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	<entry>
		<id>http://guaminsects.net/uogces/kbwiki2015/index.php?title=Golden_girl_of_the_pool&amp;diff=4358</id>
		<title>Golden girl of the pool</title>
		<link rel="alternate" type="text/html" href="http://guaminsects.net/uogces/kbwiki2015/index.php?title=Golden_girl_of_the_pool&amp;diff=4358"/>
				<updated>2008-08-11T18:22:34Z</updated>
		
		<summary type="html">&lt;p&gt;Brosale: New page: PERFORMING is something that seems to come naturally to Stephanie Rice, star of the camera, gossip mags and now proudly and completely star of the pool.  In the gruelling 400 metres indivi...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PERFORMING is something that seems to come naturally to Stephanie Rice, star of the camera, gossip mags and now proudly and completely star of the pool.&lt;br /&gt;
&lt;br /&gt;
In the gruelling 400 metres individual medley fi nal, the glamour girl of Australian swimming proved she was worth the hype with a smashand- grab effort — smashing the world record and grabbing the gold medal.&lt;br /&gt;
&lt;br /&gt;
Rice’s feats also earn her The Age’s Performer of the Week award, presented by Colonial First State.&lt;br /&gt;
&lt;br /&gt;
American Katie Hoff might have been the pre-race favourite but she couldn’t go with Rice, who took Zimbabwe’s Kirsty Coventry with her into uncharted waters.&lt;br /&gt;
&lt;br /&gt;
At one stage, they were more than three seconds ahead of world record time. No wonder it hurt so much. “It was the most pain I’ve ever experienced racing,” she said.&lt;br /&gt;
&lt;br /&gt;
Rice (four minutes 29.45 seconds) kicked ahead of Coventry (4:29.89) and well clear of third-placed Hoff (4:31.71).&lt;br /&gt;
&lt;br /&gt;
Rice does nothing by halves and, rather than sneaking under the record, whacked nearly two seconds off Hoff’s mark.&lt;br /&gt;
&lt;br /&gt;
She quickly turned on the million-dollar smile, matched by the raised right arm of victory.&lt;br /&gt;
&lt;br /&gt;
“When the pressure is on, I know that everything I have trained for and practised for is coming to that point in time,” she said. “I could not have asked for a better race.”&lt;br /&gt;
&lt;br /&gt;
The confidence and the smile will be back when Rice contests the 200-metre individual medley, with the 4 x 200 metres relay another medal proposition.&lt;br /&gt;
&lt;br /&gt;
Every Tuesday, The Age sports team will select an outstanding sporting performance of the week. The winner could be any Australian team or individual competing in a major sport. Readers will select the performers of the year by voting online in November. Until then, post your feedback or suggested selections on blogs at:&lt;br /&gt;
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		<author><name>Brosale</name></author>	</entry>

	<entry>
		<id>http://guaminsects.net/uogces/kbwiki2015/index.php?title=Warhammer_Online&amp;diff=4302</id>
		<title>Warhammer Online</title>
		<link rel="alternate" type="text/html" href="http://guaminsects.net/uogces/kbwiki2015/index.php?title=Warhammer_Online&amp;diff=4302"/>
				<updated>2008-08-08T09:02:52Z</updated>
		
		<summary type="html">&lt;p&gt;Brosale: New page: Warhammer Online: Age of Reckoning  War is everywhere in Warhammer® Online: Age of Reckoning™ (WAR), the new fantasy MMORPG from Mythic Entertainment, the creators of Dark Age of Camelo...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warhammer Online: Age of Reckoning&lt;br /&gt;
&lt;br /&gt;
War is everywhere in Warhammer® Online: Age of Reckoning™ (WAR), the new fantasy MMORPG from Mythic Entertainment, the creators of Dark Age of Camelot™. WAR features next generation Realm vs. Realm™ gameplay that will immerse you in a world of perpetual conflict for years to come. &lt;br /&gt;
&lt;br /&gt;
 Experience the glory of Realm vs. Realm! Declare your allegiance and join hundreds of thousands of mighty heroes on the battlefields of Warhammer Online: Age of Reckoning to experience the epic nature of war. Enter a grim fantasy world where the armies of Order (Dwarfs, High Elves, and Empire) and Destruction (Greenskins, Dark Elves, and Chaos) collide to determine the fate of nations. Invade enemy lands, besiege imposing fortresses, and sack sprawling capital cities for the glory of your Realm. Wield devastating magic and deadly weapons, battle monstrous creatures, and join your brothers-in-arms in epic Public Quests™. Climb the Bastion Stair, carry your Guild Banner into battle, and unlock the secrets of the Tome of Knowledge as you travel the world. Sharpen your blade and prepare to unleash your inner mutation-the Age of Reckoning has begun and WAR IS EVERYWHERE! &lt;br /&gt;
Key Features&lt;br /&gt;
Realm vs. Realm (RvR) gameplay means you will never fight alone, but as part of an army of allied players sworn to defend your homeland and conquer enemy Realms. Your every action-every quest completed, every battle fought-contributes to the war effort and can turn the tide of battle, bringing victory to your Realm! &lt;br /&gt;
Experience the camaraderie of fighting side-by-side with allied players against otherwise insurmountable odds in groundbreaking Public Quests. These cooperative PvE encounters unfold across multiple stages and allow solo players to experience the glory of RvR. &lt;br /&gt;
Embark on the endless quest to complete the Tome of Knowledge and unlock Warhammer lore, detailed monster information, new abilities and rewards, and major story plotlines. The Tome is also the story of your life in the game, tracking your achievements to share and compare with others. &lt;br /&gt;
Explore massive Living Cities that become more or less prosperous based on a Realm?s overall performance in the ongoing war. Navigate a maze of twisting streets, visit the local tavern, explore a dark under-city, and meet colorful personalities in a city full of adventure. &lt;br /&gt;
Advanced guild features give unprecedented control to leaders and members, and make guilds an integral part of the war efforts. Guilds can create unique heraldry, capture and claim keeps, and earn Guild Tactics as they grow in power along with their members. &lt;br /&gt;
Drawing from a quarter century of highly detailed source material, Warhammer Online: Age of Reckoning brings Games Workshop&amp;#039;s fantasy world to life in a way that will allow players to create characters destined for great deeds and glory on the field of battle. &lt;br /&gt;
