Massively multiplayer online role-playing game
Encyclopedia
Massively multiplayer online role-playing game (MMORPG) is a genre of role-playing video game
s in which a very large number of players
interact with one another within a virtual game world
.
As in all RPGs
, players assume the role of a character
(often in a fantasy world
) and take control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player RPGs by the number of players, and by the game's persistent world
(usually hosted by the game's publisher
), which continues to exist and evolve while the player is offline and away from the game.
MMORPGs are played throughout the world. Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005, and Western revenues exceeded US$1 billion in 2006. In 2008, Western consumer spending on subscription MMOGs grew to $1.4 billion.
World of Warcraft
, a popular MMORPG, has more than 10 million subscribers as of November, 2011.
in order to allow for even greater flexibility of choice.
Character abilities are often very specific due to this. Depending on the particular game, the specialties might be as basic as simply having a greater affinity in one statistic, gaining certain bonuses of in-game resources related in-game race, job, etc.
themes, often occurring in an in-game universe comparable to that of Dungeons & Dragons
. Some employ hybrid themes that either merge or substitute fantasy elements with those of science fiction
, sword and sorcery
, or crime fiction
. Still others draw thematic material from American comic books, the occult
, and other genre
s. Often these elements are developed using similar tasks and scenarios involving quests
, monsters
, and loot
.
is a primary goal. Nearly all MMORPGs feature a character progression system in which players earn experience points for their actions and use those points to reach character "levels", which makes them better at whatever they do. Traditionally, combat with monsters
and completing quests for NPC
s, either alone or in groups, are the primary ways to earn experience points. The accumulation of wealth (including combat-useful items) is also a way to progress in many MMORPGs, and again, this is traditionally best accomplished via combat. The cycle produced by these conditions, combat leading to new items allowing for more combat with no change in gameplay, is sometimes pejoratively referred to as the level treadmill, or 'grinding'. The role-playing game Progress Quest
was created as a parody of this trend. Eve Online
(which broke almost every MMORPG tradition) trains skills in real time rather than having the player do anything.
Also, traditional in the genre is the eventual demand on players to team up with others in order to progress at the optimal rate. This sometimes forces players to change their real-world schedules in order to "keep up" within the game-world.
(though these will usually form whether the game supports them or not).
In addition, most MMOs require some degree of teamwork for parts of the game. These tasks usually require players to take on roles in the group, such as those protecting other players from damage (called tanking), "healing" damage done to other players or damaging enemies.
MMORPGs generally have Game Moderators or Game Masters (frequently abbreviated to GM), who may be paid employees or unpaid volunteers who attempt to supervise the world. Some GMs may have additional access to features and information related to the game that are not available to other players and roles.
For example, if a player wants to play a priest role in his MMORPG world, he might buy a cope
from a shop and learn priestly skills, proceeding to speak, act, and interact with others as their character would. This may or may not include pursuing other goals such as wealth or experience. Guilds or similar groups with a focus on roleplaying may develop extended in-depth narratives using the setting and resources of the game world.
", which describe the strengthening or weakening, respectively, of particular game elements. ("Buffing" also refers to in-game effects that temporarily enhance performance; both usages come from a core meaning of increasing power levels.)
As another example, in many older MMORPGs the fastest way to progress was simply by killing the same monsters over and over again, and as this is still common in the genre, all MMORPG players know the process as "grinding
", or "camping
" (sitting at a monster's spawn point in order to attack it as soon as it respawns). The importance of grinding in MMORPGs, and how much "fun" it contributes to the experience, is constantly debated. Many MMORPGs have taken steps to eliminate or reduce grinding. For example, in Tibia, a monster doesn't respawn if a player is near its spawn point. But few such attempts have met with success, and it is generally accepted by players and developers alike that some amount of 'grind' is required to maintain a stable playing experience.
MMORPG addiction, which has been a source of concern for parents, also affects the culture. Some players might look down on those who invest huge amounts of time and or money into a game, while others might scorn those who can't put in the time to "play properly". The validity of such viewpoints is heavily debated, with both sides of the issue being discussed frequently on most games' forums.
instance of the virtual world
that runs continuously, and players connect to it via client software. The client software may provide access to the entire playing world, or further 'expansions' may be required to be purchased to allow access to certain areas of the game. EverQuest
and Guild Wars
are two examples of games that use such a format. Players generally must purchase the client software for a one-time fee, although an increasing trend is for MMORPGs to work using pre-existing "thin" clients, such as a web browser.
Some MMORPGs require payment of a monthly subscription to play. By nature, "massively multiplayer" games are always online, and most require some sort of continuous revenue (such as monthly subscriptions and advertisements) for maintenance and development. Some games, such as Guild Wars
, have disposed of the 'monthly fee' model entirely, and recover costs directly through sales of the software and associated expansion packs. Still others adopt a micropayment model where the core content is free, but players are given the option to purchase additional content, such as equipment, aesthetic items, or pets. Games that make use of this model often have originated in Korea, such as Flyff
and MapleStory
. This business model is alternately called "pay for perks" or "freemium
", and games using it often describe themselves with the term "free-to-play
".
Depending on the number of players and the system architecture, an MMORPG might actually be run on multiple separate servers, each representing an independent world, where players from one server cannot interact with those from another; World of Warcraft is a prominent example, with each separate server housing several thousand players. In many MMORPGs the number of players in one world is often limited to around a few thousand, but a notable example of the opposite is EVE Online
which accommodates several hundred thousand players on the same server, with over 60,000 playing simultaneously (June 2010) at certain times. Some games allow characters to appear on any world, but not simultaneously (such as Seal Online: Evolution), others limit each character to the world in which it was created. World of Warcraft has experimented with "cross-realm" (i.e. cross-server) interaction in PvP "battlegrounds", using server clusters or "battlegroups" to co-ordinate players looking to participate in structured PvP content such as the Warsong Gulch or Alterac Valley battlegrounds. Additionally, patch 3.3, released on December 8, 2009, introduced a cross-realm "looking for group" system to help players form groups for instanced content (though not for open-world questing) from a larger pool of characters than their home server can necessarily provide.
The term MMORPG was coined by Richard Garriott
, the creator of Ultima Online
, in 1997. Previous to this and related coinages, these games were generally called graphical MUDs; the history of MMORPGs traces back directly through the MUD
genre. Through this connection, MMORPGs can be seen to have roots in the earliest multi-user games such as Mazewar (1974) and MUD1
(1978). 1985 saw the release of a roguelike
(pseudo-graphical) MUD called Island of Kesmai on CompuServe
and Lucasfilm
's graphical MUD Habitat
. The first fully graphical multi-user RPG was Neverwinter Nights
, which was delivered through America Online in 1991 and was personally championed by AOL President Steve Case
. Other early proprietary graphical online RPGs include three on The Sierra Network: The Shadow of Yserbius
in 1992, The Fates of Twinion in 1993, and The Ruins of Cawdor
in 1995. Another milestone came in 1995 as NSFNET
restrictions were lifted, opening the Internet up for game developers, which allowed for the first truly "massively"-scoped titles. Finally, MMORPGs as defined today began with Meridian 59
in 1996, innovative both in its scope and in offering first-person 3D graphics, with The Realm Online
appearing nearly simultaneously. Ultima Online
, released in 1997, is often credited with first popularizing the genre, though more mainstream attention was garnered by 1999's EverQuest
in the West and 1996's Nexus: The Kingdom of the Winds
in Asia.
