World of Warcraft: boosting the game industry

The Online Role Playing Game

Massively multiplayer online role-playing game (MMORPG) is a computer role-playing game where a large number of players meet and play with each other in a virtual world. Richard Garriott coined the term MMORPG. He is the creator of Ultima Online,Guest Posting the game which popularized MMORPG.

As in most role-playing games, players take roles in a fictional fantasy world. In the virtual world, theplayer takes control of the character and his abilities. In every game there are different characters with different traits and abilities. Most MMORPG characters are categorized into melee, ranged, and magic users. Players have the option to choosefrom these variety characters to match their personality with the avatar. MMORPG’s Difference From The Average Computer Role Playing game

MMORPG can be distinguished stealtech from normal computer role-playing games by the number of players and the virtual world where the game is situated. While single-player computer role playing games is limited to one player, MMORPG can host thousands of players at a time.

Another difference between the two is the world that surrounds the game. Computer role-playing games are situated in a setting which is repetitive and constant. Each time the player plays the game, the same event is repeated since the game was programmed that way. On the other hand, the MMORPG’s environment continues to evolve whether the player is online or away from the game.

Cost of Online Role-Playing Games

Since MMORPG has become very popular over the world, revenues have risen dramatically over the years to keep up with the demand of online gamers world wide. As of 2005, about half a billion US dollars have been allotted to MMORPG and about one billion dollars have been allotted to the western revenues alone.

Economics on MMORPG

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

Edward Castronova, one of the early researchers of MMORPGs, demonstrated that there is an existing supply-and-demand market for virtual items, even crossing over with the real world. Some of the crossover requirements are 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.