Product Specifications&lt;br /&gt;
Publisher: EA &lt;br /&gt;
Developer: Mythic Entertainment &lt;br /&gt;
Ship Date: Fall 2008 &lt;br /&gt;
Category: Massively Multiplayer Online Role-Playing Game &lt;br /&gt;
&lt;br /&gt;
Online play requires a subscription and Internet connection. &lt;br /&gt;
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		<author><name>Brosale</name></author>	</entry>

	<entry>
		<id>http://guaminsects.net/uogces/kbwiki2015/index.php?title=Mmorpg&amp;diff=4238</id>
		<title>Mmorpg</title>
		<link rel="alternate" type="text/html" href="http://guaminsects.net/uogces/kbwiki2015/index.php?title=Mmorpg&amp;diff=4238"/>
				<updated>2008-08-03T06:35:16Z</updated>
		
		<summary type="html">&lt;p&gt;Brosale: New page: Massively multiplayer online role-playing game  MMORPG Massively multiplayer online role-playing games (MMORPGs) are a genre of computer role-playing games (CRPGs) in which a large number ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Massively multiplayer online role-playing game  MMORPG&lt;br /&gt;
Massively multiplayer online role-playing games (MMORPGs) are a genre of computer role-playing games (CRPGs) in which a large number of players interact with one another in a virtual world. The term MMORPG was coined by Richard Garriott, the creator of Ultima Online, the game credited with popularizing the genre in 1997.[1][2]&lt;br /&gt;
&lt;br /&gt;
As in all RPGs, players assume the role of a fictional character (often in a fantasy world),[3] and take control over many of that character&amp;#039;s actions.[4] MMORPGs are distinguished from single-player or small multi-player CRPGs by the number of players, and by the game&amp;#039;s persistent world, usually hosted by the game&amp;#039;s publisher, which continues to exist and evolve while the player is away from the game.&lt;br /&gt;
&lt;br /&gt;
MMORPGs are very popular throughout the world.[5] Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005,[6] and Western revenues exceeded one billion USD in 2006.[7]&lt;br /&gt;
&lt;br /&gt;
Common features&lt;br /&gt;
Although modern MMORPGs sometimes differ dramatically from their antecedents, many of them share some basic characteristics. These include common themes, some form of progression, social interaction within the game, in-game culture, and system architecture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[edit] Themes&lt;br /&gt;
The majority of popular MMORPGs are based on traditional fantasy themes, often occurring in an in-game universe comparable to that of Dungeons &amp;amp; Dragons.[3] Some employ hybrid themes that either merge or substitute fantasy elements with those of science fiction, sword and sorcery, or crime fiction. Still others use more obscure themes, including American comic books, the occult, and other recognizable literary genres.[3] Often these elements are developed using similar tasks and scenarios involving quests,[3] monsters, and loot. As the MMORPG genre matures, and the search for new consumer niches continues, this variety can only be expected to diversify.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[edit] Progression&lt;br /&gt;
 &lt;br /&gt;
A highly progressed character from EverQuest 2, with mount.In nearly all MMORPGs, the development of the player&amp;#039;s character is a primary goal.[3] Many MMORPGs feature a character progression system in which players earn experience points for their actions and use those points to reach character &amp;quot;levels&amp;quot;, which makes them better at whatever they do.[3] Traditionally, combat with monsters and completing quests for NPCs, either alone or in groups, is the primary way to earn experience points. The accumulation of wealth (including combat-useful items) is also a way to progress in many titles, and again, this is traditionally best accomplished via combat. The cycle produced by these conditions, combat leading to new items allowing for more combat with no change in gameplay, is sometimes pejoratively referred to as the level treadmill,[3] or &amp;#039;grinding&amp;#039;. The role-playing game Progress Quest was created as a parody of this trend.&lt;br /&gt;
&lt;br /&gt;
Also, traditional in the genre is the eventual demand on players to team up with others in order to progress at the optimal rate. This sometimes forces players to change their real-world schedules in order to &amp;quot;keep up&amp;quot; within the game-world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[edit] Social Interaction&lt;br /&gt;
Main article: Social Interaction via MMORPGs&lt;br /&gt;
MMORPGs always allow players to communicate with one another. Depending on the other interactions allowed by the game, other social expectations will be present.&lt;br /&gt;
&lt;br /&gt;
Many MMORPGs exploit their players&amp;#039; social skills and offer support for in-game guilds or clans (though these will usually form whether the game supports them or not).[3] As a result, many players will find themselves as either a member or a leader of such a group after playing an MMORPG for some time. These organizations will likely have further expectations for their members (such as intra-guild assistance).&lt;br /&gt;
&lt;br /&gt;
Even if players never join a formal group, they are still usually expected to be a part of a small team during game play, and will probably be expected to carry out a specialized role. In combat-based MMORPGs, usual roles include the &amp;quot;tank&amp;quot;, a character who absorbs enemy blows and protects other members of the team, the &amp;quot;healer&amp;quot;, a character responsible for keeping up the health of the party,[8] the &amp;quot;DPS (Damage Per Second),&amp;quot; a character specializing in inflicting damage, and sometimes the &amp;quot;CC (Crowd Control),&amp;quot; a character who temporarily controls the opponent, such as the &amp;quot;NPC&amp;quot; (Non-Player Character), and making the opponent lose its control of actions and abilities. Other common roles include being a dedicated &amp;quot;buffer&amp;quot; or &amp;quot;debuffer&amp;quot;, using abilities that affect the team or the opponents in other ways. Any given MMORPG might allow players to take on all of these roles, additional hybrid roles, or none of them. Despite the variability, some players might enjoy one role over others and continue to play it through many different MMORPG titles.&lt;br /&gt;
&lt;br /&gt;