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 Entertainment
's World of Warcraft
dominating as the largest pay-to-play
MMORPG, alongside earlier such titles like Final Fantasy XI
and Phantasy Star Online
, though an additional market exists for free-to-play
MMORPGs, which are supported by advertising and purchases of in-game items. This free-to-play model is particularly common in Korea
n MMORPGs such as MapleStory
, Rohan: Blood Feud
, and Atlantica Online
. Also, there are some free-to-play games, such as RuneScape
& Tibia
, where the game is free, but one would have to pay monthly to play the game with more features. Guild Wars
is an exception. It avoids competition with other MMORPGs by only requiring the initial purchase of the game to play.
s and sociologists are able to use MMORPGs as tools for academic research. Sherry Turkle
, a clinical psychologist, has conducted interviews with computer users including game-players. Turkle found that many people have expanded their emotional range by exploring the many different roles (including gender identities) that MMORPGs allow a person to explore.
Nick Yee
has surveyed more than 35,000 MMORPG players over the past several years, focusing on psychological and sociological aspects of these games. Recent findings included that 15% of players become a guild-leader at one time or another, but most generally find the job tough and thankless; and that players spend a considerable amount of time (often a third of their total time investment) doing things that are external to gameplay but part of the metagame.
Many players report that the emotions they feel while playing an MMORPG are very strong, to the extent that 8.7% of male and 23.2% of female players in a statistical study have had an online wedding. Other researchers have found that the enjoyment of a game is directly related to the social organization of a game, ranging from brief encounters between players to highly organized play in structured groups.
In a study by Zaheer Hussain and Mark D. Griffiths, it was found that just over one in five gamers (21%) said they preferred socializing online to offline. Significantly more male gamers than female gamers said that they
found it easier to converse online than offline. It was also found that 57% of gamers had created a character of the opposite gender, and it is suggested that the online female persona has a number of positive social attributes.
Richard Bartle
, author of Designing Virtual Worlds
, classified multiplayer RPG-players into four primary psychological groups. His classifications were then expanded upon by Erwin Andreasen, who developed the concept into the thirty-question Bartle Test
that helps players determine which category they are associated with. With over 650,000 test responses as of 2011, this is perhaps the largest ongoing survey of multiplayer game players. Based on Bartle and Yee's research, Jon Radoff has published an updated model of player motivation
that focuses on immersion, competition, cooperation and achievement. These elements may be found not only in MMORPGs, but many other types of games and within the emerging field of gamification
.
In World of Warcraft
, a temporary design glitch attracted the attention of psychologists and epidemiologists across North America, when the "Corrupted Blood
" disease of a monster began to spread unintentionally—and uncontrollably—into the wider game world. The Centers for Disease Control used the incident as a research model to chart both the progression of a disease, and the potential human response to large-scale epidemic infection.
can be analyzed (using data logged by the game) and has value in economic research; more significantly, these "virtual" economies can have an impact on the economies of the real world.
One of the early researchers of MMORPGs was Edward Castronova
, who demonstrated that a supply-and-demand market exists for virtual items and that it crosses over with the real world. This crossover has some requirements of the game:
The idea of attaching real-world value to "virtual" items has had a profound effect on players and the game industry, and even the courts. Castronova's first study in 2002 found that a highly liquid (if illegal) currency market existed, with the value of Everquests in-game currency exceeding that of the Japanese yen. Some people even make a living by working these virtual economies; these people are often referred to as gold farmers
, and may be employed in game sweatshop
s.
Game publishers usually prohibit the exchange of real-world money for virtual goods, but others actively promote the idea of linking (and directly profiting from) an exchange. In Second Life
and Entropia Universe
, the virtual economy and the real-world economy are directly linked. This means that real money can be deposited for game money and vice versa. Real-world items have also been sold for game money in Entropia, and some players of Second Life have generated revenues in excess of $100,000.
Some of the issues confronting online economies include:
Linking real-world and virtual economies is rare in MMORPGs, as it is generally believed to be detrimental to gameplay. If real-world wealth can be used to obtain greater, more immediate rewards than skillful gameplay, the incentive for strategic roleplay and real game involvement is diminished. It could also easily lead to a skewed hierarchy where richer players gain better items, allowing them to take on stronger opponents and level up more quickly than less wealthy but more committed players.
The front-end (or client) component of a commercial, modern MMORPG features 3D graphics. As with other modern 3D games, the front-end requires expertise with implementing 3D engines, real-time shader
techniques and physics simulation. The actual visual content (areas, creatures, characters, weapons, spaceships and so forth) is developed by artists who typically begin with two-dimensional concept art, and later convert these concepts into animated 3D scenes, models and texture maps.
Developing an MMOG server requires expertise with client/server architecture, network protocols, security, and database design. MMORPGs include reliable systems for a number of vital tasks. The server must be able to handle and verify a large number of connections, prevent cheating
, and apply changes (bug fixes or added content) to the game. A system for recording the game's data at regular intervals, without stopping the game, is also important.
Maintenance requires sufficient server
s and bandwidth
, and a dedicated support staff. Insufficient resources for maintenance lead to lag
and frustration for the players, and can severely damage the reputation of a game, especially at launch. Care must also be taken to ensure that player population remains at an acceptable level by adding or removing servers. Peer-to-peer
MMORPGs could theoretically work cheaply and efficiently in regulating server load, but practical issues such as asymmetrical network bandwidth, CPU-hungry rendering engines, unreliability of individual nodes, and inherent lack of security (opening fertile new grounds for cheating
) make them a difficult proposition. The hosted infrastructure for a commercial-grade MMORPG requires the deployment of hundreds (or even thousands) of servers. Developing an affordable infrastructure for an online game requires developers to scale to large numbers of players with less hardware and network investment.
In addition, the development team will need to have expertise with the fundamentals of game design: world-building, lore and game mechanics, as well as what makes games fun.
Some independent MMORPG projects are completely open source
, while others feature proprietary content made with an open-source game engine.
The WorldForge
project has been active since 1998 and formed a community of independent developers who are working on creating framework for a number of open-source MMORPGs. The Multiverse Network
is also creating a network and platform specifically for independent MMOG developers.
group quest, or "raid", which is an adventure designed for large groups of players (often twenty or more).
was the first MMORPG to begin to use a rudimentary form of this technique and Anarchy Online
would develop it further, using instances as a key element of gameplay. Since then, instancing has become increasingly common. The "raids", as mentioned above, often involve instance dungeons. Examples of games which feature instances are World of Warcraft
, Everquest2, Talisman Online
, Guild Wars, RuneScape
and DC Universe Online
.
" may be another trend.
's Middle-earth
. Other licensed MMORPGs include The Matrix Online
, based on the Matrix trilogy of films, Warhammer Online: Age of Reckoning
, based on Games Workshop
's table top game
, Star Trek Online
, Star Wars Galaxies
, Star Wars The Old Republic, Champions Online
and Age of Conan. Additionally, several licenses from television have been optioned for MMORPGs, for example Stargate Worlds
, which was canceled.
for the Sega
Dreamcast. The first console-based open-world MMORPG was Final Fantasy XI
for the Sony
PlayStation 2
.
EverQuest Online Adventures
, also on the PlayStation 2, was the first console MMORPG in North America.
Although console-based MMORPGs are considered more difficult to produce, the platform is gaining more attention.
Final Fantasy XI
was originally released for PlayStation 2
and PC, but was later extended to Xbox 360
, and later emulated as a PlayStation 2 game on the PlayStation 3
.
Final Fantasy XIV
, Square Enix
's second MMORPG in the Final Fantasy
series was released in September 2010 for Microsoft Windows
and the scheduled release date for Sony
's PlayStation 3
version is 2011.
Free Realms
, Sony
's MMORPG originally released on PC, was added as a free download on the PlayStation Network on March 29, 2011.
