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Technical aspect It is challenging to develop the database engines that are needed to run a succe ssful MMOG with

millions of players.[8] Many developers have created their own, but attempts have been made to create middleware, software that would help game developers concentrate on their games more than technical aspects. One such piec e of middleware is called BigWorld. An early, successful entry into the field was VR-1 Entertainment whose Conductor platform was adopted and endorsed by a variety of service providers around the world including Sony Communications Network in Japan; the Bertelsmann Game Chann el in Germany; British Telecom's Wireplay in England; and DACOM and Samsung SDS in South Korea.[9] Games that were powered by the Conductor platform included Fi ghter Wing, Air Attack, Fighter Ace, EverNight, Hasbro Em@ail Games (Clue, NASCA R and Soccer), Towers of Fallow, The SARAC Project, VR1 Crossroads and Rumble in the Void. One of the bigger problems with the engines has been to handle the vast number o f players. Since a typical server can handle around 10,000 12,000 players, 4000 5000 active simultaneously, dividing the game into several servers has up until now been the solution. This approach has also helped with technical issues, such as lag, that many players experience. Another difficulty, especially relevant to re al-time simulation games, is time synchronization across hundreds or thousands o f players. Many games rely on time synchronization to drive their physics simula tion as well as their scoring and damage detection. Game types There are several types of massively multiplayer online games. Role-playing A group photo of a "Linkshell" guild in the roleplaying game Final Fantasy XI. Main article: Massively multiplayer online role-playing game See also: List of MMORPGs Massively multiplayer online role-playing games, known as MMORPGs, are the most common type of MMOG. Some MMORPGs are designed as a multiplayer browser game in order to reduce infrastructure costs and utilise a thin client that most users w ill already have installed. The acronym BBMMORPGs has sometimes been used to des cribe these as browser-based. Bulletin board role-playing games A large number of games categorize under MMOBBG, massively multiplayer online bu lletin board game, can also be called MMOBBRPG. These particular type of games a re primarily made up of text and descriptions, although images are often used to enhance the game. First-person shooter Main article: Massively multiplayer online first-person shooter game See also: List of MMOFPSs MMOFPS is an online gaming genre which features a persistent world and a large n umber of simultaneous players in a first-person shooter fashion.[10][11] These g ames provide large-scale, sometimes team-based combat. The addition of persisten ce in the game world means that these games add elements typically found in RPGs , such as experience points.[citation needed] However, MMOFPS games emphasize pl ayer skill more than player statistics, as no number of in-game bonuses will com pensate for a player's inability to aim and think tactically.[12] Real-time strategy Main article: Massively multiplayer online real-time strategy game See also: List of MMORTSs Massively multiplayer online real-time strategy games, also known as "MMORTS", c

ombine real-time strategy (RTS) with a persistent world. Players often assume th e role of a general, king, or other type of figurehead leading an army into batt le while maintaining the resources needed for such warfare. The titles are often based in a sci-fi or fantasy universe and are distinguished from single or smal l-scale multiplayer RTSes by the number of players and common use of a persisten t world, generally hosted by the game's publisher, which continues to evolve eve n when the player is offline. Turn-based strategy Steve Jackson Games' UltraCorps is an example of a MMO turn-based strategy game. [13] Hundreds of players share the same playing field of conquest. In a "mega" g ame, each turn fleets are built and launched to expand one's personal empire. Tu rns are usually time-based, with a "tick" schedule usually daily. All orders are processed, and battles resolved, at the same time during the tick. Similarly, i n Darkwind: War on Wheels, vehicle driving and combat orders are submitted simul taneously by all players and a "tick" occurs typically once per 30 seconds. This allows each player to accurately control multiple vehicles and pedestrians in r acing or combat.

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