Massively Multiplayer Online Role-Playing Game edit

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Massive(ly) Multiplayer Online Role-Playing Game (MMORPG) is a genre of online role-playing video games (RPGs) in which a large number of players interact with one another in a virtual world.

As in all RPGs, players assume the role of a fictional character (most commonly in a fantasy setting)[1] and take control over many of that character's actions.[2] MMORPGs are distinguished from single-player or small multi-player RPGs by the number of players and with a set of common global themes, such as global economic systems & global communications systems, it can also be noted that many MMORPGs are sandboxes, that make the players take thier own direction in the game, rather that having a preset storyline such as with many RPGs.

MMORPGs are very popular throughout the world, with combined global memberships in subscription and non-subscription games exceeding 15 million as of 2006.[3] Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005,[4] and Western revenues exceeded one billion USD in 2006.[5]


History edit

MMORPGs, as defined today, have only existed since the early 1990s.[2] Still, all MMORPGs can trace a lineage back to the earliest multi-user games which started appearing in the late 1970s.[2] The first of these was Mazewar, though more would soon be developed for the PLATO system.[6] 1984 saw a Roguelike (semi-graphical) multi-user game, called Islands of Kesmai.[6] The first "truly" graphical multi-user RPG was Neverwinter Nights, which was delivered through America Online in 1991 and was personally championed by AOL President Steve Case.[6]

When NSFNET restrictions were lifted in 1995, the internet was opened up to developers, and this allowed for the first really "massive" titles. The first success after this point was Meridian 59, which also featured first-person 3D graphics,[7] although The Realm Online appeared nearly simultaneously and may be credited with bringing the genre to a wider player-base.[6] Ultima Online, released in 1997, may be credited with first popularizing the genre,[6] though Nexus: The Kingdom of the Winds was primarily responsible for mainstream attention throughout Asia and it was EverQuest that brought MMORPGs to the mainstream in the West.[6]

These early titles' financial success has ensured competition in the genre since that time. MMORPG titles now exist on consoles and in new settings, and their players enjoy higher-quality gameplay. The current market for MMORPGs has Blizzard's World of Warcraft dominating as the largest pay-to-play MMORPG,[8] though an additional market exists for free-to-play MMORPGs, which are supported by advertising and purchases of in-game items. One major exception is Guild Wars, which only requires the initial purchase of the game and mandates no further payment. There are a few other games of this nature but Guild Wars is by far the dominant title in this sub-category with it being the only real competitor to World of Warcraft in the West.[8]

Online Worlds edit

Although MMORPGs may share several common themes the way the game world is experienced can vary greatly. Some games are full persistent worlds, where the game continues to run even after the player is logged off. Others are instanced worlds, where common themes such as global markets & communication systems may exist, but alot of game play occurs in instanced dungeons where only a few players may be able to play on the same field at the same time.

Alot of games are also sharded, meaning that there are several copies of the game world, and that players can only interact with other players on that shard, but may be able to change thier shard in order to interact with players from another shard. There are also a few token single-server rpgs, where all the players interact in the same world.

Persistent Worlds edit

A Persistent_world is a game world that continues to exist even when your character may not be playing.

Instanced worlds edit

An instanced world is a game environment that contains many Instance_dungeon is a game environment that does not continue to exist after you quit playing. And while instanced worlds may contain the same common themes as other MMORPGs they are different in terms of direct player interaction, and may only allow a few players in a single dungeon, a good example of an instanced world mmorpg is Phantasy_Star_Online, which allows all players to interact in a single lobby, but only allows up to 4 players in a game environment at any given time.

Sharded Games edit

Shard games are games that exist on mayn different servers or 'shards'. Persistant world & instanced games both used shards. In sharded games each shard is usually identical, the only difference being that players are limited in that they may only interact with other players on the same shard.

Single Server Games edit

Sinlge server games are games where the virtual world is located on a single server, all players interact on the same server.

  1. ^ Tobold (16 July 2003). "What IS a MMORPG actually?". Tobold's MMORPG Blog. Retrieved 2007-04-01.{{cite web}}: CS1 maint: date and year (link)
  2. ^ a b c Cite error: The named reference MMORPG? was invoked but never defined (see the help page).
  3. ^ Chart of Subscriber Growth, http://www.mmogchart.com
  4. ^ Parks Associates (2005). "Online Gaming Revenues to Triple by 2009". Retrieved 2007-05-02.
  5. ^ Harding-Rolls, Piers (March 2007). Western World MMOG Market: 2006 Review and Forecasts to 2011 (PDF). London, UK: Screen Digest. Retrieved 2007-05-17.{{cite book}}: CS1 maint: date and year (link)
  6. ^ a b c d e f Koster, Raph. "Online World Timeline". Retrieved 2007-04-03.
  7. ^ "Welcome to the world of Meridian 59!". Retrieved 2007-04-03.
  8. ^ a b Cite error: The named reference MMOGchart 1 was invoked but never defined (see the help page).