Archive for the ‘Role Playing Games’ Category

What Defines a Persistent Browser-Based Game?

Tuesday, May 13th, 2008

A persistent browser-based game, or PBBG, is a computer game that satisfies the following two criteria:

1. It is browser-based. The game is played over the Internet using only a web browser.
2. It is persistent. Progress in the game is achieved over multiple playing sessions.

PBBGs merge the depth and longevity of an application-based game with the accessibility and portability of a browser-based game. PBBG can be spoken as pee-bee for brevity.

See the full article here:

http://www.pbbg.org

RPG List

Tuesday, April 15th, 2008

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  • 2Moons

History of MMORPGs

Tuesday, April 15th, 2008

Although MMORPGs, as defined today, have only existed since the early 1990s,[3] all MMORPGs can trace a lineage back to the earliest multi-user games which started appearing in the late 1970s.[3] The first of these was Mazewar, though more would soon be developed for the PLATO system.[12] 1984 saw a Roguelike (semi-graphical) multi-user game, called Islands of Kesmai.[12] The first “truly” graphical multi-user RPG was Neverwinter Nights, which was delivered through America Online in 1991 and was personally championed by AOL President Steve Case.[12] Other early proprietary graphical MMORPGs include three on The Sierra Network: The Shadow of Yserbius in 1992, The Fates of Twinion in 1993, and The Ruins of Cawdor in 1995.

When NSFNET restrictions were lifted in 1995, the Internet was opened up to developers, which allowed for the first really “massive” titles. The first success after this point was Meridian 59, which also featured first-person 3D graphics,[13] although The Realm Online appeared nearly simultaneously and may be credited with bringing the genre to a wider player-base.[12] Ultima Online, released in 1997, may be credited with first popularizing the genre,[12] though Nexus: The Kingdom of the Winds was primarily responsible for mainstream attention throughout Asia which was released in 1996, about a year earlier than Ultima Online. It was EverQuest that brought MMORPGs to the mainstream in the West.[12]

These early titles’ financial success has ensured competition in the genre since that time. MMORPG titles now exist on consoles and in new settings, and their players enjoy higher-quality gameplay. The current market for MMORPGs has Blizzard’s World of Warcraft dominating as the largest pay-to-play MMORPG,[citation needed] though an additional market exists for free-to-play MMORPGs, which are supported by advertising and purchases of in-game items. One exception is Guild Wars, which avoids competition with other MMORPGs by only requiring the initial purchase of the game to play. Though other titles use this pay-structure, Guild Wars remains the only highly popular game of this type.

- Wikipedia

MMORPG

Tuesday, April 15th, 2008

Massively multiplayer online role-playing game (MMORPG) is a genre of massively multiplayer online computer role-playing games (CRPGs) in which a large number of players interact with one another in a virtual world. The term MMORPG was coined by Richard Garriott, the creator of Ultima Online, the massive multiplayer online role-playing game credited with popularizing the genre in 1997.

As in all RPGs, players assume the role of a fictional character (most commonly in a fantasy world), and take control over many of that character’s actions. MMORPGs are distinguished from single-player or small multi-player CRPGs by the number of players, and by the game’s persistent world, usually hosted by the game’s publisher, which continues to exist and evolve while the player is away from the game.

MMORPGs are very popular throughout the world. Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005, and Western revenues exceeded one billion USD in 2006.

- From: wikipedia

The anti-WoW gamer is back.

Friday, April 11th, 2008

role playing gamesEver since D&D was first published people have had the ability to get lost in a world of fantasy fiction where your imagination is the only limit. A group of 4 or 5 kids could get together and battle dragons, destroy dark gods and save worlds.

In the early days all you had was pen and paper as well as some guiding rules and maybe the odd drawing. The rest was in your head and boy was it vivid! These worlds came to life. Characters became friends and enemies were truly terrifying.

Something was lost when computers began to churn out 3D graphics and role playing moved to this new medium. The imagination was no longer needed to picture a Werewolf or an Ogre. Today it is all fed to you. no work is done on the player