Slang gamers complete word list. Organization of game processes in a multiplayer game Entering another level in a computer game

  • 25.01.2021
Philosophical Reading, or Instruction for the User of the Universe Reiter Michael

1. LEVELS OF DIFFICULTY

1. LEVELS OF DIFFICULTY

If the reader is a fan of computer games or their creator, then he is probably familiar with such a concept as the "level of difficulty" of the game.

Typically, the levels of a game are as follows:

? amateur ("I will win because I am just playing");

? trainee ("I will win if the obstacles are not big");

? good player (“Let's play fair”);

? specialist ("I will win, even if the opponents are stronger, and they will play along");

? deity (“I will win no matter what, even if the game is full of 'chaos', the opponents will be giants, and there will be no friends at all, or they will be traitors and at the same time helpless, and they will have to be saved”).

Naturally, the name of the levels and their types may differ significantly from the above, but the main thing is that they are built according to the principle "from the simplest to the most complex."

It is easy to imagine a situation when a player begins to learn to play at the simplest level (usually there are hints) and wins at it; then learns to play at a more difficult level and wins; then even more difficult and wins; and so on until he learns to confidently win at the most difficult level.

The situation looks absolutely ridiculous when the player first learns to play at the most difficult level and wins; then - at an easier level and wins; and so on until he learns to play at the simplest level. And so that at the same time the player was also interested in playing!

A campaign is the construction of different game scenarios in order of increasing difficulty.

As a rule, the first level of the campaign is related to the “dilettante” level, and the last to the “deity” level. The player who won at the previous levels of the campaign, when defeated at one of the levels, returns not to the beginning of the campaign, but to the beginning of the level at which he lost.

Further, in modern computer games, there is usually not one campaign, but a "full range". Having won one of the campaigns, the player moves on to the next, more difficult one, and so on in the same spirit. As a rule, the first levels of the next campaign are much easier than the last level of the previous one.

This can be represented as a kind of "ladder":

After playing one of the campaigns and winning the last "hellish" level, the player moves on to the next one and, first, gets a relief - a "heavenly" game. This is a respite before a further even more severe battle.

Thus, the constructed game - various difficulty levels, campaigns, sets of increasingly difficult campaigns - arouses great interest among players and is in better demand than similar games, but without these things.

Considering all of the above, let's return to building a model of the virtual universe.

Definition: Degeneration chain it is the law of the virtual universe, which automatically adjusts the level of difficulty of the game in such a way that the higher the class of the operator as a player, the worse his initial conditions of the game, less freedom and more obstacles, as well as fewer happy accidents.

Definition: Hell's ladder - this is the law of the virtual universe, which states that at the end of each chain of degeneration, the operator-player automatically switches to the next chain - a more complex one, but at first gets a little respite and can relax a little.

Note:Since the universe exists for the players (as mentioned earlier), the operator may disagree with these two laws, but at the same time he must take responsibility for choosing the level of difficulty of the game and must be aware of this.

So, for example, underestimating one's strengths leads to getting a "terribly boring" game, and overestimating strengths leads to getting "unbearably difficult". Therefore, before striving for a “paradise carefree life” or wanting to “save the righteous from hell,” the operator must at least take a quick look at his abilities as a player, so as not to get trapped later.

Statement:The virtual universe must have programs that obey the laws of the "chain of degeneration" and "hellish ladder".

There are two options for such programs - general and individual.

General refers to the entire playing field or to a large part of it and works under the guidance of the core in such a way as to systematically roll "waves of horror" (waves of cataclysms - all sorts of different crises, disasters, wars, etc.) on large groups of players. This is the kernel of the universe program and does not work directly with the servers (except in some cases).

Individual works with every single operator server. She, figuratively speaking, "puts a spoke in the wheels" of his freedoms. It is also the core of the universe program, although it may look like "the machinations of the fallen villains" to players.

Corollary:If the player does not play at the simplest level, his server contains "freedom restraints", that is, specially installed subroutines that do not allow "to live normally".

Corollary:The elimination of active "restraints of freedom" leads to a decrease in the complexity of the game.

Corollary:If a player feels that he is playing at a more difficult level than the one at which he can win (in his understanding), he has at least three ways to get out of the situation:

1. "Pray sincerely" the core of the virtual universe to ease the level of complexity of the game (and the core will deal with this problem, since it is programmed to serve the players).

2. Remove the impact of "restraints of freedom" to your own server (or at least some of them):

a) introduce counter-programs of “freedom enhancers”;

b) erase the "limiters" subroutines or turn them off.

3. Change game.

Note:The individual program of the "chain of degeneration" has one peculiarity. When reaching the most difficult level for a particular player, some of his "restraints" are blocked. Upon reaching the easiest level for a particular player, some of his previously blocked "restraints" are unlocked.

Very important Corollary:While in the game, the player operator must play a game appropriate to his ability, otherwise he will inevitably encounter "Recoil" degeneration chains.

Levels of Orientation Philosophy is internally connected with orientation to such an extent that it is quite possible to speak, for example, about the "philosophy of an anthill" or about the "worldview of an amoeba". It will be funny, but understandable: to discern a kind of philosophy already at the lower levels of orientation.

Some difficulties in translation In the process of translating the text of the book, certain difficulties arose with the translation of some terms that are important for the general content of the work. The reasons for these difficulties occurred, firstly, from the fact that some of the used by the authors

Thirty-one definitions of difficulty. Blue and red dots scattered across the computer screen. But these are not just colored dots. They are models of people doing what people do: looking for food, looking for partners, competing and cooperating with each other. At least that's what he said

COMBAT LEVELS If you overhear the conversations of the members of the ICU group among themselves at a conference, you will recognize their typical complaints: the top of the leadership does not understand them. Bosses see them as the focus of budgetary costs, while they are certain that effective

CHANGING LEVELS The era of mass democracy was also characterized by a tremendous concentration of power at the state level. This concentration reflected the development of mass production technology and the growth of national markets. Today with the advent of small batch technologies

4. J. Lyotard: postmodernity as an uncontrollable increase in complexity Jean François Lyotard (1924-1998) relies in his postmodernism on Kant, Wittgenstein, Nietzsche, Heidegger. He is the author of the term "postmodern" itself, the meaning of which still remains sufficiently

Levels of morality Mill reasonably believed that people in specific situations are rarely guided by the main moral principle in their actions. Likewise, in justifying one's actions or in assessing others, it is impossible to jump from private situations to

18. Consequences of the theory of complexity The theory of complexity states that the universe tends to more and more complex states. Moreover, more complex states have an even greater potential for the development of the Universe. Let's try to deduce several consequences from this

Levels of Teaching In one of his books, Maharaj talks about Western people, pointing out that in their past lives they were the warriors of Rama. Were you present when he said this? He said it quite often. What did he mean? This refers to the mythology of the Ramayana, in which

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Levels of awareness The process mind in all its forms in physics, psychology and spirituality has three main states or levels of awareness: nonlocality (experience of the essence level); bilocality (something we experience in an indescribable way as dream figures or

Do you need difficulty levels in games? In my opinion, the answer to this question is obvious, of course yes. The difficulty level can greatly change the mechanics of the game, thereby giving more interest to the passing process. Many people think that modern games have become more casual, and practically do not cause difficulties in passing. Personally, I only half agree with this statement. Modern games in many ways have become more convenient to control, the heroes usually have a lot of opportunities, and there are much more prompts, because of the minor details, it has become more comfortable to play, well, and, accordingly, easier. And yet, many projects are really very easy to complete, and very different from the "old school" games. But I would still divide modern games into two camps, in those where there is a level of difficulty and where there is none at all.


I'll start with those games where there is no difficulty level. And there are quite a few of them, I will give a few examples: the Assassin's creed franchise, Grand theft auto, Sleeping dogs and many other projects. And it seems to me that this is one of the strongest drawbacks of these games, since the complexity that the developers made for someone it is too easy, but for someone, on the contrary, it may seem difficult. Why it was impossible to make a banal level of difficulty that would simply change the damage of enemies, for example, but no, the developers either do not want to waste time on it, or they just think that their balance of difficulty optimal.