Some MMORPGs also may expect players to roleplay their characters – that is, to speak and act in the way their character would act, even if it means shying away from other goals such as wealth or experience. However, as this behavior is far from being the norm, most MMORPG players never actually play the roles of their characters.[9] Still, MMORPGs may offer &amp;quot;RP-only&amp;quot; servers for those who wish to immerse themselves in the game in this way.&lt;br /&gt;
&lt;br /&gt;
MMORPG&amp;#039;s generally have Game Moderators or Game Masters (frequently abbreviated to GM), which may be paid employees or unpaid volunteers who attempt to supervise the world. Some GMs may have additional access to features and information related to the game that are not available to other players and roles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[edit] Culture&lt;br /&gt;
Since MMORPGs have so many elements in common, and those elements are experienced by so many people, a common culture of MMORPGs has developed which exists in addition to the culture present within any given game. For example, since MMORPGs often feature many different character &amp;quot;classes&amp;quot;, the games must be balanced in order to be fair to all players, and this has led players of many games to expect &amp;quot;Buffing&amp;quot; or &amp;quot;De-Buffing&amp;quot;, which is a term describing the strengthening or weakening of a subset of players, respectively.&lt;br /&gt;
&lt;br /&gt;
As another example, in many older MMORPGs the fastest way to progress was simply by killing the same monsters over and over again, and as this is still common in the genre all MMORPG players know the process as &amp;quot;grinding&amp;quot;. The importance of grinding in MMORPGs, and how much &amp;quot;fun&amp;quot; it contributes to the experience, is constantly debated.&lt;br /&gt;
&lt;br /&gt;
MMORPG addiction, which has been a source of concern for parents,[10] also affects the culture. Some players might look down on those who invest huge amounts of time into a game, while others might scorn those who can&amp;#039;t put in the time to &amp;quot;play properly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some players have also jokingly viewed real life as an MMORPG.[11]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[edit] System architecture&lt;br /&gt;
Most MMORPGs are deployed using a client-server system architecture. The software that generates and persists the &amp;quot;world&amp;quot; runs continuously on a server, and players connect to it via client software. The client software may provide access to the entire playing world, or further &amp;#039;expansions&amp;#039; may be required to be purchased to allow access to certain areas of the game. Everquest and World of Warcraft are two examples of games that use such a format. Players generally must purchase the client software for a one-time fee, although an increasing trend is for MMORPGs to work using pre-existing &amp;quot;thin&amp;quot; clients, such as a web browser.&lt;br /&gt;
&lt;br /&gt;
Some MMORPGs require payment of a monthly subscription to play. By nature, &amp;quot;massively multiplayer&amp;quot; games are always online, and most require some sort of continuous revenue (such as monthly subscriptions and advertisements) for maintenance and development.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of players and the system architecture, a MMORPG might actually be run on multiple separate servers, each representing an independent world, where players from one server cannot interact with those from another. In many MMORPGs the number of players in one world is often limited to around a few thousands, but a notable example of the opposite is EVE Online which accommodated around 200,000 players in the same world as of August 2007 and 41,690 users online in December 2007.[12] Some games allow characters to appear on any world, but not simultaneously, others limit each character to the world in which it was created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[edit] History&lt;br /&gt;
 &lt;br /&gt;
MUD, an early multi-user roleplaying gameMain article: History of massively multiplayer online role-playing games&lt;br /&gt;
Although MMORPGs, as defined today, have only existed since the early 1990s,[4] all MMORPGs can trace a lineage back to the earliest multi-user games which started appearing in the late 1970s.[4] The first of these was Mazewar, though more would soon be developed for the PLATO system.[13] 1984 saw a Roguelike (semi-graphical) multi-user game, called Islands of Kesmai.[13] The first &amp;quot;truly&amp;quot; graphical multi-user RPG was Neverwinter Nights, which was delivered through America Online in 1991 and was personally championed by AOL President Steve Case.[13] Other early proprietary graphical MMORPGs include three on The Sierra Network: The Shadow of Yserbius in 1992, The Fates of Twinion in 1993, and The Ruins of Cawdor in 1995.&lt;br /&gt;
&lt;br /&gt;
When NSFNET restrictions were lifted in 1995, the Internet was opened up to developers, which allowed for the first really &amp;quot;massive&amp;quot; titles. The first success after this point was Meridian 59, which also featured first-person 3D graphics,[14] although The Realm Online appeared nearly simultaneously and may be credited with bringing the genre to a wider player-base.[13] Ultima Online, released in 1997, may be credited with first popularizing the genre,[13] though Nexus: The Kingdom of the Winds was primarily responsible for mainstream attention throughout Asia which was released in 1996, about a year earlier than Ultima Online. It was EverQuest that brought MMORPGs to the mainstream in the West.[13]&lt;br /&gt;
&lt;br /&gt;
These early titles&amp;#039; financial success has ensured competition in the genre since that time. MMORPG titles now exist on consoles and in new settings, and their players enjoy higher-quality gameplay. The current market for MMORPGs has Blizzard&amp;#039;s World of Warcraft dominating as the largest pay-to-play MMORPG[15], alongside earlier such titles like Final Fantasy XI and Phantasy Star Online, though an additional market exists for free-to-play MMORPGs, which are supported by advertising and purchases of in-game items. This free-to-play model is particularly common in Korean MMORPGs such as MapleStory. One exception, however, is Guild Wars, which avoids competition with other MMORPGs by only requiring the initial purchase of the game to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[edit] Psychology&lt;br /&gt;