Role-playing video game
Role-playing video games are a video game genre with origins in pen-and-paper role-playing games such as Dungeons & Dragons, using much of the same terminology, settings and game mechanics. The player in RPGs controls one character, or several adventuring party members, fulfilling one or many quests...
s in which a very large number of players
Player (game)
A player of a game is a participant therein. The term 'player' is used with this same meaning both in game theory and in ordinary recreational games....
interact with one another within a virtual game world
Virtual world
A virtual world is an online community that takes the form of a computer-based simulated environment through which users can interact with one another and use and create objects. The term has become largely synonymous with interactive 3D virtual environments, where the users take the form of...
.
As in all RPGs
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...
, players assume the role of a character
Player character
A player character or playable character is a character in a video game or role playing game who is controlled or controllable by a player, and is typically a protagonist of the story told in the course of the game. A player character is a persona of the player who controls it. Player characters...
(often in a fantasy world
Fantasy world
A fantasy world is a fictional universe used in fantasy novels and games. Typical worlds involve magic or magical abilities and often, but not always, either a medieval or futuristic theme...
) and take control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player RPGs by the number of players, and by the game's persistent world
Persistent world
A persistent world is a virtual world that continues to exist even after a user exits the world and that user-made changes to its state are, to some extent, permanent...
(usually hosted by the game's publisher
Video game publisher
A video game publisher is a company that publishes video games that they have either developed internally or have had developed by a video game developer....
), which continues to exist and evolve while the player is offline and away from the game.
MMORPGs are played throughout the world. Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005, and Western revenues exceeded US$1 billion in 2006. In 2008, Western consumer spending on subscription MMOGs grew to $1.4 billion.
World of Warcraft
World of Warcraft
World of Warcraft is a massively multiplayer online role-playing game by Blizzard Entertainment. It is the fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994...
, a popular MMORPG, has more than 10 million subscribers as of November, 2011.
Common features
Although modern MMORPGs sometimes differ dramatically from their antecedents, many of them share some basic characteristics. These include several common themes: some form of progression, social interaction within the game, in-game culture, system architecture, and character customization. Characters can often be customized quite extensively, both in the technical and visual aspects, with new choices often added over time by the developers. A few games also offer some form of moddingMod (computer gaming)
Mod or modification is a term generally applied to personal computer games , especially first-person shooters, role-playing games and real-time strategy games. Mods are made by the general public or a developer, and can be entirely new games in themselves, but mods are not standalone software and...
in order to allow for even greater flexibility of choice.
Character abilities are often very specific due to this. Depending on the particular game, the specialties might be as basic as simply having a greater affinity in one statistic, gaining certain bonuses of in-game resources related in-game race, job, etc.
Themes
The majority of popular MMORPGs are based on traditional fantasyFantasy
Fantasy is a genre of fiction that commonly uses magic and other supernatural phenomena as a primary element of plot, theme, or setting. Many works within the genre take place in imaginary worlds where magic is common...
themes, often occurring in an in-game universe comparable to that of Dungeons & Dragons
Dungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...
. Some employ hybrid themes that either merge or substitute fantasy elements with those of science fiction
Science fiction
Science fiction is a genre of fiction dealing with imaginary but more or less plausible content such as future settings, futuristic science and technology, space travel, aliens, and paranormal abilities...
, sword and sorcery
Sword and sorcery
Sword and sorcery is a sub-genre of fantasy and historical fantasy, generally characterized by sword-wielding heroes engaged in exciting and violent conflicts. An element of romance is often present, as is an element of magic and the supernatural...
, or crime fiction
Crime fiction
Crime fiction is the literary genre that fictionalizes crimes, their detection, criminals and their motives. It is usually distinguished from mainstream fiction and other genres such as science fiction or historical fiction, but boundaries can be, and indeed are, blurred...
. Still others draw thematic material from American comic books, the occult
Occult
The word occult comes from the Latin word occultus , referring to "knowledge of the hidden". In the medical sense it is used to refer to a structure or process that is hidden, e.g...
, and other genre
Genre
Genre , Greek: genos, γένος) is the term for any category of literature or other forms of art or culture, e.g. music, and in general, any type of discourse, whether written or spoken, audial or visual, based on some set of stylistic criteria. Genres are formed by conventions that change over time...
s. Often these elements are developed using similar tasks and scenarios involving quests
Quest (gaming)
A quest in role-playing video games — including massively multiplayer online role-playing games and their predecessors, MUDs — is a task that a player-controlled character or group of characters may complete in order to gain a reward...
, monsters
Mob (computer gaming)
A mob, mobile or monster is a computer-controlled non-player character in a computer game such as an MMORPG or MUD. Depending on context, all such characters in a game may be considered "mobs", or usage may be limited to hostile NPCs and/or NPCs vulnerable to attack.-Purpose of mobs:Defeating...
, and loot
Looting (gaming)
Looting in a gaming context, specifically in massively multiplayer online games and MUDs, is the process by which a player character obtains items such as in-game currency, spells, equipment, or weapons, often from the corpse of a creature or possibly the corpse of another player in a PVP situation...
.
Progression
In nearly all MMORPGs, the development of the player's characterPlayer character
A player character or playable character is a character in a video game or role playing game who is controlled or controllable by a player, and is typically a protagonist of the story told in the course of the game. A player character is a persona of the player who controls it. Player characters...
is a primary goal. Nearly all MMORPGs feature a character progression system in which players earn experience points for their actions and use those points to reach character "levels", which makes them better at whatever they do. Traditionally, combat with monsters
Mob (computer gaming)
A mob, mobile or monster is a computer-controlled non-player character in a computer game such as an MMORPG or MUD. Depending on context, all such characters in a game may be considered "mobs", or usage may be limited to hostile NPCs and/or NPCs vulnerable to attack.-Purpose of mobs:Defeating...
and completing quests for NPC
Non-player character
A non-player character , sometimes known as a non-person character or non-playable character, in a game is any fictional character not controlled by a player. In electronic games, this usually means a character controlled by the computer through artificial intelligence...
s, either alone or in groups, are the primary ways to earn experience points. The accumulation of wealth (including combat-useful items) is also a way to progress in many MMORPGs, and again, this is traditionally best accomplished via combat. The cycle produced by these conditions, combat leading to new items allowing for more combat with no change in gameplay, is sometimes pejoratively referred to as the level treadmill, or 'grinding'. The role-playing game Progress Quest
Progress Quest
Progress Quest is an application created as a parody of EverQuest and other massively multiplayer online role-playing games. It is loosely considered a zero-player game, in the sense that once the player has set up his artificial character, there is no user interaction at all; the game "plays"...
was created as a parody of this trend. Eve Online
EVE Online
Eve Online is a video game by CCP Games. It is a player-driven, persistent-world MMORPG set in a science fiction space setting. Characters pilot customizable ships through a galaxy of over 7,500 star systems. Most star systems are connected to one or more other star systems by means of stargates...
(which broke almost every MMORPG tradition) trains skills in real time rather than having the player do anything.
Also, traditional in the genre is the eventual demand on players to team up with others in order to progress at the optimal rate. This sometimes forces players to change their real-world schedules in order to "keep up" within the game-world.
Social Interaction
MMORPGs almost always have tools to facilitate communication between players. Many MMORPGs offer support for in-game guilds or clansClan (computer gaming)
In computer and video gaming, a clan or guild is an organised group of players that regularly play together in a particular multiplayer games. These games range from groups of a few friends to 1000-person organizations, with a broad range of structures, goals and members. The lifespan of a clan...
(though these will usually form whether the game supports them or not).