But as I already wrote that giving a higher difficulty can only maintain interest in the game, make it more intense and dynamic in passing. Or, on the contrary, to make the game easier and easier. It is a pity that such popular and large projects neglect such a seemingly small but very important feature of the game mechanics. I would also like to add that the complexity can give realism to the game, because it looks a little funny when the main character has a problem in defeating the antagonist, but at the same time he can easily kill the whole city.



Now games where there is a level of difficulty, there are still more such games, and here the following problems appear. And these problems lie in the balance. A game in which there is a high difficulty should give the player the opportunity for tactics and, preferably, freedom of action in a given situation. Let me explain what I mean. For example, the game Call of duty, at a high level of difficulty, the gameplay turns into a terrible discomfort. The game has no freedom of movement at all, and on the "hard" huge crowds of enemies are running at the player, which at the same time inflict the strongest damage, and all that the player can do is to quickly shoot crowds of bots. The gameplay is zero, the variability is the same, this difficulty does not bring interest, but only irritation from the stupid level design and the impossibility of at least some tactical maneuvers.


Far cry 3 can be called a good example of "correct" complexity. It's really interesting to play on "hard", the game has good stealth, freedom of action, choice of tactics and the like. The player can go to the enemy from almost any direction, he can kill everyone quietly, or he can prepare for the mission thoroughly, make a lot of first-aid kits, take large-caliber weapons and make a massacre. This is the gameplay at a high level of difficulty. Far cry is a game in an open world, in which there are usually always more possibilities than in linear games, but the same Crysis or Wolfenstein, at least a little, make the gameplay more varied.

I would also like to add a little about the most poorly balanced high difficulty level that I have ever seen in a modern game. It's about the game Hitman absolution. The developers have managed to complicate the game not only by the high level of reaction of enemies, but also by their number on the map. I have not seen anything more stupid than this, the game turns into "hell", and simply itself pushes the player to start the slaughter, because it is simply impossible to go through stealth, there are ten enemies on each square meter. For stealth action, difficulty is very important, since in general most players who love this genre prefer difficulty. But you can't do it this way, it would be better to take an example with Splinter cell blacklist. Enemies are sensitive, they shoot painfully, but you can get around them, and deceive, and so on.


In general, summing up, I would like to say that the level of difficulty is just a necessary thing in games. Especially in open world games, where the player's freedom of action is initially emphasized. The most ideal option is when the player can adjust the difficulty for himself, but I personally saw such advanced difficulty settings a couple of times in games. Although, given that 2015 is the year it should be, every person is different. But, unfortunately, the developers do not care enough to pay attention to this aspect, and if they do, then it often turns out to be clumsy and unbalanced. I hope that in future projects we will see only progress regarding this point.

How do you ensure that players can play simultaneously and at the same time when they want? This is the main organizational challenge that a developer faces when creating multiplayer games.

Perspectives

We are witnessing the flourishing of innovative multiplayer systems. In earlier eras, there were several standard interaction models that could be applied to games (matches, mail-order). Today in games there are a wide variety of models: from fully simultaneous interaction to completely asynchronous (and their various combinations). A game like Dark Souls is designed primarily for one user, but includes asynchronous (sending messages and death) and simultaneous (the player entering your game world to fight you or co-op) interactions.

We are on the cusp of a golden era of multiplayer gameplay. Server costs are dropping dramatically and the era of cloud computing has arrived. All over the world, there is a rapid spread of high-speed Internet and the constant connection of mobile devices to it. Thanks to the development of commercial models such as in-game payments, crowdfunding (crowd funding for projects) and a focus on selling services, it has become possible to financially support many long-lived gaming communities. Developers are taking advantage of all these modern capabilities to create new forms of multiplayer games.

Difficulties

However, creating multiplayer is difficult and there is a high risk of failure. Teams often invest 50% to 100% of the development budget in creating a multiplayer mode. It seems to be worth it. In the process of developing the game, the team plays it with such pleasure on Fridays that they are convinced that it is the multiplayer mode that will turn their game into a new League of Legends or Counter Strike.

The real test of the idea comes when live players come into the game. After the launch of the project, in many multiplayer games, active player interaction has been observed only for the first few weeks. There are too many people at first. And then they are not enough. Players only come in from time to time and it is impossible to be sure of having a good gaming experience. Active matches are slowly fading away. Traditional "rooms" for waiting matches (development originally from the 1990s) are empty forever. The multiplayer mode in this game comes to a sad end with a bang.

I believe that the problem lies in the organization of the game processes. There were those who wanted to play. However, the game mechanisms of uniting players led to the formation of a weak community that could not support its own existence.

Are there any elementary components in the organization of a multiplayer game that will allow us to more accurately approach the issue of inventing new systems? Merely mimicking the multiplayer games of yesteryear does not work well. In order to invent a new multiplayer mode, we need to have the conceptual tools that will allow us to clearly and clearly work with issues such as organization, simultaneity and order of interactions.

Multiplayer Game Concepts

Here are some concepts that I keep in mind when developing a multiplayer game.

Interactions

Any multi-user system can be broken down into a chain of interactions. Interaction - any action of a player in relation to another player, carried out through the gaming system ("being in the chat", "hitting each other", etc.). These verbs describe the interaction of players within the game. Typically, a game has a set of verbs describing the actions of one user, and another set involving multiplayer interactions. Interactions have a wide range of characteristics such as frequency, scale, mode, etc.

If you draw up an interaction diagram, then it will look something like this:

  • The player starts interaction.
  • The player ends the interaction.
  • Waiting for an answer.
  • If a quick response is not expected, the player leaves.

Interactions are nothing new. Their structure is similar to that found in elementary game loops. However, if at least two players are involved, instead of a single loop there will be something close to the number 8. These concepts go back to the theory of communication, which in the 1980s was adapted to the theory of game design by Chris Crawford. These are all basic ideas that all professional game designers should be familiar with.

Initial cycle:

  • Player A Model: The player determines the action and chooses the target - a player or a group of players
  • Player A Action: The player takes an action.
  • Rules: The results of an action are set according to the game logic.
  • Player A's response: Player A sees immediate results as soon as the game creates them.
  • Player B's response: Player B sees immediate results as soon as the game creates them. Note that what Player B sees is most likely different from what happens to Player A. This naturally leads to different mental models and allows game mechanisms such as hidden information or predictions to emerge (like in Yomi).

Reverse cycle

  • Player B model; his actions; regulations; Player B's Response: The selected players try to understand what happened and work out a response.
  • From this moment on, the cycle "jumps" between the participants like a tennis ball.
  • Interaction frequency

    High Frequency

    High frequency

    Low Frequency

    Low frequency

    What should be the frequency of interactions so that the players experience a sense of simultaneity? It may turn out that in a strategy game like Civilization, the need for interaction occurs every 5 minutes, while in order to create the same effect in a fast-response action movie like Counter-Strike, you need to interact every 200 ms. Read more about this in the article "Loops and Arcs".

    In general, the higher the frequency of interaction, the more information is transferred between the players. This allows relationships between players to form faster.

    As in the case of many interaction variables, when the frequency reaches the limit values, the perception of the players undergoes clear qualitative changes. By simply changing the interval between interactions, we get completely different types of play (and the associated organizational difficulties):

    • Real-time interactions: players perceive interactions to occur in real time when the frequency takes on values \u200b\u200bat which: player A starts and ends the interaction and sees the answer before switching to other tasks; interactions "overlap". For example, chatting gives a sense of real time, although it can often take more than a minute between replies. Real-time systems have less demand for long-term data storage, but such systems are often more expensive to build and operate.
    • Asynchronous interactions: The frequency at which a player can start and end an interaction and then exit the game without receiving a response is considered asynchronous. Usually, more or less long-term data storage is built into the system so that the player who enters the game later can receive the results of the interaction and develop responses.