Since the interactions between MMORPG players are real, even if the environments are not, psychologists and sociologists are able to use MMORPGs as tools for academic research. Sherry Turkle, a clinical psychologist, has conducted interviews with computer users including game-players. Turkle found that many people have expanded their emotional range by exploring the many different roles (including gender identities) that MMORPGs allow a person to explore.[16]&lt;br /&gt;
&lt;br /&gt;
Nick Yee has surveyed more than 35,000 MMORPG players over the past few years, focusing on psychological and sociological aspects of these games. Recent findings included that 15% of players become a guild-leader at one time or another, but most generally find the job tough and thankless;[17] and that players spend a considerable amount of time (often a third of their total time investment) doing things that are directly-related to, but outside of, the game itself.[18]&lt;br /&gt;
&lt;br /&gt;
Many players report that the emotions they feel while playing an MMORPG are very strong, to the extent that 8.7% of male and 23.2% of female players in a statistical study have had an online wedding.[19] Other researchers have found that the enjoyment of a game is directly related to the social organization of a game, ranging from brief encounters between players to highly organized play in structured groups.[20]&lt;br /&gt;
&lt;br /&gt;
Richard Bartle has classified multiplayer RPG-players into four primary psychological groups. His classifications were then expanded upon by Erwin Andreasen, who developed the concept into the thirty-question Bartle Test that helps players determine which category they are associated with. With over 200,000 test responses as of 2006, this is perhaps the largest ongoing survey of multiplayer game players.[21]&lt;br /&gt;
&lt;br /&gt;
In World of Warcraft, a programming glitch attracted the attention of psychologists and epidemiologists across North America, when the &amp;quot;Corrupted Blood&amp;quot; ability of a monster began to spread unintentionally into the wider game world. The Center for Disease Control used the incident as a research model to chart both the progression of a disease, and the potential human response to large-scale epidemic infection.[22]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[edit] Economics&lt;br /&gt;
See also: Real-money trading &lt;br /&gt;
 &lt;br /&gt;
A user browsing the market for items in EVE OnlineMany MMORPGs feature living economies, as virtual items and currency have to be gained through play and have definite value for players.[23] Such a virtual economy can be analyzed (using data logged by the game)[23] and has value in economic research; more significantly, these &amp;quot;virtual&amp;quot; economies can have an impact on the economies of the real world.&lt;br /&gt;
&lt;br /&gt;
One of the early researchers of MMORPGs was Edward Castronova, who demonstrated that a supply-and-demand market exists for virtual items and that it crosses over with the real world.[24] This crossover has some requirements of the game:&lt;br /&gt;
&lt;br /&gt;
The ability for players to sell an item to each other for in-game (virtual) currency. &lt;br /&gt;
Bartering for items between players for items of similar value. &lt;br /&gt;
The purchase of in-game items for real-world currency. &lt;br /&gt;
Exchanges of real-world currencies for virtual currencies. &lt;br /&gt;
The creation of meta-currencies such as DKP, or Dragon Kill Points, to distribute in-game rewards.[25] &lt;br /&gt;
The idea of attaching real-world value to &amp;quot;virtual&amp;quot; items has had a profound effect on players and the game industry, and even the courts. Castronova&amp;#039;s first study in 2002 found that a highly liquid (if illegal) currency market existed, with the value of Everquest&amp;#039;s in-game currency exceeding that of the Japanese yen.[26] Some people even make a living by working these virtual economies; these people are often referred to as gold farmers, and may be employed in game sweatshops.[27]&lt;br /&gt;
&lt;br /&gt;
Game publishers usually prohibit the exchange of real-world money for virtual goods. However, a number of products actively promote the idea of linking (and directly profiting from) an exchange. Some players of Second Life have generated revenues in excess of $100,000.[28] However, in the case of Entropia Universe, the virtual economy and the real-world economy are directly linked. This means that real money can be deposited for game money and vice versa. Real-world items have also been sold for game money in Entropia.&lt;br /&gt;
&lt;br /&gt;
Some of the issues confronting online economies include:&lt;br /&gt;
&lt;br /&gt;
The use of &amp;quot;bots&amp;quot; or automated programs, that assist some players in accumulating in-game wealth to the disadvantage of other players.[29] &lt;br /&gt;
The use of unsanctioned auction sites, which has led publishers to seek legal remedies to prevent their use based on intellectual-property claims.[30] &lt;br /&gt;
The emergence of virtual crime, which can take the form of both fraud against the player or publisher of an online game, and even real-life acts of violence stemming from in-game transactions.[31] &lt;br /&gt;
Linking real-world and virtual economies is rare in MMORPGs, as it is generally believed to be detrimental to gameplay (see RuneScape RWT above). If real-world wealth can be used to obtain greater, more immediate rewards than skillful gameplay, the incentive for strategic roleplay and real game involvement is diminished. It could also easily lead to a skewed hierarchy where richer players gain better items, allowing them to take on stronger opponents and level up more quickly than less wealthy but more committed players.[32]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[edit] Development&lt;br /&gt;
The cost of developing a competitive commercial MMORPG title often exceeds 10 million dollars.[33] These projects require multiple disciplines within game design and development such as 3D modeling, 2D art, animation, user interfaces, client/server engineering, database architecture, and network infrastructure.[34]&lt;br /&gt;
&lt;br /&gt;
