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"The entity-relationship model adopts the more natural view that the real world consists of entities and relationships. It incorporates some of the important semantic information about the real world." [2] In his original 1976 article Chen explicitly contrasts entity–relationship diagrams with record modelling techniques:
Social interactions in MMORPGS take the form of in-game communication, virtual behaviors, and the development of interpersonal and group relationships. In massive multiplayer online role-playing games (), cooperation between players to accomplish difficult tasks is often an integral mechanic of gameplay, and organized groups of players, often called guilds, clans, or factions, emerge.
ER_Diagram_MMORPG.png: Original uploader was TheMattrix at en.wikipedia derivative work: Jorrit nl ( talk ) This is a retouched picture , which means that it has been digitally altered from its original version.
MMORPGs use a wide range of business models, from free of charge, free with microtransactions, advertise funded, to various kinds of payment plans. Most early MMORPGs were text-based and web browser-based, later 2D, isometric, side-scrolling and 3D games emerged, including on video game consoles and mobile phones.
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An attribute is a piece of data (a "statistic") that describes to what extent a fictional character in a role-playing game possesses a specific natural, in-born characteristic common to all characters in the game.
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