In most modern graphical games, "mob" may be used to specifically refer to generic monstrous NPCs that the player is expected to hunt and kill, excluding NPCs that engage in dialogue, sell items, or NPCs which cannot be attacked. Most mobs are those capable of no complex behaviors beyond generic programming of attacking or moving around. Combat between player characters (PCs) and mobs is called player versus environment (PvE). PCs may also attack mobs because they aggressively attack PCs. Monster versus monster (MvM) battles also take place in some games. A game world might contain hundreds of different kinds of mobs, but if players spend a certain amount of time playing, they might become well aware of the characteristics presented by each kind and its related hazard. This knowledge might dull the game to some extent. Richard Bartle for objects that were self-mobile in MUD1. Later source code in DikuMUD used the term "mobile" to refer to a generic NPC, shortened further to "mob" in identifiers.
Shah, Rawn; Romine, James (1995). Playing MUDs on the Internet.
MMORPGs are derived from the MUD usage. The term is properly an abbreviation rather than an acronym. Bartle, Richard (2003). Designing Virtual Worlds. These are commonly known as mobiles30 (mobs for short), and they represent the monsters and non-player characters who inhabit the virtual world. 30From MUD1, "mobile objects." I called them that because creatures moving in a controlled but unpredictable way are like the kind of "mobiles" that hang from ceilings. Shah, Rawn; Romine, James (1995). Playing MUDs on the Internet. John Wiley & Sons, Inc. A mob (pronounced MOHb, not MAWb), or mobile, is a computer controlled creature. If a mob is not friendly, it is known as an agg or aggressive mobile. It will hit you at the first opportunity, even the instant you walk into a room. A majority of Muds have dumb mobs. A dumb mob will fight you until you kill it or flee from it. Maloni, Kelly; Baker, Derek; Wice, Nathaniel (1994). Net Games. Random House / Michael Wolff & Company, Inc. Towers, J. Tarin; Badertscher, Ken; Cunningham, Wayne; Buskirk, Laura (1996). Yahoo! Wild Web Rides. IDG Books Worldwide Inc.
Bartle, Richard (2003). Designing Virtual Worlds.
Hecht, Eliah (2007-02-20). "The complete WoW abbreviations". WoW Insiders. Archived from the original on 2009-08-31. Retrieved 2010-03-25. Mob: Short for "mobile" (derived from MUDs, where any NPC was either a stationary shopkeeper or mobile; see WoWWiki), this refers in WoW to NPCs, primarily NPCs that are meant to be killed. Poisso, Lisa (2009-06-08). "WoW Rookie: Rares, elites and nameds". WoW Insiders. Archived from the original on 2009-07-18. Retrieved 2010-03-25. Named mobs are just that: monsters that have names. Carton, Sean (1995). Internet Virtual Worlds Quick Tour. Monsters are non-player characters who roam the world. Often, players reach a higher level by fighting and killing monsters. Bartle, Richard (2003). Designing Virtual Worlds. Who'd want to risk life and limb for 20,000 UOC if it wasn't enough to buy an arrow? Yet how do designers make these price rises occur rationally in such a way that unscrupulous players can't screw over the system? Busey, Andrew (1995). Secrets of the MUD Wizards. Bartle, Richard (2003). Designing Virtual Worlds. Can you stand the heat, or do you get out of the kitchen? By giving players harder quests in rougher areas, designers inform them that these are tougher areas. Bartle, Richard (2003). Designing Virtual Worlds. Players are opposed by the environment-that is, the virtual world. In a combat situation, this means player characters (PCs) fight monsters. Bartle, Richard (2003). Designing Virtual Worlds. It emerges from its camp, kills some villagers' sheep, and then returns home with the spoils. The villagers get angry and offer to pay players to kill the goblins. Guarneri, Andrea; Maggiorini, Dario; Ripamonti, Laura A.; Trubian, Marco (2013). GOLEM: Generator Of Life Embedded into MMOs (PDF). University of Milano. p. 585. In spite of the fact that a game world can contain hundreds of different species of monsters, after spending a certain amount of time playing, players become well aware of the characteristics presented by each specie and its related hazard. Bartle, Richard (2003). Designing Virtual Worlds.