    Types of interaction

    There are different types of interactions. Think of them in terms of how the players interact. For a much more detailed description of all kinds of multiplayer interactions, see Raf Koster's presentation on social game mechanics.

    • Spatial interaction of characters:two or more characters interact with each other. A classic example is shooting at each other in Quake. Another example is when players accompany each other in Journey.
    • Spatial interaction with the outside world:players also interact through environmental objects. In Minecraft, players build castles, which are then explored by other players. Here's an example with a higher interaction frequency: In Bomberman, players place bombs that explode to open passages or hurt other players.
    • Appearance and demonstration: players show their status, connections and history through costumes, decorations for weapons or pets, or decorating houses.
    • Economy: players give, sell or exchange certain resources in order to transform them or transfer to another player. This can be a simple sale of a sword to another player for in-game gold. Or spending mana on a strengthening spell that will increase the health of a nearby player. For more information on this topic, see Joris Dormans' work on internal economic impacts.
    • Text: The most common way to introduce language to online games is through text. The costs are usually low, and a rich set of tools (spam filters, stylistic conventions) are available to address common problems. This interaction works best with a keyboard.
    • Vote: thanks to the voice, additional nuances appear: emotions, age, gender, and others. This is where group size and bandwidth limitations come in, and it's notoriously poor for content filtering.
    • Language of the body: when we are in a common space (on the couch or around a table), we notice signals related to different channels of communication - facial expression, posture, height and appearance. When a tall, handsome young man looks into your eyes and asks you to sell him a rare and valuable item, you get signals that are not found in other types of interactions. This creates a rich, evolving gameplay. However, this interaction is difficult to accurately and thoroughly integrate into the game system.

    Game community size

    With the increase in the number of participants in the community, there are also impressive qualitative changes.

    I define these groups based on the interaction of the players. The actual number of players can be much higher. For example, in the game Realm of the Mad God, we see examples of trade interactions between just two players, while the total number of players exceeds thousands. For a rough estimate of group size, two good questions are good answers:

    • Who is affected by this action, to whom is it directed? This will give you the approximate group size that your system should support.
    • Is a larger group necessary to exhibit this behavior? If not, it is usually possible to get away with developing many objects for smaller groups.

    In reality, transitions from one state to another depend on the accompanying conditions. For example, the transition to the level of “very large group” relationships can occur even when the number of players is 60-70 people, if the game has weak communication channels, which is why special emphasis is placed on the player's ability to maintain relationships.

    It is also obvious that larger groups are made up of smaller groups. So as new levels are added, the relationships that are characteristic of small groups are maintained.

    Risks arising from large group sizes: creating multiplayer games with the ability to interact with thousands of players who could theoretically be in the same space at the same time can seem tempting. However, the development costs and technology costs are high and the benefits small. As groups reach 150-250 players, the game goes beyond Dunbar's biologically determined limit for maintaining a meaningful relationship. The end result is that other players will simply treat all the "extra" people as some kind of signs or abstractions. A simple imitation or polling system can often provide the same basic benefits as a larger group.

    The online multiplayer game Realm of the Mad God was comfortable to play at the level of sequential actions of groups of 40-80 players and trade and intermediary interactions of 150 players. The players didn't even notice that there weren't thousands of other players around.

    These facts raise serious doubts about the need for development approaches that emphasize gaining experience of “scale interactions”. Just because this concept sounds amazing (“a million people are building a new society!”) Doesn't mean it's a smart approach. Human ability to communicate is limited, and we can (and we are already!) Over-complicate multi-user systems.

    Scale of interaction

    How many people are affected by one interaction? The player can interact with one person or with one of the above groups.

    • The goal of player interaction is small groups: with smaller groups, interaction is similar to conversation. There is a strong cycle here that can quickly stabilize with the help of shared vocabulary and social norms.
    • The goal of player interaction is larger groups: in larger groups, there is a greater variety of scenarios and more diverse interactions, less tied to individuals. When interacting with large groups, it is common for the interaction participant to receive too much information as a result of powerful feedback. Also, during conversations and casual meetings, inappropriate behavior is more common.

    Interaction levels

    • Parallel interaction: players can behave independently. The racing car phantom rarely affects the other player. Usually the main advantage of this level is the sense of the presence of other players, although this level can also turn into rare antagonistic interactions, for example, in the form of tournament tables.
    • Zero-sum game (antagonistic interaction):the actions of one player interfere with the actions of another player or reduce their effectiveness. In the game Habbo Hotel, movement is an antagonistic action, since placing a character on a cell prevents another character from occupying it. This has been known to be used as a sabotage tactic to block players.
    • Non-zero-sum game (non-antagonistic interaction): the actions of one player benefit the other. In Realm of the Mad God, shooting an enemy makes it easier for other players to kill them. Killing an enemy gives experience points to everyone who is nearby.

    Matchmaking

    Matchmaking is a computerized system bringing together players so that they can start interacting.

    This is a very broad definition of matchmaking, but it is useful in a variety of multi-user environments. For example, to group players on a traditional console, players in the shared waiting room must manually join a specific game. In Realm of the Mad God, players see groups of other players on the community map and are transported to them. These are all kinds of "matchmaking", but they seem completely different to the players.

    From a theoretical point of view, matchmaking can be viewed as an interaction with a waiting time.

    Pick period

    This is the time you have to pair up a co-op player with another player. If the waiting period goes on for a long time (and the players have nothing to do during this time), they leave.

    Matchmaking system failure

    If a player has entered the game, and at the same time there are no other players in the network, then he will get bored and leave. Implicitly, players are often promised that playing together will be fun, so if the player doesn't get it quickly, the game is considered a failure.

    The appearance of another player a minute after the departure of the first and the repetition of the same situation can nullify all efforts to develop the game to nothing. If one player is late in the game for a long enough period, one more player will have time to enter.

    Determination of the daily pick system failure threshold: if the match-up period is W minutes, then in order to avoid system failure, it is necessary that the number of active players per day is at least the quotient of dividing the total number of minutes per day by W. For example, if people agree to wait only half a minute, you need an active number of players equal to 1440 / 0.5, that is, 2880 people. In reality, the indicators will be uneven, since we are dealing with a statistical method and the number of players increases at certain times.

    While it might seem reasonable to target small groups of friends, players may feel like they never know anyone online.

    Splitting up

    When the total number of players is divided by social group, game mode, skill level, game time, and other metrics, the game population becomes fragmented. This reduces the actual number of people simultaneously in the game available to the matchmaking system and increases the likelihood of failure of the matchmaking system.

    Crushing example: Suppose there are three multiplayer modes in the game and the matchmaking is in 10 skill levels. If the daily threshold for failure of the matchmaking system is 2,880 people (see the previous example), then in the worst case you want the number of people simultaneously in the game to be 3 × 10 × 2880, that is, 86,400 players.

    Crushing creeps into development gradually. Someone wants to add another event or game mode. The code is free, why not? Players will certainly split into groups themselves. Players are working on this a little bit, but they mostly care about why the matchmaking systems are so complicated in the game, and they leave the game with lowered hands. Avoid the gradual appearance of crushing and, whenever possible, collect players in large, easy to pick up blocks.

    Coefficient of simultaneity

    Any game has a number of active accounts and a number of players online at the same time. Players cannot play continuously and are often offline. For example, in an online multiplayer game, there may be 100 active subscribers, but only 10 of them are online at the same time at any given time. Then the coefficient of simultaneity is 10 to 1.

    Some typical indicators of the coefficient of simultaneity:

    • For online multiplayer game: 10 to 1.
    • Network service for consoles (e.g. Xbox Live): 25 to 1.
    • Custom Console Games: 150 to 1
    • Flash games: 250 to 1.
    • Simultaneous play on a shared device: 1000 to 1.