In addition, most MMOs require some degree of teamwork for parts of the game. These tasks usually require players to take on roles in the group, such as those protecting other players from damage (called tanking), "healing" damage done to other players or damaging enemies.
MMORPGs generally have Game Moderators or Game Masters (frequently abbreviated to GM), who may be paid employees or unpaid volunteers who attempt to supervise the world. Some GMs may have additional access to features and information related to the game that are not available to other players and roles.
Roleplaying
Most MMORPGs provide different types of classes that players can choose. Among those classes, players are encouraged to roleplay their characters, providing rules, functionality and content to this end. Some MMORPGs offer "roleplay-only" servers that prohibit interactions to other players among characters for those who want to immerse themselves in the game in this way. Community resources such as forums and guides exist in support of this play style.For example, if a player wants to play a priest role in his MMORPG world, he might buy a cope
Cope
The cope is a liturgical vestment, a very long mantle or cloak, open in front and fastened at the breast with a band or clasp. It may be of any liturgical colour....
from a shop and learn priestly skills, proceeding to speak, act, and interact with others as their character would. This may or may not include pursuing other goals such as wealth or experience. Guilds or similar groups with a focus on roleplaying may develop extended in-depth narratives using the setting and resources of the game world.
Culture
Since MMORPGs have so many elements in common, and those elements are experienced by so many people, a common all players, and this has led players of many games to expect "buffing" or "nerfingNerf (computer gaming)
In video gaming a nerf is a change to a game that reduces the desirability or effectiveness of a particular game element. The term is also used as a verb for the act of making such a change...
", which describe the strengthening or weakening, respectively, of particular game elements. ("Buffing" also refers to in-game effects that temporarily enhance performance; both usages come from a core meaning of increasing power levels.)
As another example, in many older MMORPGs the fastest way to progress was simply by killing the same monsters over and over again, and as this is still common in the genre, all MMORPG players know the process as "grinding
Grind (gaming)
Grinding is a term used in video gaming to describe the process of engaging in repetitive and/or boring tasks not pertaining to the story line of the game...
", or "camping
Camping (computer gaming)
In video gaming, camping is a tactic in which a player will obtain a strategic position anywhere on the map and wait for characters to arrive and be killed, or waiting for useful objects to appear in an area rather than actively seeking them out....
" (sitting at a monster's spawn point in order to attack it as soon as it respawns). The importance of grinding in MMORPGs, and how much "fun" it contributes to the experience, is constantly debated. Many MMORPGs have taken steps to eliminate or reduce grinding. For example, in Tibia, a monster doesn't respawn if a player is near its spawn point. But few such attempts have met with success, and it is generally accepted by players and developers alike that some amount of 'grind' is required to maintain a stable playing experience.
MMORPG addiction, which has been a source of concern for parents, also affects the culture. Some players might look down on those who invest huge amounts of time and or money into a game, while others might scorn those who can't put in the time to "play properly". The validity of such viewpoints is heavily debated, with both sides of the issue being discussed frequently on most games' forums.
System architecture
Most MMORPGs are deployed using a client–server system architecture. The server software generates a persistentPersistent world
A persistent world is a virtual world that continues to exist even after a user exits the world and that user-made changes to its state are, to some extent, permanent...
instance of the virtual world
Virtual world
A virtual world is an online community that takes the form of a computer-based simulated environment through which users can interact with one another and use and create objects. The term has become largely synonymous with interactive 3D virtual environments, where the users take the form of...
that runs continuously, and players connect to it via client software. The client software may provide access to the entire playing world, or further 'expansions' may be required to be purchased to allow access to certain areas of the game. EverQuest
EverQuest
EverQuest, often shortened to EQ, is a 3D fantasy-themed massively multiplayer online role-playing game that was released on the 16th of March, 1999. The original design is credited to Brad McQuaid, Steve Clover, and Bill Trost...
and Guild Wars
Guild Wars
Guild Wars is an episodic series of online 3D fantasy role-playing games developed by ArenaNet and published by NCsoft. Although often defined as an MMORPG the developers define it as a CORPG due to significant differences from the MMORPG genre. It provides two main modes of gameplay—a cooperative...
are two examples of games that use such a format. Players generally must purchase the client software for a one-time fee, although an increasing trend is for MMORPGs to work using pre-existing "thin" clients, such as a web browser.
Some MMORPGs require payment of a monthly subscription to play. By nature, "massively multiplayer" games are always online, and most require some sort of continuous revenue (such as monthly subscriptions and advertisements) for maintenance and development. Some games, such as Guild Wars
Guild Wars
Guild Wars is an episodic series of online 3D fantasy role-playing games developed by ArenaNet and published by NCsoft. Although often defined as an MMORPG the developers define it as a CORPG due to significant differences from the MMORPG genre. It provides two main modes of gameplay—a cooperative...
, have disposed of the 'monthly fee' model entirely, and recover costs directly through sales of the software and associated expansion packs. Still others adopt a micropayment model where the core content is free, but players are given the option to purchase additional content, such as equipment, aesthetic items, or pets. Games that make use of this model often have originated in Korea, such as Flyff
Flyff
Flyff is a fantasy MMORPG by Korean development company Gala Lab .Flyff is a fairly typical party-oriented grinding game where no character can do everything, and efficient play requires working in groups to level up by killing monsters, or Masquerpets...
and MapleStory
MapleStory
MapleStory is a free-to-play, 2D, side-scrolling massively multiplayer online role-playing game developed by the South Korean company Wizet. Several versions of the game are available for specific countries or regions, and each is published by various companies such as Nexon...
. This business model is alternately called "pay for perks" or "freemium
Freemium
Freemium is a business model that works by offering a product or service free of charge while charging a premium for advanced features, functionality, or related products and services...
", and games using it often describe themselves with the term "free-to-play
Free-to-play
Free-to-play refers to any video game that has the option of allowing its players to play without paying. The model was first popularly used in early massively multiplayer online games targeted towards casual gamers, before finding wider adoption among games released by major video game...
".
Depending on the number of players and the system architecture, an MMORPG might actually be run on multiple separate servers, each representing an independent world, where players from one server cannot interact with those from another; World of Warcraft is a prominent example, with each separate server housing several thousand players. In many MMORPGs the number of players in one world is often limited to around a few thousand, but a notable example of the opposite is EVE Online
EVE Online
Eve Online is a video game by CCP Games. It is a player-driven, persistent-world MMORPG set in a science fiction space setting. Characters pilot customizable ships through a galaxy of over 7,500 star systems. Most star systems are connected to one or more other star systems by means of stargates...
which accommodates several hundred thousand players on the same server, with over 60,000 playing simultaneously (June 2010) at certain times. Some games allow characters to appear on any world, but not simultaneously (such as Seal Online: Evolution), others limit each character to the world in which it was created. World of Warcraft has experimented with "cross-realm" (i.e. cross-server) interaction in PvP "battlegrounds", using server clusters or "battlegroups" to co-ordinate players looking to participate in structured PvP content such as the Warsong Gulch or Alterac Valley battlegrounds. Additionally, patch 3.3, released on December 8, 2009, introduced a cross-realm "looking for group" system to help players form groups for instanced content (though not for open-world questing) from a larger pool of characters than their home server can necessarily provide.
History
The term MMORPG was coined by Richard Garriott
Richard Garriott
Richard Allen Garriott is a British-American video game developer and entrepreneur.He is also known as his alter egos Lord British in Ultima and General British in Tabula Rasa...
, the creator of Ultima Online
Ultima Online
Ultima Online is a graphical massively multiplayer online role-playing game , released on September 24, 1997, by Origin Systems. It was instrumental to the development of the genre, and is still running today...