The front-end (or client) component of a commercial, modern MMORPG features 3D graphics. As with other modern 3D games, the front-end requires expertise with implementing 3D engines, real-time shader techniques and physics simulation. The actual visual content (areas, creatures, characters, weapons, spaceships and so forth) is developed by artists who typically begin with two-dimensional concept art, and later convert these concepts into animated 3D scenes, models and texture maps.[35]&lt;br /&gt;
&lt;br /&gt;
Developing an MMOG server requires expertise with client/server architecture, network protocols, security, and relational database design. MMORPGs include reliable systems for a number of vital tasks. The server must be able to handle and verify a large number of connections, prevent cheating, and apply changes (bug fixes or added content) to the game. A system for recording the game&amp;#039;s data at regular intervals, without stopping the game, is also important.[36]&lt;br /&gt;
&lt;br /&gt;
Maintenance requires sufficient servers and bandwidth, and a dedicated support staff. Insufficient resources for maintenance lead to lag and frustration for the players, and can severely damage the reputation of a game, especially at launch. Care must also be taken to ensure that player population remains at an acceptable level by adding or removing servers (&amp;quot;shards&amp;quot;). Peer-to-peer MMORPGs could theoretically work cheaply and efficiently in regulating server load, but practical issues such as asymmetrical network bandwidth and CPU-hungry rendering engines make them a difficult proposition. Additionally, they would probably become vulnerable to other problems including new possibilities for cheating. The hosted infrastructure for a commercial-grade MMORPG requires the deployment of hundreds (or even thousands) of servers. Developing an affordable infrastructure for an online game requires developers to scale to large numbers of players with less hardware and network investment.[37]&lt;br /&gt;
&lt;br /&gt;
In addition, the development team will need to have expertise with the fundamentals of game design: world-building, lore and game mechanics,[38] as well as what makes games fun.[39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[edit] Non-corporate development&lt;br /&gt;
Though the vast majority of MMORPGs are produced by companies, many small teams of programmers and artists have attempted to contribute to the genre. As shown above, the average MMORPG development project requires enormous investments of time and money, and running the game can be a long-term commitment. As a result, non-corporate (or independent, or &amp;quot;indie&amp;quot;) development of MMORPGs is less common compared with other genres. Still, many independent MMORPGs do exist, representing a wide spectrum of genres, gameplay types, and revenue systems.&lt;br /&gt;
&lt;br /&gt;
Some independent MMORPG projects are completely open source, while others like PlaneShift feature proprietary content made with an open-source game engine. The developers of Endless Online have also released development information with details about their coding.[40]&lt;br /&gt;
&lt;br /&gt;
The WorldForge project has been active since 1998 and formed a community of independent developers who are working on creating framework for a number of open-source MMORPGs.[41] The Multiverse Network is also creating a network and platform specifically for independent MMOG developers.[42]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[edit] Trends as of 2008&lt;br /&gt;
As there are a number of wildly different titles within the genre, and since the genre develops so rapidly, it is difficult to definitively state that the genre is heading in one direction or another. Still, there are a few obvious developments. One of these developments is the raid group quest, or &amp;quot;raid&amp;quot;,[43] which is an adventure designed for large groups of players (often twenty or more).&lt;br /&gt;
&lt;br /&gt;
Another is the use of instance dungeons. These are game areas that are &amp;quot;copied&amp;quot; for individual groups, which keeps that group separated from the rest of the game world. This reduces competition, and also has the effect of reducing the amount of data that needs to be sent to and from the server, which reduces lag. World of Warcraft&amp;#039;s &amp;quot;raids&amp;quot;, mentioned above, are often instance dungeons, as are all of the combat areas in Guild Wars. Also the creators of Ragnarok Online introduced an instanced dungeon called Endless Tower. This is, however, the only instanced dungeon in the game. The Dungeon Runners is, like Guild Wars, instanced, excluding Player vs Player areas.&lt;br /&gt;
&lt;br /&gt;
Although these games are multiplayer, and intended to be played in groups for the best experience, most now provide solo content, or adventures a player character can do on their own. It can be difficult to find a group to adventure with, and this allows people to play the game without waiting around in safe areas like cities for a long period of time. This change turned out to be popular, and some of the older MMORPGs such as Dungeons &amp;amp; Dragons Online were retrofitted to make solo play easier. Adding to the popularity is a side effect: some people prefer to solo. To encourage players to continue grouping, many games reward grouping by giving grouped players bonuses such as more experience points than they would otherwise get soloing.&lt;br /&gt;
&lt;br /&gt;
Increased amounts of &amp;quot;Player-created content&amp;quot; may be another trend.[44] From the beginning the Ultima Online world included blank 30-page books that players could write in, collect into personal libraries and trade; in later years players have been able to design and build houses from the ground up. Some non-combat-based MMORPGs rely heavily on player-created content, including everything from simple animations to complete buildings using player-created textures and architecture like A Tale in the Desert. However, these games are very different from the far more popular &amp;quot;standard&amp;quot; MMORPGs revolving around combat and limited character trade skills. Player-created content in these games would be in the form of areas to explore, monsters to kill, quests to carry out and specific in-game items to obtain. The Saga of Ryzom was the first of these &amp;quot;standard&amp;quot; MMORPGs to offer players the ability to create this type of content. Again, whether or not this becomes mainstream is anyone&amp;#039;s guess.&lt;br /&gt;
