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Massively multiplayer online first-person shooter game

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Title: Massively multiplayer online first-person shooter game  
Author: World Heritage Encyclopedia
Language: English
Subject: Video game genre, PlanetSide 2, Social software, Video game genres, Flight simulator
Collection: Massively Multiplayer Online First-Person Shooter Games, Social Software, Video Game Genres, Video Game Terminology, Virtual Economies
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Massively multiplayer online first-person shooter game

Massively multiplayer online first-person shooter game (MMOFPS) mixes the genres of first-person shooter and massively multiplayer online games, possibly in the form of web browser-based games, in which a very large number of players interact with one another within a virtual world. MMOFPS is an online gaming genre which features a persistent world and a large number of simultaneous players in a first-person shooter fashion.[1][2] These games provide large-scale, sometimes team-based combat. The addition of persistence in the game world means that these games add elements typically found in RPGs, such as experience points. However, MMOFPS games emphasize player skill more than player statistics, as no number of in-game bonuses will compensate for a player's inability to aim and think tactically.[3]

Neocron is sometimes considered the first MMOFPS,[3][4] most consider it a hybrid of MMORPG and first-person shooter,[5][6] with the later PlanetSide allowing 399 players all to fight together on the same map. Some may consider Zipper's MAG an MMOFPS as it allows up to 256 players to fight together on the same map.[7] The biggest MMOFPS to date is PlanetSide 2, sequel to the original game. It is able to support up to 1,200 players in a single map, or continent of the game with a max cap of 4,800 players on a single server fighting across different continents. A recent notable MMOFPS is Dust 514, developed by CCP and intended to integrate with the MMORPG EVE Online. It was released on May 14, 2013.

Economics

Many MMOFPSs feature living economies. Virtual items and currency have to be gained through play and have definite value for players. Such a virtual economy can be analyzed (using data logged by the game) and has value in economic research; more significantly, these "virtual" economies can have an impact on the economies of the real world.

See also

References

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