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A '''raid''' is a type of mission in a [[video game]] in which a very large number of people (larger than the normal team size set by the game) attempt to defeat a [[boss (video games)|boss monster]]. This type of objective is most common in [[Massively multiplayer online role-playing game|MMORPGs]], where the servers are designed to handle the number of users, and usually but not necessarily occurs within an [[Instance dungeon]]. In [[Real-time strategy|RTS]] games like ''[[StarCraft]]'', the term is used differently; see [[Raid (military)]].
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Raiding originated in the class of text [[MUD]] known as [[DikuMUD]]. DikuMUD heavily influenced the game [[EverQuest]] which brought the raiding concept into modern 3D MMORPGs <ref>[http://www.raphkoster.com/2009/01/09/what-is-a-diku/]</ref>. The largest and most popular game to currently feature raiding is [[World of Warcraft]]<ref>[http://us.battle.net/wow/en/zone/#expansion=4 Dungeons, Raids, and Scenarios]</ref>.
A '''raid''' is a type of mission in a [[video game]] in which either a very large number of people (larger than the normal team size set by the game), or a small number of people with exceptional skill, attempt to defeat a [[boss (video games)|boss monster]] of a higher magnitude of difficulty than other monsters found within the game world. This type of objective is most common in [[Massively multiplayer online role-playing game|MMORPGs]], where the servers are designed to handle the number of users. In [[Real-time strategy|RTS]] games like ''[[StarCraft]]'', the term is used differently; see [[Raid (military)]].


== Raid tactics ==
MMORPGs like [[World of Warcraft]] utilize large-scale raids of many players,<ref>[http://us.battle.net/wow/en/zone/#expansion=4 Dungeons, Raids, and Scenarios]</ref> while games like [[Final Fantasy XIV]] use both large and small-scale raids <ref>[http://ffxiv.gamerescape.com/wiki/Category:Raid Current FFXIV Raids]</ref>
The combat encounters comprising a raid usually require players to coordinate with one another while performing specific roles as members of a team. The roles of [[Tank (computer gaming)|Tank]], [[Healer (gaming)|Healers]], and [[Damage per second|DPS]] are known as the Holy Trinity of MMORPG group composition<ref>[http://www.gamasutra.com/view/feature/132607/rethinking_the_trinity_of_mmo_.php?print=1]</ref>. Other common roles include [[Buff (computer gaming)|Buffing]], [[Crowd control (MMORPG)|Crowd control]], and Pulling (selectively choosing targets with which initiating combat)<ref>[http://books.google.com/books?id=hLVJd05sKS4C&pg=PA132&lpg=PA132&dq=everquest+dedicated+puller&source=bl&ots=wcrudULjwR&sig=iQ-8YDsGc-U2U4u4MwH1ONb5ZeY&hl=en&sa=X&ei=g55zVKbdA4mrNtKKg_gH&ved=0CFQQ6AEwBQ#v=onepage&q=everquest%20dedicated%20puller&f=false]</ref>. A raid leader is often needed to direct the group efficiently, due to the complexities of keeping many players working well together.

== Raid bosses ==
Usually a boss is strong enough that it cannot be defeated by a team smaller than the designed raid size parameters for that boss, but in some cases, a well-planned and coordinated attack effort can be made by a much smaller group if executed with a higher precision. Increasing the size of the group can help to distribute the boss's damage output amongst a greater number of targets, increases the number of characters doing damage to the boss simultaneously, and increases the number of support characters (healers, buffers, and de-buffers) producing cumulative effects, enabling a greater number of characters to survive the boss's attacks and inflict enough damage on the boss to defeat it. By doing so, the need for skill from each individual member is lessened.

== Character types utilized in most raids ==
Character types typically represented in a raid:
* [[Buff (computer gaming)|Buffers]] augment allies' [[Statistic (role-playing games)|stats]] and abilities.
* [[Crowd control (MMORPG)|Crowd controllers]] render one or more enemies harmless or reduce their effectiveness.
* [[Damage per second|DPS classes]] reduce enemies' [[Health (game mechanism)|health]] by doing damage.
* [[Buff (computer gaming)|Debuffers]] reduce enemies' stats and weaken their abilities.
* [[Healer (gaming)|Healers]] restore allies' [[Health (game mechanism)|health]].
* [[Tank (computer gaming)|Tanks]] hold off particularly [[Hate (MMORPG terminology)|aggressive]] enemies and absorb damage, effectively shielding weaker allies from attack.