    The "active player" trap: One of the common mistakes developers make is that they believe that a high number of active players will lead to strong communities. However, in fact, you need to look at the real number of concurrent users, since in many games the concurrency ratio is extremely high. There might be 1000 players in the game, but if each of them logs into the game for five minutes a day on a rolling schedule for a week, we get an average of 0.5 concurrent players. If the matchmaking system fails to cope with such a tiny, uneven number of players, the game dies.

    The depth of the relationship

    Not all interactions between players are created equal, as personal relationships between players differ in depth. Players create complex social models for other players, both in and out of the game. Simple, stereotyped models are applied to strangers. Close friends are perceived on the basis of complex individual models created over thousands of millions of minutes of joint action.

    From a biological point of view, creating mental models of another person takes a lot of resources. It is believed that at one time we are able to maintain in working order from five to nine detailed models, although we can memorize many more models of varying degrees of sophistication. Friendship is a rare, complex phenomenon, and it takes a long time to develop.

    Playing with strangers or friends has its pros and cons, but it is often highly desirable for the game to be based on friendship. Friendships in play can be promoted by consistently providing positive interactions. The higher the frequency of interactions, the faster the relationship develops.

    The depths of relationships vary widely, but two categories are often considered:

    • Co-op play with strangers.
    • Co-op play with friends.

    Playing together with strangers

    Let's take a look at the multiplayer game of strangers first.

    Positive sides:

    • Players form teams with little regard for existing social connections. This model becomes very attractive when initially there is a small player base. This often means that if there are ten people in the network, all ten can play together.
    • Historically, strangers, especially young men, tend to compete with each other. An easy way to provide entertainment in some companies of strangers, then, would be player versus player games that emphasize open encounters.

    Negative sides:

    • Strangers have weak ties with each other, and they will not themselves unite for joint action.
    • As players tend to be competitive, skill level becomes important. Because of this, the developers focus their efforts on separating the newbies from the connoisseurs and splitting the total number of players.
    • In a clearly competitive game, not all players are comfortable. Some players prefer to cooperate. Others fight peacefully for a position among the players by managing social relationships. Such actions are difficult to carry out in games designed for people unconnected with each other.

    Co-op play with friends

    Positive sides:

    • Players are more likely to schedule time to play together.
    • Activities that require a lot of communication and joint action are considered enjoyable.
    • Players with different skill levels are more likely to see mutual help.
    • A competitive play style is still possible.

    Negative sides:

    • Existing social groups rarely share an interest in a particular game.
    • Often, members of established social groups have a poor overall playing time.
    • Groups of friends are usually small in size. Interested players usually have five to nine close friends. There may simply be more acquaintances, but in practice, relations with them will develop more like with strangers. If you have 10 friends, and the concurrency ratio in this service is 25 to 1, then in fact you will never be online with them at the same time.

    Tools for organizing multiplayer game processes

    So far, I've only talked about the concepts behind multiplayer games. We will now explore some common models that can be applied in practice. There are three main models:

    • Match-based games.
    • Room-based games.
    • Asynchronous games.

    Techniques in match-based games

    In board games and sports, event-based matches have been around for a long time, so multiplayer computer games are often built from matches that start and end at certain times or under certain conditions.

    Matches are standard organizational models and are used in many online console and PC games. Many problems arise with them. To successfully enter the game, a full team of players must be assembled in a very short period of time during which matchmaking takes place. If you do not have time, you will have to wait for the start of the next match. If the duration of the match is longer than the waiting time for the match, you will leave. Taking into account the coefficients of simultaneity, the fragmentation of players and the small time interval for the selection of players, it is not surprising that among the online projects built using such a system, only the most popular survive.

    Planned activities

    Ask people to get together at a specific time. So their playing time will match. Some of the players will find it difficult to fit into the schedule. The number of participants will be small, but those who do come will most likely find companions for the game. An example of a planned event in an online multiplayer game is the Special Boss encounter on Halloween.

    The time for events can be set by the developers or players themselves. Player scheduling of activities leads to stronger social bonds in the game. An example of such an event would be a gathering for an evening board game party. The downside here is that organizing an event is tricky (anyone who has tried to get more than six people together will attest to this). This often requires leadership or perseverance, and weakly motivated players often lack this.

    Activities carried out with a certain frequency

    If the event is held constantly, people will develop the habit of being in a certain place at a certain time. This will make it easier for the players to plan their attendance at the event, and they will surely be able to arrive at the agreed time, without fear of discrepancy with their plans. A stable clan play on Wednesday evenings is an example of a regular event.

    Short matches

    If the matches are short enough (two minutes? 30 seconds?), Then the players who did not qualify for the current match will wait less time than the matchmaking would take, and thus will still be in the game when the next match starts. This approach is found in online word games, but this practice can be easily transferred to other projects.

    Observing the progress of the match while waiting

    If you can keep your players entertained by letting them watch the game progress, you can increase your team building time. This is found in games like Counter Strike (upon entering the game and after death). Chatting is often added to this, as it is a pleasant downtime activity that helps build relationships.

    Matches against computer characters while waiting

    Instead of keeping players waiting in a queue where nothing happens, send them directly to a match against computer characters (bots).

    Setting up bots to act like humans is often like passing a tricky Turing test. A ban on communication between players and a very limited set of actions for self-expression will help. If players find out about this, they will no longer trust the game and will wonder if all the opponents are bots.

    Machine interdependence

    Design tasks that require large numbers of people to complete successfully. Those who do not come will let the group down: this is how social pressure forces them to participate in the event. To do this, you can directly assign roles or limit resources so that players cannot cope with difficult tasks on their own.

    Techniques for Room-Based Games

    Ultimately, with a match-centered approach, games with smaller audiences often face formidable organizational challenges. A favorite substitute for match games is "room" games. Instead of a certain start and end time, as in matches, in games with "rooms" a permanent play zone is created, to which players can independently join (and leave on their own) right during the game.

    The "room" has a maximum number of "slots", or places for players. When the “room” is full, no player can join it anymore. This significantly reduces the load on the matchmaking system. You just need to find a "room" with empty slots and place the players there.

    The disadvantage of the "rooms" is that some games cannot be played in them. Since there is obviously no group gathering time, most traditional sports disappear. In games where development is unidirectional, players entering the game at different stages receive different amounts of experience. You have to be creative.

    A game like Journey mainly refers to games with "rooms" that you can enter and leave during the game. There were two slots available, and as long as there were two players in the game at the same time, it was possible to play together.

    Most online multiplayer games are games with very large rooms.

    Come in and out at any time

    One of the reasons "rooms" provide such a better organization of processes than a strict match system is the freedom to enter and exit at any time. Since it is highly unlikely that all players will exit at the same time, especially in games with a predominance of parallel interactions, soon after one person leaves, another will appear, and the average number of players in the "room" will remain constant.

    Match-only games are usually rare because many popular games treat a single server as a “room” and match-related elements are superimposed on the dynamically changing number of players who freely enter and leave the game.

    Variable number of dimensions

    Create and remove "rooms" to accommodate the maximum number of concurrent players. If the maximum capacity of the "room" is equal to N players, then create new "rooms" so that their number is equal to the quotient of dividing the number of players at the moment by N. That is, if there are ten people in the network, and the standard size of the "room" is designed for four players, make sure there are three “rooms” available.

    To close a "room", simply wait until it is empty as a result of players leaving it, or unload them from it using an in-game event designed to clear the "instance". When there is no one left in the "room", delete it. By assigning priority to "rooms", you can fill "rooms" with high priority first, and close "rooms" with low priority. As a result, almost all "rooms" will be constantly filled with players, and only the "remaining players" will be alone.

    We used this method when creating pieces of the world in Realm of the Mad God. Usually, the feeling of a filled world remained even when the number of players changed noticeably.

    Switch to single player mode by default in "rooms" with one player

    In games with "rooms" the problem of "player remaining" arises. The established maximum capacity of a "room" is rarely filled evenly by players. If the capacity of the "room" is two, and there are three people in the network, then one player will be in the newly created "room" alone.

