The development community often describes MMOGs as persistent worlds.
开发社区常常将mmog称为永恒的世界(persistent world)。
Of these issues, content creation for single-instance MMOGs must be solved.
在这些问题之中,必须解决单实例 MMOG的内容创建问题。
The primary difference between persistent worlds and MMOGs is the audience.
永恒的世界与MMOG之间的主要差异是受众。
Of course, the central issue to latency in MMOGs has been dodged, and that is the speed of the Internet.
当然,我们还是没有提到对 MMOG中的延迟影响最大的因素 —— 互联网的速度。
Regarding multiplayer online games and MMOGs, two different "patterns" are used to provide the multiplayer experience.
对于多玩家在线游戏和MMOG,使用两种不同的 “模式”来提供多玩家体验。
A relatively new subcategory of MMOGs, termed massively social games, has arisen to leverage the ability of games comprising global communities.
MMOG出现了一个新的子类别,大型社会性游戏(massively social game),这种游戏利用游戏的功能建立全球性的社区。
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,运行一台支持数以千计的玩家同时游戏的服务器(这也是MMOG的本质)仍然需要很大的网络连接,而这也不可避免地是相当的昂贵。
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,运行一台支持数以千计的玩家同时游戏的服务器(这也是MMOG的本质)仍然需要很大的网络连接,而这也不可避免地是相当的昂贵。
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