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 Massively multiplayer online role-playing game, where the servers are designed to handle the number of users while not significantly impacting performance, thereby reducing server lag. In RTS games like StarCraft, the term is used differently, see Raid (military).
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Usually a boss is strong enough that it cannot be defeated by a team smaller than the designed raid size parameters for that boss. For example, a normal team size might not exceed eight people, but a raid for a particular boss may require 40 or more people. A normal team size wouldn't be able to survive the amount of damage that the boss can do. Increasing the size of the group helps to distribute the boss' 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 debuffers) producing cumulative effects, enabling a greater number of characters to survive the boss' attacks and inflict enough damage on the boss to defeat it.
Character types typically represented in a raid:
Item drops from raids are often very rewarding, and may include unique or maximum stats items, 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.
Within MMO's 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.
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, as long as they do not 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.
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 about the concept of raids as currently implemented in graphical MMOs. With growing concerns about the addictive nature of MMOs, the fact that raids require 3-4+ hours of constant gameplay leads some to believe they are inherently (and physically) unhealthy.[1] [2] 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.
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.[3]
Some game developers believe 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 impacts their ability to care about real life goals and accomplishments.[4]
Additionally, many players 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. This grind-based gameplay is typically held in low regard by the PvP gamers who favor a more horizontal approach.