    To solve this problem, the player must have access to the passage of the game, designed for one user, until another player gets into this "room".

    Retail games such as Dark Souls are expected to have very low concurrency, so they are played mostly as single-player games (with occasional asynchronous phantom insertions). In this case, the system for the selection of people simultaneously in the game is an imperceptible, parallel interaction that takes place without interrupting the passage of the game in single-player mode. Since it rarely happens that the second player is in the right place at the right time, the game treats this as a special case. (Note that since Dark Souls is served as a single player game, the multiplayer matchmaking system is based on the voluntary use of summoning stones. The summoning stone indicates that the match was successful, and the player must confirm their consent. If mixing single and multiplayer modes, follow your original promises.)

    Asynchronous receptions

    Games by mail

    The player performs an action, and then the game indicates that it will take a very long time before the other player responds. Around the next day, the second player sees the actions of the first and responds to them. All this can last for days.

    A modern example of this technique is the word game Words with Friends, but in general this method has been known decades, if not centuries ago (if you consider the mail-order game of board games). This way of playing is based on close contact and works well with written communication such as email or instant messaging. The game by mail is very convenient for friends.

    The disadvantage of this method is that the players are tensely waiting for an answer. One move may not be enough at all, and then waiting for a response for several days leads to a clear decrease in interest in the game. Also, if the grouping is too strong, the matchmaking system becomes difficult, but setting a long wait period right away will ensure that players don't worry too much about the system's health (they might just not like it).

    Another disadvantage of such turn-based games is that the lack of response from one player can interfere with the game of another.

    Playing a lot of games by mail

    One solution to the problem is to play many games by mail. If the player's response time is T days, and the desired average waiting time for a response is W days, then the optimal number of games will be the simultaneous number of games equal to the partial T / W. (So \u200b\u200bif you want one game to run every hour, and the response time is 24 hours, then you need a total of 24 games available.)

    An additional benefit of all this is that the player's response time is only half random. Acting on a random reinforcement scheme, this can lead to very long stays in the game.

    The disadvantage of this method is that in order to reduce the waiting time from the player it is required to play many games, and it is difficult to motivate the players to do this. The solution may be automatic matchmaking.

    Invitations

    You can encourage active players to invite new people to the game. These people will often have strong relationships with the players, so in theory they could be a source of new players.

    Matches with friends

    Because asynchronous multiplayer games rely heavily on the subsequent return of players, they are often designed in such a way that they use the social connections of the players outside the game as an additional influence. If you manage to get people to invite friends to the game or arrange matches with them (as in the game Farmville), the lack of feedback will be regarded as a threat to the existing relationship. The threat of being rude or indifferent to someone close to you is often enough to encourage a return to the game.

    But systems that threaten existing relationships can alienate players. People who do not spend a lot of time playing tend to be annoyed at these mechanical interactions. When it comes to human relationships, intention and sincerity are important.

    Visits

    As you develop your game, you can create some kind of sustainable formation (a city, for example) that other players can enter regardless of whether you are in the game or not.

    In Clash of Clans, this mechanism is used when attacking your city. The city is a sustainable formation, which further acts as a platform for conquest by other players.

    Visits are usually limited to the usual exchange of resources, despite the opportunity to become something more interesting. Difficulties arise in situations where several people enter the city at the same time, and the solution is to create different dimensions.

    Jason Rohrer's The Castle Doctrine uses a unique principle that visits are treated as blocking interactions. This creates the possibility of permanent changes in the visited place. You can imagine more sophisticated versions of the hot chairs game as a base for innovation.

    Phantoms

    Record the actions of the players, and then replay them next to the player in the same environment. This works especially well with concurrent interactions such as races. It can also work with rare non-zero-sum interactions like we see in rewind games like Cursor 10 and Super Time Force. Phantoms give a sense of the presence of other players, but remove the time constraints inherent in matchmaking.

    The downside to this is that locks or zero-sum interactions usually don't work well with phantoms. Another disadvantage is that if the phantom data and environment are out of sync, the phantom data becomes invalid. This can be mitigated by either skipping the blocked actions or returning control to the AI, which will handle the exceptions.

    More abstractly, phantoms are just records of player data that can be played when triggered by any event. They can be launched at the beginning of the race, when the player appears on the screen, or when the player uses a special amulet to summon an ally.

    This paper covered a lot of basic stuff (and it's still incomplete!), But I'll end with a few quick tips.

    • Do not split the number of players into groups for the matchmaking system. Beware of the failure of the pick system due to the high simultaneity ratio.
    • Whenever possible, use room-based approaches rather than match-based approaches.
    • Long-term data storage is your help as it enables asynchronous interactions.
    • Relationships help keep people in the game. Try to develop them wherever possible.
    • Prototype ahead of time and deal with low density issues at this stage.

    Conclusion

    I still admire the new multiplayer games. When, in this paper, I review some of the basic concepts of multiplayer games and the theoretical discoveries made in game theory through Joris Dormans' work on internal economic effects, the unexplored scope for new game forms seems immense. If you want to leave your mark on the modern world - create an excellent multiplayer game. Find solutions to the gameplay issues that interfere with co-op play, and create a game that spreads quickly and easily to people.

    Hello friends!

    A novice player is constantly confused in the game world, in particular in slang. When you start playing for the first time, you see that in the chat the language in which the players communicate is very similar to the "Chinese letter".

    But this is only the first impression.

    Meeting me, everyone asks me what this or that word used by the player means.

    The desire to introduce you to all the terminology and the opportunity to save a lot of time on explanations inspired me to create a list of those gaming terms that I use or have heard.

    The article is constantly updated and supplemented. If there is something that I missed - welcome to the comments: write the missing words and I will add them to the review. And, of course, write what these words mean.

    Here's a list of words I've compiled to help anyone understand gaming terminology:

    Abila - the skill used to indicate the activity of the player.

    Avaper - a character with a sniper weapon.

    Avepeshnik - a person who plays Counter-Strike. Role in the game: sniper.

    Agr - a mob or a player who has aggression directed at you when approaching.

    Agrite, agro - direct the aggression of a mob or player towards yourself. Purpose: to enable playmates to fill it up.

    Add Is not a playable character guarding the boss.

    Addon - an add-on program for the game. Its installation requires the original version.

    Admin - the most unhappy player. He has to control other players and punish indecent behavior.

    Aimbot / Autolok - cheat. It is used as an auto-aiming weapon.

    Aka - academy. A place where low level players are trained to become clan members.

    Aleni - players in the Alliance according to the Horde (Horde gamers). Another meaning is more trivial: lamers (not able to play). There is experience, but the knowledge - the cat pumped up.

    Undead - "inanimate". Means a particular race.

    Armory - the room where the weapon is kept.

    Assault - a player with assault rifles in his arsenal.

    Assist - order to attack the object!

    Afc - a situation when leaving the computer, you leave the game turned on, and the character - “online”.

    Achivka - to achieve a specific goal.

    Bug - game developer error, software glitch.

    Bagger - uses bugs for his own personal purposes.

    Base- The homeland of the character. The place where he appeared.

    Ban - removal of a character due to his incorrect actions.

    Chat ban - limitation of the player in the use of the chat (forever or for a certain period).

    Banana - the same meaning as the term "ban".

    Battle- "Battlefield" game.

    Buff- a positive impact on the player. Gives a temporary increase in characteristics and protection.

    BG- the abbreviation "After the battle".

    Alcove - a company that develops games "Bethesda Softworks LLC". Released the most famous games "The Elder Scrolls" and "Fallout 3"

    Bizha- amulets with magical properties.

    Bind - to perform an action using a key.

    Blink - moving the character in a short time. Objective: not to hit the enemy.

    Bomber - a player who carries a bomb with him.

    Bonus - a game gift that brings players certain privileges (temporarily). Either benefit.

    Boss - the strongest mob. Appears after killing all small mobs on the level.

    The bot - a program with behavior similar to real players.

