Talk:Massively multiplayer online role-playing game: Difference between revisions

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imported>Peter Schmitt
(→‎Workgroups: is everything that uses a computer Computers?)
imported>Howard C. Berkowitz
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:: Would you put a page about crime fiction into visual arts (because of typography) or computers (because of desktop publishing)?
:: Would you put a page about crime fiction into visual arts (because of typography) or computers (because of desktop publishing)?
:: But if you think I made a mistake: I will not object. (And say: sorry, no harm meant!) --[[User:Peter Schmitt|Peter Schmitt]] 00:46, 25 March 2010 (UTC)
:: But if you think I made a mistake: I will not object. (And say: sorry, no harm meant!) --[[User:Peter Schmitt|Peter Schmitt]] 00:46, 25 March 2010 (UTC)
:::Crime fiction could work with any typography, although some are better. MMORPG and closely related conferencing, training, and simulations require quite specific technology. Indeed, gaming has certainly pushed hardware technology. From personal experience, heavy multiplayer gaming can snarl networks not designed to handle it. If we are going to talk about this kind of gaming, I should add to [[multicasting]] and probably start [[multicast routing]]. [[User:Howard C. Berkowitz|Howard C. Berkowitz]] 01:17, 25 March 2010 (UTC)

Revision as of 19:17, 24 March 2010

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 Definition (MMORPG) A genre of online game where a huge number of players are role-playing and interacting in a cyber world. [d] [e]
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 Workgroup categories Games, Sociology and Computers [Editors asked to check categories]
 Subgroup category:  Video Games
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Please omit acronyms until after they are explained, and avoid them even then. This is good style simply because it makes the result more readable for people not familiar with the acronyms. Remember, you're writing this article for people who don't know what "massively multiplayer online role-playing games" are, not merely to sum up your own knowledge. --Larry Sanger 09:33, 29 March 2007 (CDT)

Hmm, that makes a lot of sense. I'll have to rephrase the parts with the acronyms then, thanks Larry. --Beano Lee

Alright, the foundation for the article is now pretty much set, with a gap in the history and evolution of MMORPGs that I leave open for now. While WP's take on this subject is much more extensive, I find the information there very jumbled in sections, with little coherence between the subtopics. It would be best to expand in a different direction than WP's version, and there is still a lot of MMORPG-related knowledge out there to put into the article.

Input on the history section is very much welcome! --Beano Lee 07:29, 30 March 2007

I don't think it's accurate to say that MUDs were the first MMORPGs. They were certainly their predecessors, but the first "M" ("massively") was, I believe, explicitly included in the acronym to separate MMORPGs from MUDs. --Peter Blake 18:52, 23 October 2007 (CDT)

MMORPG

create a redirect from a page with that name to make the acronym usable for those aware of it Robert Tito |  Talk  22:19, 25 April 2007 (CDT)

Workgroups

Sociology may apply, but, certainly, so does Computers. After all, the very title includes "online".

To make a MMORPG work, substantial technology is needed. At the level of the application, it is common to distributed simulation. The communications may involve multicast routing. Howard C. Berkowitz 00:22, 25 March 2010 (UTC)

I agree, the Computers workgroup should be reinstated. --Chris Key 00:32, 25 March 2010 (UTC)
I did not mean that computers have nothing to do with online gaming. But this page is not about the underlying computer technology, only about games and gaming.
Would you put a page about crime fiction into visual arts (because of typography) or computers (because of desktop publishing)?
But if you think I made a mistake: I will not object. (And say: sorry, no harm meant!) --Peter Schmitt 00:46, 25 March 2010 (UTC)
Crime fiction could work with any typography, although some are better. MMORPG and closely related conferencing, training, and simulations require quite specific technology. Indeed, gaming has certainly pushed hardware technology. From personal experience, heavy multiplayer gaming can snarl networks not designed to handle it. If we are going to talk about this kind of gaming, I should add to multicasting and probably start multicast routing. Howard C. Berkowitz 01:17, 25 March 2010 (UTC)