, in 1997. Previous to this and related coinages, these games were generally called graphical MUDs; the history of MMORPGs traces back directly through the MUD
MUD
A MUD , pronounced , is a multiplayer real-time virtual world, with the term usually referring to text-based instances of these. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat...
genre. Through this connection, MMORPGs can be seen to have roots in the earliest multi-user games such as Mazewar (1974) and MUD1
MUD1
Multi-User Dungeon, or MUD is the first MUD and the oldest virtual world in existence. It was created in 1978 by Roy Trubshaw at Essex University on a DEC PDP-10 in the UK, using the MACRO-10 assembly language...
(1978). 1985 saw the release of a roguelike
Roguelike
The roguelike is a sub-genre of role-playing video games, characterized by randomization for replayability, permanent death, and turn-based movement. Most roguelikes feature ASCII graphics, with newer ones increasingly offering tile-based graphics. Games are typically dungeon crawls, with many...
(pseudo-graphical) MUD called Island of Kesmai on CompuServe
CompuServe
CompuServe was the first major commercial online service in the United States. It dominated the field during the 1980s and remained a major player through the mid-1990s, when it was sidelined by the rise of services such as AOL with monthly subscriptions rather than hourly rates...
and Lucasfilm
LucasArts
LucasArts Entertainment Company, LLC is an American video game developer and publisher. The company was once famous for its innovative line of graphic adventure games, the critical and commercial success of which peaked in the mid 1990s...
's graphical MUD Habitat
Habitat (video game)
Lucasfilm's Habitat was an early and technologically influential online role-playing game developed by Lucasfilm Games and made available as a beta test in 1986 by Quantum Link, an online service for the Commodore 64 computer and the corporate progenitor to America Online...
. The first fully graphical multi-user RPG was Neverwinter Nights
Neverwinter Nights (AOL game)
Neverwinter Nights was the first multiplayer online role-playing game to display graphics, and ran from 1991 to 1997 on AOL.-Gameplay:Neverwinter Nights was developed to be played similarly to the Gold Box series of games...
, which was delivered through America Online in 1991 and was personally championed by AOL President Steve Case
Steve Case
Stephen McConnell "Steve" Case is an American businessman best known as the co-founder and former chief executive officer and chairman of America Online . Since his retirement as chairman of AOL Time Warner in 2003, he has gone on to build a variety of new businesses through his investment...
. Other early proprietary graphical online RPGs include three on The Sierra Network: The Shadow of Yserbius
The Shadow of Yserbius
The Shadow of Yserbius, originally published by Sierra On-Line, was the first of three graphical MUDs for the online community. Opening to rave reviews, The Shadow of Yserbius, according to industry critics, set the standard by which all future MUDs would be judged. The game was followed by two...
in 1992, The Fates of Twinion in 1993, and The Ruins of Cawdor
The Ruins of Cawdor
The Ruins of Cawdor was the last of three graphical MUDs for the online community The Sierra Network, which later became The ImagiNation Network...
in 1995. Another milestone came in 1995 as NSFNET
National Science Foundation Network
The National Science Foundation Network was a program of coordinated, evolving projects sponsored by the National Science Foundation beginning in 1985 to promote advanced research and education networking in the United States...
restrictions were lifted, opening the Internet up for game developers, which allowed for the first truly "massively"-scoped titles. Finally, MMORPGs as defined today began with Meridian 59
Meridian 59
Meridian 59, abbreviated M59, is an online computer role-playing game first published by the now defunct 3DO Company. First launched online in an early form on December 15, 1995 and released commercially on September 27, 1996 with a flat-rate monthly subscription, Meridian 59 is often credited as...
in 1996, innovative both in its scope and in offering first-person 3D graphics, with The Realm Online
The Realm Online
The Realm Online, originally known simply as The Realm, is a second generation MORPG . The Realm Online is still being played by a small number of players, and is known as one of the few MMORPGs that is still dial-up friendly and easy to play.The Realm was launched in March 1995 for Windows...
appearing nearly simultaneously. Ultima Online
Ultima Online
Ultima Online is a graphical massively multiplayer online role-playing game , released on September 24, 1997, by Origin Systems. It was instrumental to the development of the genre, and is still running today...
, released in 1997, is often credited with first popularizing the genre, though more mainstream attention was garnered by 1999's EverQuest
EverQuest
EverQuest, often shortened to EQ, is a 3D fantasy-themed massively multiplayer online role-playing game that was released on the 16th of March, 1999. The original design is credited to Brad McQuaid, Steve Clover, and Bill Trost...
in the West and 1996's Nexus: The Kingdom of the Winds
Nexus: The Kingdom of the Winds
NEXUS: The Kingdom of the Winds , alternately known as Nexus TK or simply Nexus, is a Pay to Play MMORPG, currently run in the US by Kru Interactive. Nexus began as a U.S. version of the Korean game 바람의 나라 developed by NEXON Inc...
in Asia.
These early titles' financial success has ensured competition in the genre since that time. MMORPG titles now exist on consoles
Video game console
A video game console is an interactive entertainment computer or customized computer system that produces a video display signal which can be used with a display device to display a video game...
and in new settings, and their players enjoy higher-quality gameplay. The current market for MMORPGs has Blizzard Entertainment
Blizzard Entertainment
Blizzard Entertainment, Inc. is an American video game developer and publisher founded on February 8, 1991 under the name Silicon & Synapse by three graduates of UCLA, Michael Morhaime, Allen Adham and Frank Pearce and currently owned by French company Activision Blizzard...
's World of Warcraft
World of Warcraft
World of Warcraft is a massively multiplayer online role-playing game by Blizzard Entertainment. It is the fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994...
dominating as the largest pay-to-play
Pay to Play
Pay to play, sometimes pay for play, is a phrase used for a variety of situations in which money is exchanged for services or the privilege to engage in certain activities...
MMORPG, alongside earlier such titles like Final Fantasy XI
Final Fantasy XI
, also known as Final Fantasy XI Online, is a MMORPG developed and published by Square as part of the Final Fantasy series. It was released in Japan on Sony's PlayStation 2 on May 16, 2002, and was released for Microsoft's Windows-based personal computers in November 2002...
and Phantasy Star Online
Phantasy Star Online
Phantasy Star Online is an online multiplayer action RPG title, originally released for the Dreamcast in 2000, bundled with a demo of Sonic Adventure 2. Another edition, entitled Phantasy Star Online ver.2, was released for Dreamcast the following year...
, though an additional market exists for free-to-play
Free-to-play
Free-to-play refers to any video game that has the option of allowing its players to play without paying. The model was first popularly used in early massively multiplayer online games targeted towards casual gamers, before finding wider adoption among games released by major video game...
MMORPGs, which are supported by advertising and purchases of in-game items. This free-to-play model is particularly common in Korea
Korea
Korea ) is an East Asian geographic region that is currently divided into two separate sovereign states — North Korea and South Korea. Located on the Korean Peninsula, Korea is bordered by the People's Republic of China to the northwest, Russia to the northeast, and is separated from Japan to the...
n MMORPGs such as MapleStory
MapleStory
MapleStory is a free-to-play, 2D, side-scrolling massively multiplayer online role-playing game developed by the South Korean company Wizet. Several versions of the game are available for specific countries or regions, and each is published by various companies such as Nexon...
, Rohan: Blood Feud
Rohan: Blood Feud
Rohan: Blood Feud is a free-to-play massively multiplayer online role-playing game . One week of closed beta testing in America started from March 17, 2008 by publisher YNK Interactive. It ended its one week of closed beta testing...
, and Atlantica Online
Atlantica Online
Atlantica Online is a free to play 3D massively multiplayer online role-playing game developed by NDOORS Corporation. The game is set in an alternate history Earth, with the game map consisting of large parts of the northern hemisphere...
