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	<title>CS33.com - Discover Cool Stuff, Videos, Products &#38; Content &#187; tolkien</title>
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		<title>Massive Multiplayer Online Role-Playing Games (mmorpg)</title>
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		<comments>http://www.cs33.com/mmorpg/#comments</comments>
		<pubDate>Tue, 14 Apr 2009 20:46:02 +0000</pubDate>
		<dc:creator>doctorxx</dc:creator>
				<category><![CDATA[Cool Stuff]]></category>
		<category><![CDATA[beta test]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[mmorpg]]></category>
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		<category><![CDATA[tolkien]]></category>

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		<description><![CDATA[<span class="image-rss"><a href="http://www.cs33.com/mmorpg/"><img title="Massive Multiplayer Online Role-Playing Games (mmorpg)" src="http://cs33.com/wp-content/uploads/2009/04/ad_kr-long-150x150.jpg" alt="Massive Multiplayer Online Role-Playing Games (mmorpg)" width="200" height="200" /></a></span><br/>Like many people out in the world, I play Massive Multiplayer Online Role-Playing Games or mmorpg's for short, which is a term coined by Richard Garriott, the creator of the Ultima game series, plus others and  Ultima Online, an mmorpg released on Sept 25, 1997 by Origin Systems. Ultima Reborn As in all RPGs, players assume the role of a fictional character (usually in a fantasy world) and take control over many of that character's actions.  That character then interacts with people and things in whatever world they are in.  They usually talk to NPCs and get quests and then when the quest is finished they usually get some reward. MMORPGs differ from single player games or small multi-player CRPGs by the number of players  and by the game's persistent world, usually hosted by the game's publisher, which continues to exist and evolve while the player is away from the game. MMORPG's are very popular all over the world.  Revenues worldwide for MMORPG's exceeded half a billion dollars in 2005 and Western revenues exceeded $1 billion US in 2006. In 2007 and 2008 the virtual goods buying and trading has taken an amazing increase. Next to the more traditional subscription model, virtual goods are a second source of revenues for publishers. In 2008, Western consumer spending on subscription MMOGs grew to $1.4 billion. I've played many MMORPG's over the years, including Ultima Online, Everquest, Everquest II, City of Heroes, Lineage, Lineage 2, Star Wars Galaxies, and World of Warcraft.  These were all [...]]]></description>
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