In the digital era, as the representative of 21st century cultural world, the game industrial attracted more concerns than ever before. The MMORPG takes an important part in the game industrial. Character is the graph element for user’s first choice and the first impression. Character is the basic element for any activities and communications by users. In this case, Character is the most important part in any game. With the development of society, people tend to draw a common ground through cultural communication in the worldwide. With the rapid development of the MMORPG, hundreds of MMORPG have been developed and listed in the stock market. The ultimate goal for MMORPG developers is to gain the market share. Because of the current game situation, to develop such a Character with unity and cognitive component is highly and especially important. Nowadays, with the development of the hardware and software of the computer and the sophistication of internet technique, as well as the common method, customizing has become the mainstream of the generation system of Character in MMORPG. But Character has its unique way based on the degrees of freedom to show itself, in this way, it leads its users to have a vague awareness toward Character. If the cognition is below the normal, and apart from the status bar and scripts instruction, the race、 occupation、 ability、 technique and other information of the Character can't be precisely distinguished. Immersion can't be acquired because of lack of Character individuality. In this way, if Character is embedded with some degree of cognition, it can show its perceptual features, and be easily understood and judged. Known the race and occupation of Character easily, can positively be adopted to games and provide game users with positive inflection on their participation, usage and preference. So to maintain cognition, particularity of Character in MMORPG、immersion as well as highly degree of freedom、novelty、interest、difference in Character、balance and development are the major tasks for developers. Besides, cognition in MMORPG is not only used to Player Character but also to NPC Character and some Monster Character. To sum up, the development on cognition is very important for game developers, and it will be also applied to the development of Character for a long run. The purpose of the research is as followed: to collect cognitive features of Character in different occupational group in MMORPG and to testify the applicability of these cognitive features for common Character and customizing. We can know that whether these three groups-designer、user and novice can have the same cognition. Moreover, we can also know whether the two sexes of men and women have a different cognition according to Character. In addition, it works to find out the common ground and differences in cognition between common Character and customizing Character. Thus in order to provide developers with fine theoretical basis, the thesis draws a proposal for the cognitive performance for the Character in different occupations which are effectively expressed in MMORPG. This thesis is composed of introduction, theoretical investigation, fact and proof survey and conclusion. The process of the experience includes preparation、the first experience、the second experience、the third experience, each of them is conducted in a separate way. Cognitive evaluation method uses adjective scale method, questionnaire to investigate, and scale method with equal distance to measure. This questionnaire lasted two weeks from Jun 12th, 2012 to Jun 25th, 2012. And it concluded totally 90 participants: designer、 user、 novice, 30 people for each group. It conducted in two ways, face-to-face communication and internet investigation, and its figure analysis is based on mean method in statistics and frequency method. The conclusion of this research is as followed: as customizing is so popular nowadays, whether we can develop such a prototype Character which can have high degree of freedom and interest, as well as cognition and immersion is so important. As time changes, the appreciation of beauty also changes. So to represent modernity changes the way we create. In modern times, beauty in female Character has been highlighted, so female Character in different occupation must be developed with priority to beauty. With less experience, the novice are strange with the objects in the games and have different cognition compared with designer and user. But as the future customers, the novice’s cognition is apparently important in order to lure their interest and loyalty. Because of the high degree of freedom of the Customizing Character, the cognition is especially important compared with normal Character. So in the future development, while Customizing is still used, if the diverse cognition in the research has been used in development, it can definitely achieve a better Character development plan. Through this research, we have a full understanding of cognition and cognitive elements of Character in different occupation in MMORPG which can better serves to get a effectively compatible theory in development. In addition, may the development of Character in MMORPG a better future.