI College Subang Jaya, Selangor

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KBU International College, Selangor

KDU College, Selangor

Kolej Dika, Selangor

Lincoln College, Selangor

Masterskill College of Nursing & Health, Selangor

Metropolitan College, Selangor

MTDC Multimedia Academy, Selangor

New Era College, Selangor

Olympia College Petaling Jaya, Selangor

PJ College of Art and Design, Selangor

Direct Marketing Program

Direct Sales Student Cruise

Sales Team Cruise Tour Show

Interactive Marketing Program

Mastery gift to first 1000 student

Marketing Strategy

Increase marketing efforts e.g. Direct Sales, Road Show, Exhibition

Road show to be purpose **

Exhibition

Brand recognition e.g. RMMORPG Membership Gathering**

Increase e-marketing

Road show & Events e.g. RMMORPG Events**

To be purposed**

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Advertising and Promotion Program

Launching (New Packages)

Press & Media publication

Internet, Radio & TV advertising

Trade/Exhibition/Conference/Road show Program

Trial Promotion

Pricing Strategy

To be purpose base on Company Marketing Strategy

Packages

To be purpose base on Company Financial Fund

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Market Analysis

Targeted Industry (Product Roadshow)

Corporate Office and Shopping Malls

• 1 Utama

• Alamanda Putrajaya

• Amcorp Mall

• Ampang Park Shopping Complex

• Berjaya Times Square

• Bukit Jambul Complex

• Bukit Raja Shopping Centre

• Island Plaza

• Klang Parade

• Low Yat Plaza

• Mid Valley Megamall

• Penang Times Square

• Plaza Angsana

• Queensbay Mall

• Shaw Centrepoint

• StarHill Gallery

• Subang Parade

• Sunway Pyramid

• Suria KLCC

• Tebrau City

• The Curve Damansara

• The Garden Mid Valley

• The Mall Kuala Lumpur

• The Weld

• KOMTAR

• Menara Telekom

• Petronas Twin Towers

• Plaza Rakyat

• Kuala Lumpur Tower

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Targeted Industry

Companies (RMMORPG partners)

• AirAsia

• Berjaya Group

• Boustead

• Bursa Malaysia

• DRB-HICOM

• Gamuda Berhad

• Genting Group

• Golden Hope

• IOI Group

• Jobstreet

• KLCC Properties

• Khazanah Nasional

• Malaysia Airlines

• Malaysian International Shipping Corporation

Targeted Industry (RMMORPG partners)

• Malaysian Rubber Board

• Media Prima Berhad

• Modenas

• NasionCom

• Naza

• Netccentric

• OYL Industries Berhad

• Oriental Holdings

• Pensonic Group

• Perodua

• Petronas

• Proton (company)

• Ramly Burger

• Resort World

• Road Builder

• Royal Selangor

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• SP Setia

• Sabah Air

• Scientex Incorporated Berhad

• Sime Darby

• Star Cruises

• Sunway Group

• Supermax (Malaysia)

• Syarikat Prasarana Negara Berhad

• TD2000

• TM Net

• TM Research And Development

• TSH Ekowood

• Tanjong

• Tenaga Nasional

• Tender Direct Sdn Bhd

• The Lion Group

• UEM Group

• Uchi Technologies Berhad

Banks (RMMORPG Services)

• Affin Bank

• Bank Islam Malaysia

• Bank Muamalat Malaysia

• Bank Negara Malaysia

• Bumiputra-Commerce Holdings

• Malaysian Electronic Payment System

• Maybank

• Public Bank

• Southern Bank

• AmBank

Mobile phone companies (RMMORPG partners)

• Celcom Berhad

• DiGi Telecommunications

• Maxis Communications

• Telekom Malaysia

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Targeted Industry

Radio stations (RMMORPG Promotion)

• Ai FM

• Asyik FM

• Best 104

• ERA.FM

• FM Stereo Johor Bahru

• Johor FM

• KL FM

• Melaka FM

• Minnal FM

• Mutiara FM

• Muzik FM

• Selangor FM

• Time Highway Radio

• TraXX FM

• Hitz.FM

• Mix.FM

• Hot FM

Page 69: WiZE Mobile Rmmorpg

Game Plan

RMMORPG Plan Page 69

SWOT

Strength

Quality of Service

Weakness

Project Roadmap

Opportunity

Intelligence gathering

Track

1ST RMMORPG Pioneer