. Also, there are some free-to-play games, such as RuneScape
RuneScape
RuneScape is a fantasy massively multiplayer online role-playing game released in January 2001 by Andrew and Paul Gower, and developed and published by Jagex Games Studio. It is a graphical browser game implemented on the client-side in Java, and incorporates 3D rendering...
& Tibia
Tibia (computer game)
Tibia is a massively multiplayer online roleplaying game created by CipSoft GmbH. It is one of the oldest MMORPGs and was considered most noteworthy in its early years; however, with the development of MMORPGs its popularity has grown much slower than other gaming communities...
, where the game is free, but one would have to pay monthly to play the game with more features. Guild Wars
Guild Wars
Guild Wars is an episodic series of online 3D fantasy role-playing games developed by ArenaNet and published by NCsoft. Although often defined as an MMORPG the developers define it as a CORPG due to significant differences from the MMORPG genre. It provides two main modes of gameplay—a cooperative...
is an exception. It avoids competition with other MMORPGs by only requiring the initial purchase of the game to play.
Psychology
Since the interactions between MMORPG players are real, even if the environments are virtual, psychologistPsychologist
Psychologist is a professional or academic title used by individuals who are either:* Clinical professionals who work with patients in a variety of therapeutic contexts .* Scientists conducting psychological research or teaching psychology in a college...
s and sociologists are able to use MMORPGs as tools for academic research. Sherry Turkle
Sherry Turkle
Sherry Turkle is Abby Rockefeller Mauze Professor of the Social Studies of Science and Technology at the Massachusetts Institute of Technology and a sociologist...
, a clinical psychologist, has conducted interviews with computer users including game-players. Turkle found that many people have expanded their emotional range by exploring the many different roles (including gender identities) that MMORPGs allow a person to explore.
Nick Yee
Nick Yee
Nick Yee is an American researcher who studies self-representation and social interaction in virtual environments. Yee earned his bachelor's degree in psychology from Haverford College and received his Ph.D. in communication from Stanford University in 2007...
has surveyed more than 35,000 MMORPG players over the past several years, focusing on psychological and sociological aspects of these games. Recent findings included that 15% of players become a guild-leader at one time or another, but most generally find the job tough and thankless; and that players spend a considerable amount of time (often a third of their total time investment) doing things that are external to gameplay but part of the metagame.
Many players report that the emotions they feel while playing an MMORPG are very strong, to the extent that 8.7% of male and 23.2% of female players in a statistical study have had an online wedding. Other researchers have found that the enjoyment of a game is directly related to the social organization of a game, ranging from brief encounters between players to highly organized play in structured groups.
In a study by Zaheer Hussain and Mark D. Griffiths, it was found that just over one in five gamers (21%) said they preferred socializing online to offline. Significantly more male gamers than female gamers said that they
found it easier to converse online than offline. It was also found that 57% of gamers had created a character of the opposite gender, and it is suggested that the online female persona has a number of positive social attributes.
Richard Bartle
Richard Bartle
Richard Allan Bartle is a British writer, professor and game researcher, best known for being the co-creator of MUD1 and the author of the seminal Designing Virtual Worlds. He is one of the pioneers of the massively multiplayer online game industry.-Life and career:Bartle received a Ph.D...
, author of Designing Virtual Worlds
Designing Virtual Worlds
Designing Virtual Worlds is a definitive work on the practice of virtual world development by Richard Bartle, the father of MUDs. It has been called "the bible of MMORPG design" and spoken of as "excellent", "seminal", "widely read", "the standard text on the subject", "the most comprehensive...
, classified multiplayer RPG-players into four primary psychological groups. His classifications were then expanded upon by Erwin Andreasen, who developed the concept into the thirty-question Bartle Test
Bartle Test
The Bartle Test of Gamer Psychology is a series of questions and an accompanying scoring formula that classifies players of multiplayer online games into categories based on their gaming preferences. The test is based on a 1996 paper by Richard Bartle and was created in 1999–2000 by Erwin...
that helps players determine which category they are associated with. With over 650,000 test responses as of 2011, this is perhaps the largest ongoing survey of multiplayer game players. Based on Bartle and Yee's research, Jon Radoff has published an updated model of player motivation
Motivation
Motivation is the driving force by which humans achieve their goals. Motivation is said to be intrinsic or extrinsic. The term is generally used for humans but it can also be used to describe the causes for animal behavior as well. This article refers to human motivation...
that focuses on immersion, competition, cooperation and achievement. These elements may be found not only in MMORPGs, but many other types of games and within the emerging field of gamification
Gamification
Gamification is the use of game design techniques and mechanics to solve problems and engage audiences. Typically gamification applies to non-game applications and processes , in order to encourage people to adopt them...
.
In World of Warcraft
World of Warcraft
World of Warcraft is a massively multiplayer online role-playing game by Blizzard Entertainment. It is the fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994...
, a temporary design glitch attracted the attention of psychologists and epidemiologists across North America, when the "Corrupted Blood
Corrupted Blood incident
The Corrupted Blood incident is a video game glitch and virtual plague that occurred on September 13, 2005 in the MMORPG World of Warcraft...
" disease of a monster began to spread unintentionally—and uncontrollably—into the wider game world. The Centers for Disease Control used the incident as a research model to chart both the progression of a disease, and the potential human response to large-scale epidemic infection.
Economics
Many MMORPGs feature living economies. Virtual items and currency have to be gained through play and have definite value for players. Such a virtual economyVirtual economy
A virtual economy is an emergent economy existing in a virtual persistent world, usually exchanging virtual goods in the context of an Internet game...
can be analyzed (using data logged by the game) and has value in economic research; more significantly, these "virtual" economies can have an impact on the economies of the real world.
One of the early researchers of MMORPGs was Edward Castronova
Edward Castronova
Edward "Ted" Castronova is a Professor of Telecommunications at Indiana University Bloomington. He is known in particular for his work on the economies of synthetic worlds.- Biography :...
, who demonstrated that a supply-and-demand market exists for virtual items and that it crosses over with the real world. This crossover has some requirements of the game:
- The ability for players to sell an item to each other for in-game (virtual) currency.
- Bartering for items between players for items of similar value.
- The purchase of in-game items for real-world currency.
- Exchanges of real-world currencies for virtual currencies.
- The invention of user-created meta-currencies such as Dragon kill pointsDragon kill pointsDragon kill points or DKP are a semi-formal score-keeping system used by guilds in massively multiplayer online games. Players in these games are faced with large scale challenges, or raids, which may only be surmounted through the concerted effort of dozens of players at a time...
to distribute in-game rewards.
The idea of attaching real-world value to "virtual" items has had a profound effect on players and the game industry, and even the courts. Castronova's first study in 2002 found that a highly liquid (if illegal) currency market existed, with the value of Everquests in-game currency exceeding that of the Japanese yen. Some people even make a living by working these virtual economies; these people are often referred to as gold farmers
Gold farming
Gold farming is playing a massively multiplayer online game to acquire in-game currency which is then sold to other players. People in China and in other developing nations have held full-time employment as gold farmers....
, and may be employed in game sweatshop
Game sweatshop
A game sweatshop is a business concerned with making and selling accounts and in-game currency on MMORPGs for real-world money. The term can also refer to a building containing computers installed with MMORPGs , which generate money for the business...
s.
