Since MMORPGs have so many elements in common, and those elements are experienced by so many people, this has led players of many games to expect "buffing" or "nerfing", which describe the strengthening or weakening, respectively, of particular game elements. ("Buffing" also refers to in-game effects that temporarily enhance performance; both usages come from a core meaning of increasing power levels.) 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). MMORPG addiction, which has been a source of concern for parents, also affects the culture. Some players might look down on those who invest huge amounts of time and or money into a game, while others might scorn those who can't put in the time to "play properly". The validity of such viewpoints is heavily debated, with both sides of the issue being discussed frequently on most games' forums. Although modern MMORPGs sometimes differ dramatically from their antecedents, many of them share some basic characteristics. These include several common features: persistent game environment, some form of progression, social interaction within the game, in-game culture, system architecture, membership in a group, and character customization. |
This article comes from Katharine, and she is a good worker in our company, our company sells the Battle of the playsnail. If you want to Ministry of War , you can come to our company, we will wait for you.
Related Articles -
snail games, online games, age of wushu, ministry of war,