&lt;br /&gt;
The use of licenses, common in other video game genres, has also appeared in MMORPGs. 2007 saw the release of The Lord of the Rings Online, based on J. R. R. Tolkien&amp;#039;s Middle-earth. Other licensed MMORPGs include The Matrix Online, based on the Matrix trilogy of films, Warhammer Online, based on Games Workshops tabletopgame, Star Trek Online, Star Wars Galaxies and Age of Conan. Additionally, several licenses from television have been optioned for MMORPGs, for example Stargate Worlds, which is currently in development. The process is also apparently being applied in reverse, with James Cameron designing an MMORPG that will precede a film (Project 880) to which it is tied.[45]&lt;br /&gt;
&lt;br /&gt;
Although MMORPGs are largely available on personal computers, at least two major videogame developers have announced plans for console-based MMORPGs. The Age of Conan product&amp;#039;s release for the Xbox 360 is currently delayed based on &amp;quot;user feedback.&amp;quot;&lt;br /&gt;
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		<author><name>Brosale</name></author>	</entry>

	<entry>
		<id>http://guaminsects.net/uogces/kbwiki2015/index.php?title=Free-General-Directory-List&amp;diff=4237</id>
		<title>Free-General-Directory-List</title>
		<link rel="alternate" type="text/html" href="http://guaminsects.net/uogces/kbwiki2015/index.php?title=Free-General-Directory-List&amp;diff=4237"/>
				<updated>2008-08-03T04:41:12Z</updated>
		
		<summary type="html">&lt;p&gt;Brosale: New page: Welcome to the free general web directory list. All the directories on this list meet the search engine friendly requirements for Directory Critic. We encourage all our visitors to rate th...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the free general web directory list. All the directories on this list meet the search engine friendly requirements for Directory Critic. We encourage all our visitors to rate the directories they submit to. We also have a report function so you can report list problems straight Directory Critic admin.&lt;br /&gt;
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Directory Critic currently has 1484 general free directories its database!&lt;br /&gt;
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About Directory Critic&lt;br /&gt;
Directory Critic started as a simple web directory list in 2006 and over time has evolved into a comprehensive resource to help webmasters build backlinks and promote their website(s). The site now incorporates massive free, paid &amp;amp; recip web directory lists, as well as niche and article directories. &lt;br /&gt;
&lt;br /&gt;
Our aim is to provide the most up-to-date directory resource on the web. We make as many as 100 changes per day to our directory lists. Inactive directories are deleted, directory changes are reported and made, and as many as 100 directories are added every week. &lt;br /&gt;
&lt;br /&gt;
Directory Critic v2.0 now includes webmaster tools, directory submission, weekly email alerts and directory templates. We plan on building our services in 2007 to provide a complete resource for both webmasters and directory owners. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s All Search Engine Friendly!&lt;br /&gt;
 &lt;br /&gt;
For a website to get &amp;quot;credit&amp;quot; for an incoming link the link must be search engine friendly. This basically means that the search engines can find link and credit the website for it. We have strict regulations about what resources we list on Directory Critic; they must be search engine friendly. This applies to every directory listed on this site, including article directories. &lt;br /&gt;
&lt;br /&gt;
We manually review every directory before we list it on Directory Critic. And any directory found to be breaking the rules is removed straight away. Users can report any directory on our lists. &lt;br /&gt;
&lt;br /&gt;
Unique Rating System&lt;br /&gt;
We wanted a way that webmasters could rate the resources on this site so we came up with a webmaster rating system. The idea was that webmasters would rate the resources listed on Directory Critic and this would give the resource points which would effect their position on the lists. The resource with the most points would be at the top of the list. This means that the best directories would receive more traffic from this site and directory owners would be rewarded for their efforts in design, management and promotion. &lt;br /&gt;
&lt;br /&gt;
We monitor this system on a daily basis and have tools that enable us to easily spot directory owners that try to manipulate the system. &lt;br /&gt;
&lt;br /&gt;
Search Engine Data&lt;br /&gt;
By clicking the &amp;quot;view details&amp;quot; link beside each directory the user can easily see how many indexed pages and backlinks the directory has in the three major search engines. This data can help our users decide whether it is worth paying the inclusion fee for that directory. &lt;br /&gt;
&lt;br /&gt;
User Reporting Function&lt;br /&gt;
Keeping an up-to-date list is one of the biggest challenges we have faced. There is nothing more annoying that visiting a directory you believe to be free, selecting a category and filling out the submission form only to find you will be charged for your listing. We have combated this problem adding a report link beside each directory allowing our list users to report the directory. &lt;br /&gt;
&lt;br /&gt;
These reports are sent straight to Admin and delt with within 24 hours. This allows us to keep the lists as up-to-date as possible making for a much better user experience. &lt;br /&gt;
&lt;br /&gt;
Free PHPLD Templates&lt;br /&gt;
Directory Critic now hosts free PHP Link Directory templates from a variety of designers. You can check out the templates we have available on the site by visiting the free PHPLD templates section.&lt;/div&gt;</summary>
		<author><name>Brosale</name></author>	</entry>

	<entry>
		<id>http://guaminsects.net/uogces/kbwiki2015/index.php?title=Mygamesale.com&amp;diff=4228</id>
		<title>Mygamesale.com</title>
		<link rel="alternate" type="text/html" href="http://guaminsects.net/uogces/kbwiki2015/index.php?title=Mygamesale.com&amp;diff=4228"/>
				<updated>2008-07-31T18:29:02Z</updated>
		