Game publishers usually prohibit the exchange of real-world money for virtual goods, but others actively promote the idea of linking (and directly profiting from) an exchange. In Second Life
Second Life
Second Life is an online virtual world developed by Linden Lab. It was launched on June 23, 2003. A number of free client programs, or Viewers, enable Second Life users, called Residents, to interact with each other through avatars...
and Entropia Universe
Entropia Universe
Entropia Universe is a massively multiplayer online virtual universe designed by the Swedish software company MindArk, based in Gothenburg. Entropia uses a micropayment business model, in which players may buy in-game currency with real money that can be redeemed back into real world funds at a...
, the virtual economy and the real-world economy are directly linked. This means that real money can be deposited for game money and vice versa. Real-world items have also been sold for game money in Entropia, and some players of Second Life have generated revenues in excess of $100,000.
Some of the issues confronting online economies include:
- The use of "botsMMORPG botsMMORPG Bots are third-party programs used in MMORPGs to gain experience, items, or other virtual supplies without having the user play. There are many MMORPG Bots, that have enabled people to sell the earned in-game currency for real life profits....
" or automated programs, that assist some players in accumulating in-game wealth to the disadvantage of other players. - The use of unsanctioned auction sites, which has led publishers to seek legal remedies to prevent their use based on intellectual-property claims.
- The emergence of virtual crimeVirtual crimeVirtual crime or in-game crime refers to a virtual criminal act that takes place in a massively multiplayer online game , usually an MMORPG. The huge time and effort invested into such games can lead online "crime" to spill over into real world crime, and even blur the distinctions between the two...
, which can take the form of both fraud against the player or publisher of an online game, and even real-life acts of violence stemming from in-game transactions.
Linking real-world and virtual economies is rare in MMORPGs, as it is generally believed to be detrimental to gameplay. If real-world wealth can be used to obtain greater, more immediate rewards than skillful gameplay, the incentive for strategic roleplay and real game involvement is diminished. It could also easily lead to a skewed hierarchy where richer players gain better items, allowing them to take on stronger opponents and level up more quickly than less wealthy but more committed players.
Development
The cost of developing a competitive commercial MMORPG title often exceeded $10 million by 2003. These projects require multiple disciplines within game design and development such as 3D modeling, 2D art, animation, user interfaces, client/server engineering, database architecture, and network infrastructure.The front-end (or client) component of a commercial, modern MMORPG features 3D graphics. As with other modern 3D games, the front-end requires expertise with implementing 3D engines, real-time shader
Shader
In the field of computer graphics, a shader is a computer program that is used primarily to calculate rendering effects on graphics hardware with a high degree of flexibility...
techniques and physics simulation. The actual visual content (areas, creatures, characters, weapons, spaceships and so forth) is developed by artists who typically begin with two-dimensional concept art, and later convert these concepts into animated 3D scenes, models and texture maps.
Developing an MMOG server requires expertise with client/server architecture, network protocols, security, and database design. MMORPGs include reliable systems for a number of vital tasks. The server must be able to handle and verify a large number of connections, prevent cheating
Cheating in online games
Cheating in online games is an activity that modifies the game experience to give one player an advantage over others. Depending on the game, different activities constitute cheating and it is either a matter of game policy or consensus opinion as to whether a particular activity is considered to...
, and apply changes (bug fixes or added content) to the game. A system for recording the game's data at regular intervals, without stopping the game, is also important.
Maintenance requires sufficient server
Server (computing)
In the context of client-server architecture, a server is a computer program running to serve the requests of other programs, the "clients". Thus, the "server" performs some computational task on behalf of "clients"...
s and bandwidth
Bandwidth (computing)
In computer networking and computer science, bandwidth, network bandwidth, data bandwidth, or digital bandwidth is a measure of available or consumed data communication resources expressed in bits/second or multiples of it .Note that in textbooks on wireless communications, modem data transmission,...
, and a dedicated support staff. Insufficient resources for maintenance lead to lag
Lag
Lag is a common word meaning to fail to keep up or to fall behind. In real-time applications, the term is used when the application fails to respond in a timely fashion to inputs...
and frustration for the players, and can severely damage the reputation of a game, especially at launch. Care must also be taken to ensure that player population remains at an acceptable level by adding or removing servers. Peer-to-peer
Peer-to-peer
Peer-to-peer computing or networking is a distributed application architecture that partitions tasks or workloads among peers. Peers are equally privileged, equipotent participants in the application...
MMORPGs could theoretically work cheaply and efficiently in regulating server load, but practical issues such as asymmetrical network bandwidth, CPU-hungry rendering engines, unreliability of individual nodes, and inherent lack of security (opening fertile new grounds for cheating
Cheating in online games
Cheating in online games is an activity that modifies the game experience to give one player an advantage over others. Depending on the game, different activities constitute cheating and it is either a matter of game policy or consensus opinion as to whether a particular activity is considered to...
) make them a difficult proposition. The hosted infrastructure for a commercial-grade MMORPG requires the deployment of hundreds (or even thousands) of servers. Developing an affordable infrastructure for an online game requires developers to scale to large numbers of players with less hardware and network investment.
In addition, the development team will need to have expertise with the fundamentals of game design: world-building, lore and game mechanics, as well as what makes games fun.
Non-corporate development
Though the vast majority of MMORPGs are produced by companies, many small teams of programmers and artists have contributed to the genre. As shown above, the average MMORPG development project requires enormous investments of time and money, and running the game can be a long-term commitment. As a result, non-corporate (or independent, or "indie") development of MMORPGs is less common compared with other genres. Still, many independent MMORPGs do exist, representing a wide spectrum of genres, gameplay types, and revenue systems.Some independent MMORPG projects are completely open source
Open source
The term open source describes practices in production and development that promote access to the end product's source materials. Some consider open source a philosophy, others consider it a pragmatic methodology...
, while others feature proprietary content made with an open-source game engine.
The WorldForge
WorldForge
The WorldForge project is producing an open source framework for massively multiplayer online role-playing games. The intent lies in creating a widely used development framework and set of libraries by motivating interested developers to improve on the original code.-History:The WorldForge Project...
project has been active since 1998 and formed a community of independent developers who are working on creating framework for a number of open-source MMORPGs. The Multiverse Network
Multiverse Network
The Multiverse Network, Inc. is an American startup company creating a network and platform for Massively Multiplayer Online Games and 3D virtual worlds...
is also creating a network and platform specifically for independent MMOG developers.
Trends
As there are a number of wildly different titles within the genre, and since the genre develops so rapidly, it is difficult to definitively state that the genre is heading in one direction or another. Still, there are a few obvious developments. One of these developments is the raidRaid (gaming)
A raid is a type of mission in a video game in which a very large number of people attempt to defeat a boss monster...
group quest, or "raid", which is an adventure designed for large groups of players (often twenty or more).
Instance dungeons
Instance dungeons, sometimes shortened to "instances", are game areas that are "copied" for individual players or groups, which keeps those in the instance separated from the rest of the game world. This reduces competition, while also reducing the amount of data that needs to be sent to and from the server, reducing lag. The Realm OnlineThe Realm Online
The Realm Online, originally known simply as The Realm, is a second generation MORPG . The Realm Online is still being played by a small number of players, and is known as one of the few MMORPGs that is still dial-up friendly and easy to play.The Realm was launched in March 1995 for Windows...
was the first MMORPG to begin to use a rudimentary form of this technique and Anarchy Online
Anarchy Online
Anarchy Online is a massively multiplayer online role-playing game published and developed by Funcom. Released in the summer of 2001, the game was first in the genre to include a science-fiction setting, dynamic quests, free trials, and in-game advertising. The most ground breaking feature in...
would develop it further, using instances as a key element of gameplay. Since then, instancing has become increasingly common. The "raids", as mentioned above, often involve instance dungeons. Examples of games which feature instances are World of Warcraft
World of Warcraft
World of Warcraft is a massively multiplayer online role-playing game by Blizzard Entertainment. It is the fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994...