== Raid loot ==
== Raid loot ==
Raids are often very rewarding in terms of virtual treasure and items that are unique or that grant exceptional stats and abilities, thus giving players an incentive to participate. Often however, there is not enough treasure to individually reward every player who participates. Players have invented various systems, such as [[Dragon kill points]] to distribute loot fairly.
Item drops from raids are often very rewarding, and may include unique items or items that grant exceptional stats and abilities, thus giving players an incentive to participate. Other rewards may include large amounts of experience and in-game currency. The high rewards often come at the cost of high risk to the players. The large number of people in a particular raid group increases the likelihood of individual errors (including executing an action at the wrong time, or failing to execute an action when required) that could be detrimental to the raid as a whole, possibly contributing to the total failure of the raid. It is advisable to have a working strategy prior to starting the raid. A raid leader is often needed to direct the group efficiently, due to the complexities of keeping many players working well together.


== Raiding guilds ==
== Raiding guilds ==
Within MMOs are guilds that help players succeed on their raiding progression. There are two types of raiding guilds: casual guilds, defined as spending two to three days per week on average; and hardcore guilds, defined as spending four to seven days per week on average.<ref>[http://www.gamasutra.com/view/feature/131397/from_casual_to_core_a_statistical_.php From Casual to Core: A Statistical Mechanism for Studying Gamer Dedication]</ref>
Raiding is often done by associations of players called guilds or clans who maintain a consistent schedule and roster. There are two types of raiding guilds: casual guilds, defined as spending two to three days per week on average; and hardcore guilds, defined as spending four to seven days per week on average.<ref>[http://www.gamasutra.com/view/feature/131397/from_casual_to_core_a_statistical_.php From Casual to Core: A Statistical Mechanism for Studying Gamer Dedication]</ref>

== Instanced or public raiding ==
Raids can occur in an [[instanced zone]] or a public zone. An advantage to a raid being in an instanced zone is that the raid leader can control who participates. An advantage to a raid being in a public zone is that anyone is free to join the raid when they like, although they may be removed from the raid if they disrupt the original raid group. Disadvantages to public raids are that they are more susceptible to [[griefing]], and sometimes cannot be rezoned, as an instanced raid can, unless the boss is reset by the server.

== Health risks and conceptual flaws in raiding ==
Although relative to differing levels of content difficulty, raid design in most MMORPGs often requires players to play for extended periods of time.

There is much academic discussion {{By whom?|date=July 2014}} about the concept of raids as currently implemented in graphical MMOs. With growing concerns about the addictive{{Citation needed|date=July 2014}} nature of MMOs, the fact that raids require 3–4+ hours of constant gameplay leads some to believe they are inherently (and physically) unhealthy.<ref>[http://www.ripten.com/2008/08/14/final-fantasy-xi-guild-spends-18-hours-fighting-boss-suffers-physical-torment/ Final Fantasy XI Guild Spends 18 Hours Fighting Boss, Suffers Physical Torment]</ref> A 2003 study by the National Institutes of Health found that playing MMORPGs for more than 20 hours per week correlates to obesity and nutritional imbalance as well as an increased propensity for bone loss and muscle atrophy{{Citation needed|date=July 2014}}.

China has addressed the issue by trying to implement national limits on how long people can play MMORPGs. The measures will impose penalties on people who play MMORPGs for more than 3 hours per day.<ref>[http://news.bbc.co.uk/1/hi/technology/4183340.stm China imposes online gaming curbs]</ref>

Some {{Who?|date=July 2014}} game developers believe that the way raids and raid guilds can dominate a player's life (recruitment, planning, guild drama, etc.) could potentially give people a false sense of accomplishment that impedes their ability to care about real life goals and accomplishments {{Citation needed|date=July 2014}}

Additionally, many players {{Who?|date=July 2014}} have expressed concerns over the predominantly vertical progression found in most MMORPGs. Major content releases may increase an existing level cap, rendering previous raid gear and end-game content obsolete. In return, players may feel forced to complete the latest game content in order to keep up with the curve. {{Citation needed|date=July 2014}}


