• The development community often describes MMOGs as persistent worlds.

    开发社区常常mmog称为永恒的世界(persistent world)。

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  • Of these issues, content creation for single-instance MMOGs must be solved.

    这些问题之中,必须解决实例 MMOG内容创建问题。

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  • The primary difference between persistent worlds and MMOGs is the audience.

    永恒的世界MMOG之间主要差异受众

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  • Of course, the central issue to latency in MMOGs has been dodged, and that is the speed of the Internet.

    当然,我们还是没有提到 MMOG中的延迟影响最大因素 —— 互联网速度

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  • Regarding multiplayer online games and MMOGs, two different "patterns" are used to provide the multiplayer experience.

    对于玩家在线游戏MMOG使用两种不同的 “模式提供多玩家体验

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  • A relatively new subcategory of MMOGs, termed massively social games, has arisen to leverage the ability of games comprising global communities.

    MMOG出现一个新的类别大型社会性游戏(massively social game),这种游戏利用游戏功能建立全球性社区

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  • After all, running thousands of players on a single server (which is the essence of MMOGs) would certainly need fat Internet connections which are inevitably expensive.

    毕竟运行台支持数以千计玩家同时游戏的服务器(也是MMOG本质)仍然需要很大网络连接,而这不可避免地是相当的昂贵

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  • After all, running thousands of players on a single server (which is the essence of MMOGs) would certainly need fat Internet connections which are inevitably expensive.

    毕竟运行台支持数以千计玩家同时游戏的服务器(也是MMOG本质)仍然需要很大网络连接,而这不可避免地是相当的昂贵

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