		<summary type="html">&lt;p&gt;Brosale: New page: Ten World of Warcraft Gold Leveling Secrets mygamesale World of Warcraft is perhaps one of the biggest games on the market, with over eight-million subscribers, it certainly is already the...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ten World of Warcraft Gold Leveling Secrets&lt;br /&gt;
mygamesale&lt;br /&gt;
World of Warcraft is perhaps one of the biggest games on the market, with over eight-million subscribers, it certainly is already the number one MMORPG (Massive Multiplayer Online Roleplaying Game), the only problem, it seems, is the amount of time it takes to get to the end of the game via leveling. So without further ado, here’s ten leveling secrets that should help you level faster than ever.&lt;br /&gt;
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1) TitanPanel/XP per hour - This tool is invaluable for anyone trying to manage their time within World of Warcraft, the panel when configured will tell you your average xp/hour. You can then chart your progress and see how efficient you’ve become at leveling.&lt;br /&gt;
&lt;br /&gt;
2) Do quests - A lot of people seem to play the game thinking the best way to level is to go out killing monsters non-stop until they reach 70, while this will work, it’s horribly inefficient, instead, queue up quests and complete them in combination with grinding.&lt;br /&gt;
&lt;br /&gt;
3) Queuing quests - The benefit of buy wow gold queuing quests is twofold; for one, you don’t have to run from and to town turning in quests and picking up new ones, secondly, many of the quests in the same area involve killing or collecting items near the same location, queuing quests will make it easier to get all of them done in a timely manner.&lt;br /&gt;
&lt;br /&gt;
4) Using your warcraft gold hearthstone - many people just bind their hearthstones to the largest cities in-game, this is great if you just need to check auctions or mail items, but while you’re leveling it can actually hurt your xp/hour to constantly fly in and out of these cities to your current leveling area, Instead, attempt to find an inn nearby that you can use to hearth when you complete quests, or when you want to take a break.&lt;br /&gt;
&lt;br /&gt;
5) Group up for quests - All too many times you see people completing for kills of a rare mob for a specific quest, this is a horribly inefficient use of time considering the group system was put in place to allow people to cooperate on quests, if you see someone else on your quest, group up with them to complete it.&lt;br /&gt;
wow-gold-2009-boy&lt;br /&gt;
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&lt;br /&gt;
7) Turn on the quick warcraft gold quest text option - Look for the instant quest text option in the option menu and toggle it on. If you’ve played the game before, chances are you know all or most the quests already, and don’t need to spend the extra minute or waiting for the text to finish popping up.&lt;br /&gt;
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&lt;br /&gt;
9) Use combos to quickly kill mobs - When grinding it can be tempting to put your character on auto-attack, and then rinse and repeat, however, to be time efficient it’s best to test your character’s abilities and find out what combination can bring down a mob the fastest, even a second or two off the top can mean thousands more xp/hour.&lt;br /&gt;
&lt;br /&gt;
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Mage WOW&lt;br /&gt;
The Mage &lt;br /&gt;
&lt;br /&gt;
Mages wield the elements of fire, frost, and the arcane to destroy or neutralize their enemies. They are a robed class that excels at dealing massive damage from afar, casting elemental bolts at a single target, or raining destruction down upon their enemies in a wide area of effect. Mages can also augment their allies&amp;#039; spell-casting powers, summon food or drink to restore their friends, and even travel across the world in an instant by opening arcane portals to distant lands. &lt;br /&gt;
When seeking someone to introduce monsters to a world of pain, the Mage is a good choice. With their elemental and arcane attacks, it&amp;#039;s a safe bet something they can do won&amp;#039;t be resisted by your chosen enemy. Damage is the name of the Mage game, and they do it well. Their arsenal includes some powerful crowd control spells, also, giving them the ability to keep hordes at bay -- in fact, these abilities can be used on the most common creatures in the game, thus making them extremely valuable for this purpose. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strengths Weaknesses &lt;br /&gt;
&lt;br /&gt;
Very effective in damaging multiple targets at once with powerful Area of Effect Damage Spells Restricted to wearing cloth armor &lt;br /&gt;
Effective at escaping enemies with Blink, Frost Nova, and Ice Armor spells Poor melee capability and low hit points &lt;br /&gt;
Excellent long range damage capability Has no healing ability &lt;br /&gt;
Can transport self and others to major cities using portals &lt;br /&gt;
Great at crowd control &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Challenges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Staying alive&lt;br /&gt;
Managing Monster Hate &lt;br /&gt;
Allowable Races: Human, Gnome, Undead, Troll, Blood Elf, Draenei &lt;br /&gt;
&lt;br /&gt;
Standard Bars: Health/Mana &lt;br /&gt;
&lt;br /&gt;
Allowable Equipment: Cloth&lt;br /&gt;
Allowable Weapons: Staves, Wands, Daggers (with training), Swords (with training) &lt;br /&gt;
&lt;br /&gt;
Starting Stats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race Strength Agility Stamina Intellect Spirit Armor Health Mana &lt;br /&gt;
&lt;br /&gt;
Human 20 20 20 23 23 45 52 165 &lt;br /&gt;
Gnome 15 23 19 27 22 51 51 225 &lt;br /&gt;
Troll 21 22 21 19 23 49 62 119 &lt;br /&gt;
Undead 19 18 21 21 27 41 62 135 &lt;br /&gt;
Blood Elf 17 22 18 27 21 49 50 225 &lt;br /&gt;
Draenei 21 17 19 24 24 39 51 180 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Racial Traits&lt;br /&gt;
Check out the racial traits before deciding which race you are going to pick.&lt;/div&gt;</summary>
		<author><name>Brosale</name></author>	</entry>

	<entry>
		<id>http://guaminsects.net/uogces/kbwiki2015/index.php?title=Veryge.com%2Bbuy-wow-gold&amp;diff=4213</id>
		<title>Veryge.com+buy-wow-gold</title>
		<link rel="alternate" type="text/html" href="http://guaminsects.net/uogces/kbwiki2015/index.php?title=Veryge.com%2Bbuy-wow-gold&amp;diff=4213"/>
