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  1. More Images

    The Matrix Online

    The Matrix Online was a massively multiplayer online role-playing game initially developed by Monolith Productions and later, a few months after launch, by Sony Online Entertainment. It was advertised as a continuation of the storyline of The Matrix films, as The Wachowskis, the franchise's creators, gave their blessing to the notion of gamers "inherit[ing] the storyline". The game began closed beta-testing in June 2004 which was then opened for people who pre-ordered the game in November 2004. Warner Bros. and Sega released MxO on March 22, 2005 in the United States. It was released in Europe on April 15, 2005. In June, Warner Bros. sold the rights to the game to Sony Online Entertainment, and the game's development and operation was transferred to the latter on August 15, 2005. Sony Online Entertainment shut down operation of the game on July 31, 2009. Wikipedia

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  2. Apr 25, 2005The more elaborate massively multiplayer games can cost more than $20 million to develop, according to several executives in the business. That is about double what it costs to make a game for a ...
  3. en.wikipedia.org

    The Matrix Online (abbreviated as MxO) [1] was a massively multiplayer online role-playing game (MMORPG) initially developed by Monolith Productions and later, a few months after launch, by Sony Online Entertainment.It was advertised as a continuation of the storyline of The Matrix films, as The Wachowskis, the franchise's creators, gave their blessing to the notion of gamers "inherit[ing] the ...
  4. en.wikipedia.org

    This is a selected list of massively multiplayer online role-playing games (MMORPGs).. MMORPGs are large multi-user games that take place in perpetual online worlds with a great number of other players. In most MMORPGs each player controls an avatar that interacts with other players, completes tasks to gain experience, and acquires items. MMORPGs use a wide range of business models, from free ...
  5. International Review of Information Ethics Vol. 4 (12/2005) Dorothy E. Warner and Mike Raiter: Social Context in Massively-Multiplayer Online Games (MMOGs): Ethical Questions in Shared Space 48 The social context of MMOGs incorporates online forums that are dedicated to particular communities of players. These forums host discussions regarding
  6. Today, highly successful Massively Multiplayer Online Games (MMOGs) have millions of registered users and hundreds of thousands of active concurrent players. To sustain their highly variable load, game operators over-provision a large static infrastructure capable of sustaining the game peak load, even though a large portion of the resources is ...

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