    Brabley - Internet resource ProPlay.ru. Advertises computer games.

    Braga - army in “Warcraft”.

    Roamed - the player in such games "wanders" around the game locations.

    BFG (“Quake”, “Doom”) - hand weapons for mass destruction of targets (fantastic skill).

    Vinite - clog the airwaves, whine and complain.

    Wipe - clearing data about a group of game characters. Death of every member of a clan or team.

    Wack Is a program that fights against cheaters in the Steam system.

    Valshutep - the player who jumps out of the ambush.

    One-shot - killing a monster from the first shot.

    Var - war between the opposing parties (these can be clans, teams or gamers).

    Var - warrior... This term is used in most games.

    Varik - game universe "Warcraft 3" and others.

    Varchik - the world of "Warcraft"

    Vendor - a person who sells game props.

    Broom - a program designed for voice communication. It is called Ventrillo.

    Virpil - autopilot in aviation games such as Lock On, IL-2 and others.

    Pour in real - to invest the earned money into the game by purchasing game currency.

    Vmzshnik - a player who buys items and game resources. It is paid with virtual money.

    Faith - a player in "World of Warcraft".

    Vovka - the world of "World of Warcraft".

    Vorozheya - the legendary sorceress. Was. But now it has become scary and ugly.

    Wtf - a riot on deck! Negative opinion about everything that you don't like.

    Hyde - information that helps and facilitates game adaptation (addiction). May be a character development guide, etc.

    Gama - game on the computer.

    Gamat - play computer games.

    Gamat in pussy - about the same. Only the word "pisyuk" implies the thieves' meaning "comp".

    Gamatsya - cut into a computer. games.

    Gamer - gamer.

    Hammer - a game installed on a computer.

    Gamover - end of the game.

    Ganges - sudden hitting gopota.

    Clipper - skype weapon. With it, you can kill enemies. You can use it with only a couple of cartridges.

    Yy - a beautiful game that brought victory.

    Ger - game character.

    Gzh - good job.

    Gibs - the remains of the enemy after your shot.

    Gimp - the weakest between the weak.

    GM (game master) - game administrator. Keeps order.

    Go - an order to move forward.

    Goldfarmer - a player who trades virtual currency and game gear.

    Gosu Is a great player.

    Goshniki - the composition of the "Alliance" ("Half-life")

    Graz - praise.

    Grena - combat grenade.

    Toast - grenade in the game "Counter-strike"

    DoubleDuck - squat done twice.

    Dagger - a warrior armed with a dagger and a sword. He has a good dodge, but weak defense.

    Damag - the damage that the player takes or does.

    Dungeon - a dungeon for cleaning.

    DD - in RPG games, DD is a character who is sharpened to deal damage to other players.

    De-give - cards in the game “Counter strike”.

    Debuff - the ability of the mob, which he uses to weaken you ...

    Device - device. Using it, you enter the game (it can be a mouse, keyboard, etc.).

    Grandfather - special server.

    Dens - game currency in the computer game "Pa Pa: City of Dances".

    Desmatch - in this mode you play for yourself, and everyone else - for themselves. All against all.

    Defer - defender.

    Defense Is the reward you receive for successfully defending the flag.

    DC - death Knight.

    Dodik - a dim-witted player.

    House - ship in "EVE Online"

    Donat - a person pouring real money into the game. With donation, you can buy premium and get other game benefits.

    Drakeface - death grimace.

    Drop - an item that you get after defeating a mob, boss or player.

    Druhl - druid.

    Double - to destroy.

    Hedgehog - high-explosive fragmentation projectile.

    Gamers - players.

    Statist - a player who raises his statics in the game (he wants to take the highest place in the game rating).

    Pedobir - has extensive gaming experience, but plays against the weak. Thanks to this, he increases the statistics of his victories. At higher levels, it is equal to noobs.

    Noob - a beginner player. Often confused with deer. But a player with some experience, by definition, cannot be called a noob. Its true name is “deer” or “aleshka”. He didn't learn to play.

    NPC - a character belonging to the game world. It is a bot. Can give assignments or sell some things.

    AoE (a well-known abbreviation among the gamers. Common in RPG games) - a massive spell. Its effect is directed to the entire area.

    bb - parting with a person or object.

    BG - the game didn't work out.

    CM - is applied during the battle of teams.

    CT - terrorists acting against you.

    CTF - game type.

    DM - every man for himself. All against all.

    ESL - European Gaming League.

    Fb - first blood.

    Fps - the number of frames per second. The higher this indicator, the better the game is.

    Gf - sorrow and despair.

    GG - Good Game (good game).

    Gj - praise.

    GL - wish good luck to another player before the start.

    GM - fixes game bugs.

    HL2 - the game "Half-Life 2"

    HP - indicates the health of the Persian.

    Jkee - denotes a prefix to the name of a high-level Persian.

    Lol - the game "League of Legends".

    MC - short for “Minecraft”.

    MP - a world with many users.

    Oom - "Pancake! I'm out of mana! ”

    PvE - the fight of players against mobs.

    Pvm - gamers are fighting against the Persians, endowed with artificial intelligence.

    PvP - battle of gamers against each other.

    Rofl - violent laughter, turning into hysteria. 😀

    RvR - battle of two factions.

    Sry - asking for forgiveness for causing damage (example: you killed another player on your team).

    STFU - Shut up (possibly): Shut up!

    T - terrorists in the game “Counter Strike”.

    Thx - expression of gratitude (Thank you)

    TvT - several teams are fighting for a reward.

    Wow - game "World of Warcraft"

    1337 Are the best among all representatives of their professions. They have certain skills.

    3D action - 3D shooting game.

    It's time to end this. I am sure that the list will be regularly updated. Good luck!

    How often, entering a forum or in a game chat, did you seem to find yourself in another world, where people speak some wildly strange language? You may have heard something like this:

    • Guys, pliz, buy me a fly, otherwise there is not enough gold for an elephant.
    • Harosh nubit, you can't stand him, he is covered in art, this is a slip of a stopudoff!
    • I was never taken out for 5 battlegrounds yesterday.
    • These nupa niibazza zerg collected.
    • Blah ... I sagged the mob, and they leaked me.
    • Daguerre dropped from Ragna.
    • That FSU on zerg, we held the teleport and pawned them there for two hours.
    • In short, I went to download the sub.
    • Ricky ska scribe ... Bath host! feeder!

    How skillfully you know the gaming language, understand gaming concepts and abbreviations, depends on how experienced gamers will perceive you. A beginner who does not know the elementary terms from online games, is unlikely to be respected in the gaming community.

    This page contains most of the terms of online games that will help noobs become in the ass with their in the game world, make new friends and quickly get used to any MMO game!

    These terms were originally invented either by game developers, or - more often - from the depths of the gaming communities themselves. The players do not have enough time for correspondence during the game, and therefore, they shorten many words ( graph, kach, loka, acc, viola, go), and also come up with ways to bypass all kinds of math filters in games ( danuna, stukonah, blah, psholnakh, epta). All these words quickly scatter across the forums, move from game to game and eventually become common expressions, which, due to their brevity, capacity and expressiveness, acquire the character of a meme (a common word or phrase on the Internet).

    Given below gamer dictionary will help you understand all the most common concepts that are not always obvious and can often contradict each other.

    Ability / abilities / ability - a skill, spell or ability of a character.

    Agrit - cause aggression of the mob, provoke him to attack himself. Tanks usually aggro, not allowing the mob to aggro on other team members.

    Agro / aggro / agry - aggressive mobs attacking the character first. In some RPGs, aggression is so aggressive that it can attack each other (from the English Aggression).

    Addon - additions to the game, for example, adding new levels, weapons, gear, etc.

    Addy - 1) mobs that suddenly attack the player when he is busy fighting other mobs. 2) mobs that make up the boss's "retinue".

    Ai / Ai - the same as AI.

    Account / acc - a set of personal data of a person (gender, age, name, surname, password, etc.), often called an account, with which he logs into a site or a game.

