What The Virtual World Has To Offer – ORPGs
The Online Role Playing Game
The venue is the virtual world. Numerous individuals
participate, meet, and play with each other. These are
the occurrences in massively multiplayer online
role-playing game (MMORPG). These are computer role
playing games which developed from continuous
improvement of online multi user games. It was Richard
Garriott who coined the term MMORPG. He is the creator
of the game which popularized MMORPG, Ultima Online.
A fictional fantasy world is the usual setting in most
role playing games. The gamers build their own
character (avatar) and take control of the avatar’s
skill and abilities. They can customize their avatars
to match their personality. Every game in the online
RPGs comprises of different characters with different
trait and responsibilities. They can be categorized
into melee, ranged, and magic users.
What Makes MMORPGs Different
Massively multiplayer online role playing games can be
recognized from the usual computer role playing games
by the number of players and the virtual world where
the game is situated. Computer role playing games can
only cater to single player modes whilst massively
multiplayer online role-playing games can cater to
thousands of gamers at one time.
The world that the game is themed from is another
factor that differentiates the two genres. A
repetitive and constant setting is found on computer
role playing games. Because of the way it is
programmed, each time the gamers in computer RPGs
plays a game, the same episodes are repeated.
On the contrary, MMORPGs’ provide an environment that
lives on its own. That means that even if the player
is away or online, the game continues to evolve and
Because of the popularity MMORPG has gained, it is not
surprising to know that revenues rose dramatically
over the years just so it could keep up with the world
wide demand of online gamers.
In 2005 alone, about half a billion US dollars have
been given to MMORPGs. Western revenues have been
allotted with about one million dollars.
Most online role-playing games feature living
economies. Virtual items and currency have to be
gained while playing the game and have definite value
for the players. Such a virtual economy can be
analyzed and has value in economic research and can
even have a dramatic impact on the economies of the
One of the early researchers of MMORPGs, particularly
Edward Castronova, stated that the supply-and-demand
market for virtual items is existing. It even crossed
over the real world as much as the virtual one.
Crossover requirements are some of the following: The
player’s ability to sell in-game items for virtual
currency, trading of items which have the similar
value, the purchase of game items with real money, and
the exchange of real money with in-game money.
The idea of exchanging real currency virtual currency
or in-game items has had a significant effect on both
the players and game industries. People who make a
living out of the virtual economies are termed as
“gold farmers” and can be employed through the game
shops or private forums.
Real currencies in exchange for virtual money and
in-game items are usually prohibited by game
publishers. However, because of necessity this
exchange cannot be avoided. An example of this is
“Entropia Universe”, an online game that allows real
money in exchange for game money and vice versa.