Sword Art Online is a Japanese light novel series written by Reki Kawahara with accompanying illustrations drawn by abec. The series takes place in the near-future and focuses on various virtual reality MMORPG worlds. ASCII Media Works began publishing the novels on April 10, 2009 under their Dengeki Bunko imprint. Russia. With more than 16 million copies in print worldwide, there are future plans for publications in Germany, Italy, Austria, Switzerland, Vietnam and others. Kawahara also began writing a parallel series of light novels titled Sword Art Online: Progressive, a spin-off that focuses on the clearing of Aincrad, unlike the Aincrad stories of the main series. As of June 10, 2021, eight volumes have been published as part of the Progressive series. In addition to the original storyline of Sword Art Online and Sword Art Online: Progressive, Kawahara has also written and published Sword Art Online side stories. Accel World, have been sold at Comitia, Dengeki Bunko's Fair and have come along with the limited edition Blu-Ray/DVD Sword Art Online compilation volumes.
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Before Sword Art Online was published, Kawahara had posted Sword Art Online novels on his website and there are still a few side stories on Sword Art Online, although the original novels have been removed. In addition, Kawahara has published a side story of Sword Art Online in one of his other works, Accel World. In the tenth volume of Accel World, there is a chapter where it depicts a cross over between Sword Art Online and Accel World. Several of the side stories that he has released are in a collection called the Sword Art Online Material Edition, sold at the Comitia dōjinshi-selling event, which range from novels to manga. However, all of the art in the Material Editions is drawn by Kawahara himself. Aside from the light novels written by Kawahara, there are also two spin-offs written by other authors with supervision by him. The first one is Sword Art Online Alternative: Gun Gale Online series written by Keiichi Sigsawa and illustrated by Kouhaku Kuroboshi, while the other is Sword Art Online Alternative: Clover's Regret, written by Watase Souichirou and illustrated by Ginta. While both of these series take place in the same world as the main series written by Kawahara, they each feature different characters as the focus compared to the main series.
Afterword of the first light novel volume.(April 2009).1〉アインクラッド (電撃文庫) (in Japanese).26 V (in Japanese).(October 2012).1 (電撃文庫) (in Japanese).(June 2021).8 (電撃文庫) (in Japanese). Kawahara, Reki.(in Japanese).
Sword Art Online"Light Novel and Manga Release Details Listed". Kawahara, Reki (22 April 2014). Sword Art Online 1: Aincrad.(10 August 2009).2〉アインクラッド (電撃文庫) (in Japanese). Sword Art Online 2: Aincrad.(10 December 2009).3〉フェアリィ・ダンス (電撃文庫) (in Japanese). Sword Art Online 3: Fairy Dance.(April 2010).4〉フェアリィ・ダンス (電撃文庫) (in Japanese). Sword Art Online 4: Fairy Dance.(August 2010).5〉ファントム・バレット (電撃文庫) (in Japanese).
Sword Art Online 9. Yen On.
Sword Art Online 5. Yen On.(December 2010).(6) (電撃文庫) (in Japanese). Sword Art Online 6. Yen On.(April 2011).7〉マザーズ・ロザリオ (電撃文庫) (in Japanese). Sword Art Online 7. Yen On.(August 2011).8〉アーリー・アンド・レイト (電撃文庫) (in Japanese). Sword Art Online 8. Yen On.(10 February 2012).(9) (電撃文庫) (in Japanese). Sword Art Online 9. Yen On. (July 2012).10〉アリシゼーション・ランニング (電撃文庫) (in Japanese).
Sword Art Online 10. Yen On.(December 2012).11 (電撃文庫) (in Japanese). Sword Art Online 11. Yen On.(April 2013).(12) (電撃文庫) (in Japanese). Sword Art Online 12. Yen On.(10 August 2013).(13) (in Japanese). Sword Art Online 13. Yen On.14 (in Japanese). Sword Art Online 14. Yen On.15 (in Japanese). Sword Art Online 15. Yen On. (in Japanese).