				<updated>2008-07-30T11:21:28Z</updated>
		
		<summary type="html">&lt;p&gt;Brosale: New page: Ten World of Warcraft Gold Leveling Secrets  World of Warcraft is perhaps one of the biggest games on the market, with over eight-million subscribers, it certainly is already the number on...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ten World of Warcraft Gold Leveling Secrets&lt;br /&gt;
&lt;br /&gt;
World of Warcraft is perhaps one of the biggest games on the market, with over eight-million subscribers, it certainly is already the number one MMORPG (Massive Multiplayer Online Roleplaying Game), the only problem, it seems, is the amount of time it takes to get to the end of the game via leveling. So without further ado, here’s ten leveling secrets that should help you level faster than ever.&lt;br /&gt;
&lt;br /&gt;
1) TitanPanel/XP per hour - This tool is invaluable for anyone trying to manage their time within World of Warcraft, the panel when configured will tell you your average xp/hour. You can then chart your progress and see how efficient you’ve become at leveling.&lt;br /&gt;
&lt;br /&gt;
2) Do quests - A lot of people seem to play the game thinking the best way to level is to go out killing monsters non-stop until they reach 70, while this will work, it’s horribly inefficient, instead, queue up quests and complete them in combination with grinding.&lt;br /&gt;
&lt;br /&gt;
3) Queuing quests - The benefit of buy wow gold queuing quests is twofold; for one, you don’t have to run from and to town turning in quests and picking up new ones, secondly, many of the quests in the same area involve killing or collecting items near the same location, queuing quests will make it easier to get all of them done in a timely manner.&lt;br /&gt;
&lt;br /&gt;
4) Using your warcraft gold hearthstone - many people just bind their hearthstones to the largest cities in-game, this is great if you just need to check auctions or mail items, but while you’re leveling it can actually hurt your xp/hour to constantly fly in and out of these cities to your current leveling area, Instead, attempt to find an inn nearby that you can use to hearth when you complete quests, or when you want to take a break.&lt;br /&gt;
&lt;br /&gt;
5) Group up for quests - All too many times you see people completing for kills of a rare mob for a specific quest, this is a horribly inefficient use of time considering the group system was put in place to allow people to cooperate on quests, if you see someone else on your quest, group up with them to complete it.&lt;br /&gt;
&lt;br /&gt;
6) Run instances minimally - While instances are fun, and provide good gear and items, they tend to be time consuming in the long run, while you’re looking for members, going to the instance and waiting for everyone to arrive, you could have gained a lot of xp. If you’re in bad need of gear upgrades, run an instance or two, otherwise, try to avoid them.&lt;br /&gt;
&lt;br /&gt;
7) Turn on the quick warcraft gold quest text option - Look for the instant quest text option in the option menu and toggle it on. If you’ve played the game before, chances are you know all or most the quests already, and don’t need to spend the extra minute or waiting for the text to finish popping up.&lt;br /&gt;
&lt;br /&gt;
8) Minimize travel time - If there’s a buy wow gold quest you need to turn in at a specific city, consider it’s importance relative to your overall XP/hour, if you can turn it in later, wait, if not, try to turn in multiple quests there at the same time.&lt;br /&gt;
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Mage WOW&lt;br /&gt;
The Mage &lt;br /&gt;
&lt;br /&gt;
Mages wield the elements of fire, frost, and the arcane to destroy or neutralize their enemies. They are a robed class that excels at dealing massive damage from afar, casting elemental bolts at a single target, or raining destruction down upon their enemies in a wide area of effect. Mages can also augment their allies&amp;#039; spell-casting powers, summon food or drink to restore their friends, and even travel across the world in an instant by opening arcane portals to distant lands. &lt;br /&gt;
When seeking someone to introduce monsters to a world of pain, the Mage is a good choice. With their elemental and arcane attacks, it&amp;#039;s a safe bet something they can do won&amp;#039;t be resisted by your chosen enemy. Damage is the name of the Mage game, and they do it well. Their arsenal includes some powerful crowd control spells, also, giving them the ability to keep hordes at bay -- in fact, these abilities can be used on the most common creatures in the game, thus making them extremely valuable for this purpose. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strengths Weaknesses &lt;br /&gt;
&lt;br /&gt;
Very effective in damaging multiple targets at once with powerful Area of Effect Damage Spells Restricted to wearing cloth armor &lt;br /&gt;
Effective at escaping enemies with Blink, Frost Nova, and Ice Armor spells Poor melee capability and low hit points &lt;br /&gt;
Excellent long range damage capability Has no healing ability &lt;br /&gt;
Can transport self and others to major cities using portals &lt;br /&gt;
Great at crowd control &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Challenges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Staying alive&lt;br /&gt;
Managing Monster Hate &lt;br /&gt;
Allowable Races: Human, Gnome, Undead, Troll, Blood Elf, Draenei &lt;br /&gt;
&lt;br /&gt;
Standard Bars: Health/Mana &lt;br /&gt;
&lt;br /&gt;
Allowable Equipment: Cloth&lt;br /&gt;
Allowable Weapons: Staves, Wands, Daggers (with training), Swords (with training) &lt;br /&gt;
&lt;br /&gt;
Starting Stats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race Strength Agility Stamina Intellect Spirit Armor Health Mana &lt;br /&gt;
&lt;br /&gt;
Human 20 20 20 23 23 45 52 165 &lt;br /&gt;
Gnome 15 23 19 27 22 51 51 225 &lt;br /&gt;
Troll 21 22 21 19 23 49 62 119 &lt;br /&gt;
Undead 19 18 21 21 27 41 62 135 &lt;br /&gt;
Blood Elf 17 22 18 27 21 49 50 225 &lt;br /&gt;
Draenei 21 17 19 24 24 39 51 180 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Racial Traits&lt;br /&gt;
Check out the racial traits before deciding which race you are going to pick.&lt;/div&gt;</summary>
		<author><name>Brosale</name></author>	</entry>

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