• 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)。

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  • 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。

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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,我们还是没有提到对 MMOG中的延迟影响最大的因素 —— 互联网的速度。

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  • 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。

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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。

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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。

    youdao

  • 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。

    youdao

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