    Alto (from alternative character) - an additional character in relation to the main (spell). Violas are usually brought up for the sake of curiosity - when the desire to play with another class becomes. Sometimes the new class turns out to be more interesting than the old one, and then the first Persian becomes the viola.

    Antag - he is nouklan, he is a soloist, a loner, a character without a clan.

    AoE (from the English. Area of \u200b\u200bEffect Damage) - carpet bombing, a magic spell that strikes an entire area. Accordingly, all targets in this area receive damage.

    Ap - reaching the next level.

    Apt - first aid kit, used in MMO games to increase the level helsov (hit points).

    Arcade - a simplified version of the simulator. They usually have primitive physics and graphics, often two-dimensional .. These are the same simulators of races, spaceships, etc., only in a simplified form.

    Arm / armor / armor - armor, armor.

    Arch / archer / archer - a character sharpened for possession of a bow or specializing in ranged combat.

    Assist - attack of one target simultaneously by several players. Usually used to take out the most powerful enemies - tanks and bosses.

    Auk - auction; an alternative to the in-game store in many MMORPGs, where you can buy various goods offered for auction by players.

    Afc - a status denoting the absence of a player in place while his game character is in the game.

    Bug / Bug - any error in the game or any program. Usually arises due to incompleteness, lack of coordination of the project, as well as errors made by the developers. Bugs usually do not interfere with the gameplay much, and sometimes even bring considerable benefit to cunning players who use flaws in the game to gain various advantages.

    Bagouser - a player using game bugs in order to obtain any advantages (bug - error, use - to use).

    Bind / Bind - binding of a specific item to a specific player when donning. Once linked, the item cannot be untied (transferred or sold to another player).
    .
    Ban - temporary or permanent exclusion by the administration of the player from the game. Any violation of the rules can be the reason for the ban: rudeness, botany, cheating etc.

    Bath - she's a ban, excommunication from the game by the administration of the person who violated the rules of the game.

    Buff / Buff / Buffing - a term that means a temporary improvement of certain characteristics of a game character or game items. You can buff yourself or other players.

    Buffer - a character capable of applying buffs.

    BBMMOG / BBMMOG (from English Browser Based Massively Multiplayer Online Game) - browser-based massively multiplayer online game. A kind of browsers with a huge number of interacting players.

    Bers – 1) berserk (berserker), fierce warrior; 2) bers, two axes used simultaneously; 3) a weapon that takes away the character's health, but instead increases the attack rates; 4) a spell cast on mobs in order to incite them to each other.

    Bizha - jewelry: rings, earrings, necklaces, etc. As a rule, these items have magical properties, but sometimes there is also purely decorative jewelry that does not add anything to the Persian.

    Build - sharpening the character for a specific purpose. In PvP builds, characters are sharpened under take out the spell, and in PvE builds - under farm mobs.

    Blah - used in online games where there is "antimat" (blah ... yes, there are mobs docking!).

    Boss - a particularly strong monster in the location. Usually this is a separate mob with artificial intelligence, which has its own name and retinuearmed and dressed in a special way. Especially valuable can be knocked out from bosses gear.

    The bot - a program prohibited in any normal game that imitates the actions of the player. Used by smart ass gamers for automation pharming and speeding up the pumping of the Persian.

    Browser game / browser Is an online game that runs directly in the browser. Most often, these are small casual flash games, although sometimes serious MMORPGs also belong to the browser, the number of players in which is estimated at millions. Browsers are often opposed to client games, although many browser-based MMOGs also require installation client.

    Wipe - a term meaning the death of the entire group when trying take out the boss... Comes at a stalemate, usually at the end instance or any mission, in connection with which it causes a storm of negative emotions.

    One-shot - one hit kill.

    Var / Wartag (from the English war target) - a member of an enemy clan / guild.

    Wakha - online game Warhammer Online.

    Vendor - mob merchant.

    Paddle - in shooters, a rifle with a telescopic sight.

    WoW / wovka / wow - online game World of Warcraft.

    Takeaway - murder.

    Hyde - a guide containing information about the passage of the game, the secrets and methods of achieving a particular benefit in the game.

    Gank - sudden, unexpected attack.

    Gank - killing low-level players or significantly weakened in battle with mobs.

    Guards - mobs that make up the retinue the boss (from the English. Guards - protection, defenders, guards).

    GvG / GvG (from the English Guild versus Guild) - guild versus guild, a game mode that denotes battles between alliances, races or factions.

    Gameplay / Gameplay - the gameplay, as well as the characteristics of the playability, interestingness, originality of the game in general.

    Gilda - she's a guild, a permanent association of players based on language, geography and other criteria.

    Gimp - an illiterate or simply useless Persian in PvP. (from the English gimp - cripple).

    GM / GM (from English game master) - game master or administrator of the game.

    Go / Go - go, move.

    Gold - (from the English. Gold) - gold, game currency in many MMORPGs, purchased for real money or mined in the game.

    Goldseller - a player who illegally trades game currency for real.

    Count - graphics or appearance of the game.

    Grafodrocher - a person for whom the main advantage of any game is not gameplay (gameplay), and count (game appearance).

    Grind - the most nerdy type of pumping or farming. Grinding means destroying the same mobs in the same place.

    GS / GS (from the English game sage) - Game Sage, a player who volunteers to help the project, as well as helps noobs get used to the game.

    Gusli - tank tracks, a frequently used word in tank MMOG. Thicken - knock down a caterpillar.

    GFSh / govnofrishard - pirate free server.

    Damag - damage caused by one character to another.

    Damager - a character capable of inflicting the most significant damage. Damagers come in ranged or melee combat.

    Dungeon - a separate location inhabited mobs and bosses or instance, designed for team passage.

    Dungeon - the same as an instance.

    DD / DD (from the English damage dealer) - a character class whose main specialization is to inflict damage.

    Debuff / De-buff - a negative spell cast on a monster or character of another player with the aim of weakening, causing damage, or just mocking.

    Donate - upload to the game real.

    Donator - a person who often makes purchases in the game store for real... Almost the entire Internet gaming industry is supported by donors. Honor and praise to them!

    DoT, DoT (from English Damage over time) - view debuff, this includes all kinds of poisons that cause damage over a period of time.

    DPS / DPS - no, this is not a road patrol service. DPS is a characteristic that indicates the approximate amount of damage that a character can inflict per unit of time (from the English damage per second).

    Drop - he is loot, loot obtained from defeated bosses or smaller mobs, as well as - less often - from defeated players.

    Dru / drule - Druid, character class in some MMORPGs.

    Dup - cloning of in-game items with a clever dishonest method. Usually punished bath.

    Eve - space online game EVE Online.

    Nerd / wanker - a person who is practically bezvylazno sitting in any one game or "jerking" certain functions of the game, becoming a virtuoso in them. Often goes to get valuable loot to the same boss, hoping to knock out exactly what you need. Due to its frequent use, the term has lost its negative connotation and is often used by the players themselves in relation to each other.

    Sharpen - improve the characteristics of the subject.

    CBT- closed beta test.

    Zerg rush - a planned attack by a large crowd, for example, the siege of an enemy castle.

    Ai - Artificial Intelligence. In games it is often called mobs - characters controlled by a computer program.

    Imba (from the English imbalance) - some prohibitively cool weapon or character characteristics that can disrupt the game balance.

    IMHO - a common word meaning "my personal opinion".

    Instance / insta - a dungeon or other space that has its own rules and is densely populated with hostile pugs.

    k / kilo - a thousand, 1000. They say: i knocked out 2k coins for myself yesterday.

    kk / kilo kilo - million, 1,000,000

    kkk - billion, 1,000,000,000

    Casual game - a type of computer games, often called mini-games. In contrast to MMO games, casual games are short, very simple, and most often solitary. These include all kinds tic-tac-toe, shooters, tetris etc.

    Kiting - battle tactics in which the enemy mobs constantly keep at a distance, attacking from a distance (from the English kite - kite).