== Health risks==
== Games with raiding or raid bosses ==
The fact that raids often require multiple consecutive hours of constant gameplay leads some to believe it is a physically unhealthy activity.<ref>[http://www.ripten.com/2008/08/14/final-fantasy-xi-guild-spends-18-hours-fighting-boss-suffers-physical-torment/ Final Fantasy XI Guild Spends 18 Hours Fighting Boss, Suffers Physical Torment]</ref> A 2003 study by the National Institutes of Health found that playing MMORPGs for more than 20 hours per week correlates to obesity and nutritional imbalance as well as an increased propensity for bone loss and muscle atrophy{{Citation needed|date=July 2014}}. Due to these concerns, China has proposed national limits on how long people can play MMORPGs. The measures will impose penalties on people who play MMORPGs for more than 3 hours per day.<ref>[http://news.bbc.co.uk/1/hi/technology/4183340.stm China imposes online gaming curbs]</ref>
{{Overly detailed|section|date=July 2011}}
* [[Age of Conan]]
* [[Aion: The Tower of Eternity]]
* [[Allods Online]]
* [[Anarchy Online]]
* [[Borderlands 2]]
* [[City of Heroes]]
* [[Clash of Clans]]
* [[Dark Age of Camelot]]
* [[DC Universe Online]]
* [[Destiny (video game)|Destiny]]
* [[Dragon Nest]]
* [[Dungeons & Dragons Online]]
* [[EverQuest]]
* [[EverQuest II]]
* [[Final Fantasy XI]]
* [[Final Fantasy XIV]]
* [[Laghaim]]
* [[Lineage II]]
* [[Lord of the Rings Online]]
* [[Lunia: Record of Lunia War|Lunia]]
* [[Marvel Heroes 2015]]
* [[Ragnarok Online]]
* [[Rappelz]]
* [[Rift (video game)|Rift]]
* [[ROSE Online]]
* [[RuneScape]]
* [[Runes of Magic]]
* [[The Exiled Realm of Arborea|Tera]]
* [[Tibia (computer game)|Tibia]]
* [[Vindictus]]
* [[Warhammer Online]]
* [[Wild Star]]
* [[Wizard 101]]
* [[World of Warcraft]]
* [[Star Wars: The Old Republic]]
* [[Spiral Knights]]


== References ==
== References ==

Revision as of 21:26, 24 November 2014

A raid is a type of mission in a video game in which a very large number of people (larger than the normal team size set by the game) attempt to defeat a boss monster. This type of objective is most common in MMORPGs, where the servers are designed to handle the number of users, and usually but not necessarily occurs within an Instance dungeon. In RTS games like StarCraft, the term is used differently; see Raid (military).

Raiding originated in the class of text MUD known as DikuMUD. DikuMUD heavily influenced the game EverQuest which brought the raiding concept into modern 3D MMORPGs [1]. The largest and most popular game to currently feature raiding is World of Warcraft[2].

Raid tactics

The combat encounters comprising a raid usually require players to coordinate with one another while performing specific roles as members of a team. The roles of Tank, Healers, and DPS are known as the Holy Trinity of MMORPG group composition[3]. Other common roles include Buffing, Crowd control, and Pulling (selectively choosing targets with which initiating combat)[4]. A raid leader is often needed to direct the group efficiently, due to the complexities of keeping many players working well together.

Raid loot

Raids are often very rewarding in terms of virtual treasure and items that are unique or that grant exceptional stats and abilities, thus giving players an incentive to participate. Often however, there is not enough treasure to individually reward every player who participates. Players have invented various systems, such as Dragon kill points to distribute loot fairly.

Raiding guilds

Raiding is often done by associations of players called guilds or clans who maintain a consistent schedule and roster. There are two types of raiding guilds: casual guilds, defined as spending two to three days per week on average; and hardcore guilds, defined as spending four to seven days per week on average.[5]

Health risks

The fact that raids often require multiple consecutive hours of constant gameplay leads some to believe it is a physically unhealthy activity.[6] A 2003 study by the National Institutes of Health found that playing MMORPGs for more than 20 hours per week correlates to obesity and nutritional imbalance as well as an increased propensity for bone loss and muscle atrophy[citation needed]. Due to these concerns, China has proposed national limits on how long people can play MMORPGs. The measures will impose penalties on people who play MMORPGs for more than 3 hours per day.[7]

References