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Of course, there's also killing monsters and taking their stuff.
Two examples of MMORPGs: "World of Warcraft" and "Guild Wars"
Regardless of whether people play because of a sense of purpose or a desire to gather huge amounts of virtual wealth, in the past few years, MMORPGs have really taken off. Although they still don't make up the bulk of video game titles, the top-selling PC game in 2006 was Blizzard's MMORPG, "World of Warcraft" [source: NPD]. As of July 2007, "World of Warcraft" had about 9 million active subscribers worldwide [source: Blizzard].
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All of this academic work is possible because of one common trait of MMORPG worlds -- they're immersive. To be successful, games have to allow players to think of an imaginary world as a real place with real rules. These rules cover everything from physics, like what happens when a character jumps off a waterfall, to etiquette, like what happens when one player in a group cheats others out of their loot.
In this article, we'll look at what it takes to create an immersive virtual world that allows people to move around and play within it. We'll also explore who plays these games and why. We'll begin with a look at where MMORPGs came from.
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