    Cap - the highest level of anything in the game. For example, lvlkap - the highest level reached by the player.

    Karebir (English carebear) - almost the exact opposite nerd, a player who plays purely for fun and does not chase levels, stats, skills and so on. Usually they swing for a very long time, causing ridicule from nerds.

    Cast - a word meaning casting a spell on a character in the game. Cast - means to cast.

    Kach - the process of pumping (development) of the game character, as well as increasing the characteristics of cars, armor, weapons, pets, etc.

    Quest / quest - a task usually received from an NPC, or a mission for the completion of which a reward is due.

    Camper - rat or an experienced player who knows everything stubs on locations and preferring to hide, shoot from behind cover (from English camper - resting).

    Class - the specialization of the character, in accordance with which he develops. The term is common in most RPGs. The most common classes are: mage, warrior, priest, or healer.

    Client game - a type of online games that requires the installation of a special program on the computer, called client... Unlike browsers, client games usually have a more sophisticated graph and wider gameplay capabilities, but are very demanding on computer resources.

    Korean Random - a pseudo-random event, not subject to computation, which cannot be calculated and predicted by any means. Common to all Korean MMORPGs.

    Klondike Is a popular shooter Counter Strike.

    Contra - the same as the Klondike.

    Crab - a crooked player.

    Crafting / Craft - the process of creating any items directly by the character of the game. Craft - means to be engaged in a craft, namely, to produce weapons or any things.

    Crete / Crit (from the English critical hit) - a critical hit that can be of decisive importance in battle.

    Rat - a character who rat (hides behind corners, sits in ambush, attacks on the sly). A professional sniper feature, as well as the fighting style in some online shooters.

    Cooldown / CD - the time interval between using the skill / spell / item. A characteristic denoting the frequency of strikes in combat (English Cooldown - literally "cooling").

    Lag / Lag - problems with the network connection during the gameplay. The reason for the lags may be the Internet connection itself, or the computer's mismatch with the system requirements of the game, as well as problems in the game itself. It is often said - the game lays, freezes.

    Lagger - a player with a slow or poor-quality Internet connection, which is why he moves with "freezing", which usually annoys other players (from the English lag - delay).

    Lacker - lucky, lucky player (from English luck - good luck).

    Level / lvl - level in the game

    Ruler / La2 - Korean online game Lineage-2.

    Lock - he is a warlock, a warlock in some MMORPGs (from the English warlock).

    Location / loka / location - a separate area of \u200b\u200bthe game world.

    Lol / Lol (from English laughing out loud) - "laughing", a meme that means everything funny.

    Lotro - online game Lord of the Rings Online.

    Bow / Lukar - a character armed with a bow and specializing in ranged combat.

    Loot / Lut - the same as drop.

    Miner - a miner, a character specializing in mining (from the English miner: miner).

    Mana / MP / MP (from the English Mana Points) - magical energy or points required to use spells and skills.

    Mount - a mount or - more often - some unknown fucking kuynya, riding which you can move much faster around the game world or even fly.

    Miles / Milishnik - a mob specializing in close combat.

    MMO - the same as MMOG.

    MMOG / MMOG (from English Massively Multiplayer Online Game) - a massively multiplayer online game. This abbreviation does not mean any web games, but only those that have or are aimed at high traffic (usually many thousands, hundreds of thousands, and sometimes millions of players). Moreover, without high attendance, these projects cannot exist at all, because their functioning requires a large number of interacting players.

    MMORPG / MMORPG (from English Massively Multiplayer Online Role-Playing Game) - massively multiplayer online role-playing game. These are games with a deep plot, as a rule, the process of which is based on the development of one or several characters, the pumping of game abilities, the constant accumulation of all kinds of points, as well as game gear, weapons, spells, etc. In this case, the player himself chooses which characteristics to develop in the first place.

    MMORTS / MMORTS (from English Massively multiplayer online real time strategy) - massive multiplayer online strategy in real time. This is a type of online games that combines a large number of players in one game world and real-time strategy gameplay.

    MMOTPS / MMOTPS Is a massively multiplayer online third-person shooter.

    MMOFPS / MMOFPS (from English Massively multiplayer online first-person shooter) - a massive multiplayer online first-person shooter. This is a type of online games that combines the gameplay of a first-person shooter and a certain number of players on each map (usually no more than sixteen).

    Mob / Mob - a character with or without artificial intelligence, controlled by a computer. This includes monsters, as well as characters helping players or distributing quests.

    Cartoon - the same as alto.

    Multiclass - a term for a character who can effectively perform two or more roles in the game.

    Mutik - mutant.

    Fly - grenade launcher or (more often) sniper rifle. The name seems to come from the specific sound when firing.

    Necr is a necromancer, a character class in many MMORPGs.

    Nepis - the same as the NPC.

    Nerf (English nerf) - deterioration of something in the updated version of the game. For example, nerf class - make it weaker in the next patch.

    NPC / NPC / NPC / NPC (from English Non-Player Character) - variety mob, denoting an inhabitant of the game world. These are usually merchants, guards, blacksmiths, witches, etc., from whom you can take quests, make purchases, orders, etc.

    Noob (from the English noob, which, in turn, comes from newbie) - he is a teapot, salaga, zheltotik. New to any game. Offensive characteristic for lamersaccustomed to pretending that they guru, or trying to be known as "their".

    Nub-zone / nubyatnya - aka nuboincubator, a location for low-level players.

    Nychka - places in the location where you can hide from enemies or set up an ambush.

    MBT - open beta test.

    Online game - a computer game using an uninterrupted internet connection. Thanks to this advantage, one online game can be played simultaneously by thousands of players from different cities and countries.

    Offline play - a computer or video game of the classic type. These are the same games that are still sold on CD and do not require a permanent internet connection. Offline games are often referred to as solo games, although many of them have an online mode (which, however, is almost never used by anyone). Unlike online games, have (not always) a more sophisticated graph, and this is where their advantages end.

    Pavner / povner Is a good, experienced MMORPG player. Pawn - to win, to kill the enemy (from the English power, "power, strength").

    Pak / Pack - tied herd mobs, an attack on any of which will immediately take up the whole herd against you.

    Locomotive - a character who steam locomotive (runs, gathering a large crowd of mobs behind him, achieving their close crowding, and then destroys them with AoE). The smartest smart players use steam trains to kill other players by dropping this crowd of mobs on them.

    Party - a group of characters in the game, united to achieve a goal.

    PvE / PvE (from the English Player versus Environment) - the player against the environment. Game mode, meaning the opposition between the player and the environment. Unlike PvP, the opponents of the players are not other players, but mobs (computer characters with artificial intelligence).

    PvMP / PvMP (from English Player versus Monster Player) - a player against a player who plays as a monster. Exotic game mode, involving the reincarnation or resettlement of one of the players in mob.

    PvP / PvP (from English Player versus Player) - player against player. This is a game mode that involves active interaction and opposition of players with each other.

    PvPvE / PvPvE (from English Player versus Player versus Environment) - player versus player and against the environment. This is a game mode that involves player versus player with the possibility of a third party, usually a mob. There is, in particular, in the game Juggernaut.

    Persian - the same as char.

    Pet / Pet - pet, animal, more often backbite or some magic devilwho accompanies the character and helps him in battles, as well as in peaceful affairs, but at the same time herself in need of care, feeding, pumping, etc.

    Pick-up - a player who gathers a group for any purpose using the poke method.

    PC / PK (from the English Player Killer) - inadequate or antisocial type, mending lawlessness in the game, killing other players on the sly, not watching the concepts of the majority.

    Pm - internal mail or a place to exchange private messages in the game. They say: "write to me in pm".

    Priest - a character who specializes in healing others, usually a healer, priest.

    PuG / PuG (Pickup Group) - a group of players randomly selected pick-up.

    Bullet, bullet - attack of a smart ass tank on the dumb mob ineffective ranged weapon for luring the latter into an unequal battle.

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