MMORPG: Part 2

This is part two of MMORPG.

Virtual cash and items that are gained in the game have a value for the players. Such type of economy can be analyzed by using data logged by the game and these type of economy can have impact on the real world economy. Researchers also demonstrated how a supply and demand market exist and it cross over the real world. Such type of cross over requires a few points in the game such as the ability for players to buy and sell an item for virtual currency, bartering for items between players for items of similar value and exchanging of real world currency for virtual currency. Unfortunately, many game publishers prohibitthis action while others promote that idea. This means that real money can be exchange for virual things.

The development cost of a commercial MMORPG often exceeds $10 million as these projects require multiple disciplines within the game design and development such as 3D modelling, 2D art, animation, user interface, client/server engineering, database architecture, etc. The visual contents are developed by atrist who typically begin with a two dimension concept art and later turn these into 3D scenes, models and textures. Also the server must be able to handle and verify large amounts of connection, preventing cheating and apply changes to the game without stopping the game. There is a new trend called Player created content that allows player to design and build houses from the ground.

I will talk more on player created content and more in my next chapter of MMORPG.

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