, Everquest2, Talisman Online
Talisman Online
Talisman Online is a Free 3D Fantasy Massive Multiplayer Online Role Play Game based on an ancient mythical story. Its storyline centralizes the confrontation between justice and evil power. It has five different classes and hundreds of quests and monsters. The current maximum level is level...
, Guild Wars, RuneScape
RuneScape
RuneScape is a fantasy massively multiplayer online role-playing game released in January 2001 by Andrew and Paul Gower, and developed and published by Jagex Games Studio. It is a graphical browser game implemented on the client-side in Java, and incorporates 3D rendering...
and DC Universe Online
DC Universe Online
DC Universe Online or DCUO is an MMORPG by Sony Online Entertainment – Austin. Jim Lee serves as the game's Executive Creative Director, along with Carlos D'Anda, JJ Kirby, Oliver Nome, Eddie Nuñez, Livio Ramondelli, and Michael Lopez...
.
Player-created content
Increased amounts of "player-created contentUser-generated content
User generated content covers a range of media content available in a range of modern communications technologies. It entered mainstream usage during 2005 having arisen in web publishing and new media content production circles...
" may be another trend.
Use of licenses
The use of intellectual property licensing, common in other video game genres, has also appeared in MMORPGs. 2007 saw the release of The Lord of the Rings Online, based on J. R. R. TolkienJ. R. R. Tolkien
John Ronald Reuel Tolkien, CBE was an English writer, poet, philologist, and university professor, best known as the author of the classic high fantasy works The Hobbit, The Lord of the Rings, and The Silmarillion.Tolkien was Rawlinson and Bosworth Professor of Anglo-Saxon at Pembroke College,...
's Middle-earth
Middle-earth
Middle-earth is the fictional setting of the majority of author J. R. R. Tolkien's fantasy writings. The Hobbit and The Lord of the Rings take place entirely in Middle-earth, as does much of The Silmarillion and Unfinished Tales....
. Other licensed MMORPGs include The Matrix Online
The Matrix Online
The Matrix Online was a massively multiplayer online game developed by Monolith Productions created by Richard Carroll. It was the official continuation of the storyline of the Matrix series of films. The game began closed beta-testing in June 2004 which was then opened for people who pre-ordered...
, based on the Matrix trilogy of films, Warhammer Online: Age of Reckoning
Warhammer Online: Age of Reckoning
Warhammer Online: Age of Reckoning is a massively multiplayer online role-playing game based on Games Workshop's Warhammer Fantasy setting. It was developed by Mythic Entertainment and simultaneously released in North and South Americas, Europe, Asia, Australia and New Zealand on September 18, 2008...
, based on Games Workshop
Games Workshop
Games Workshop Group plc is a British game production and retailing company. Games Workshop has published the tabletop wargames Warhammer Fantasy Battle and Warhammer 40,000...
's table top game
Warhammer Fantasy Battle
Warhammer: The Game of Fantasy Battles is a tabletop wargame created by Games Workshop. It is the origin of the Warhammer Fantasy setting....
, Star Trek Online
Star Trek Online
Star Trek Online, often abbreviated as STO, is a massively multiplayer online role-playing game developed by Cryptic Studios based on the popular Star Trek series created by Gene Roddenberry. The game is set in the 25th century, 30 years after the events of Star Trek Nemesis...
, Star Wars Galaxies
Star Wars Galaxies
Star Wars Galaxies is a Star Wars themed MMORPG for Microsoft Windows developed by Sony Online Entertainment and published by LucasArts.-History:...
, Star Wars The Old Republic, Champions Online
Champions Online
Champions Online is a free-to-play superhero-themed massively multiplayer online role-playing game by former City of Heroes/Villains developer Cryptic Studios based on the Champions license. The game's rules and setting are loosely based on the HERO System ruleset...
and Age of Conan. Additionally, several licenses from television have been optioned for MMORPGs, for example Stargate Worlds
Stargate Worlds
Stargate Worlds was a massively multiplayer online role-playing game video game in-development by Cheyenne Mountain Entertainment in association with Metro-Goldwyn-Mayer and published by FireSky for Microsoft Windows. The game's setting was mainly borrowed from military science fiction series...
, which was canceled.
Console-based MMORPGs
The first console-based MMORPG was Phantasy Star OnlinePhantasy Star Online
Phantasy Star Online is an online multiplayer action RPG title, originally released for the Dreamcast in 2000, bundled with a demo of Sonic Adventure 2. Another edition, entitled Phantasy Star Online ver.2, was released for Dreamcast the following year...
for the Sega
Sega
, usually styled as SEGA, is a multinational video game software developer and an arcade software and hardware development company headquartered in Ōta, Tokyo, Japan, with various offices around the world...
Dreamcast. The first console-based open-world MMORPG was Final Fantasy XI
Final Fantasy XI
, also known as Final Fantasy XI Online, is a MMORPG developed and published by Square as part of the Final Fantasy series. It was released in Japan on Sony's PlayStation 2 on May 16, 2002, and was released for Microsoft's Windows-based personal computers in November 2002...
for the Sony
Sony
, commonly referred to as Sony, is a Japanese multinational conglomerate corporation headquartered in Minato, Tokyo, Japan and the world's fifth largest media conglomerate measured by revenues....
PlayStation 2
PlayStation 2
The PlayStation 2 is a sixth-generation video game console manufactured by Sony as part of the PlayStation series. Its development was announced in March 1999 and it was first released on March 4, 2000, in Japan...
.
EverQuest Online Adventures
EverQuest Online Adventures
EverQuest Online Adventures is a fantasy massively multiplayer online role-playing game for the PlayStation 2. EQOA is one of the few MMORPGs released on a video game console...
, also on the PlayStation 2, was the first console MMORPG in North America.
Although console-based MMORPGs are considered more difficult to produce, the platform is gaining more attention.
Final Fantasy XI
Final Fantasy XI
, also known as Final Fantasy XI Online, is a MMORPG developed and published by Square as part of the Final Fantasy series. It was released in Japan on Sony's PlayStation 2 on May 16, 2002, and was released for Microsoft's Windows-based personal computers in November 2002...
was originally released for PlayStation 2
PlayStation 2
The PlayStation 2 is a sixth-generation video game console manufactured by Sony as part of the PlayStation series. Its development was announced in March 1999 and it was first released on March 4, 2000, in Japan...
and PC, but was later extended to Xbox 360
Xbox 360
The Xbox 360 is the second video game console produced by Microsoft and the successor to the Xbox. The Xbox 360 competes with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles...
, and later emulated as a PlayStation 2 game on the PlayStation 3
PlayStation 3
The is the third home video game console produced by Sony Computer Entertainment and the successor to the PlayStation 2 as part of the PlayStation series. The PlayStation 3 competes with Microsoft's Xbox 360 and Nintendo's Wii as part of the seventh generation of video game consoles...
.
Final Fantasy XIV
Final Fantasy XIV
, also known as Final Fantasy XIV Online, is the fourteenth installment in the Final Fantasy series. It was released in September 2010 for Microsoft Windows, with a PlayStation 3 port in development. The game is a massively multiplayer online role-playing game and is developed and published by...
, Square Enix
Square Enix
is a Japanese video game and publishing company best known for its console role-playing game franchises, which include the Final Fantasy series, the Dragon Quest series, and the action-RPG Kingdom Hearts series...
's second MMORPG in the Final Fantasy
Final Fantasy
is a media franchise created by Hironobu Sakaguchi, and is developed and owned by Square Enix . The franchise centers on a series of fantasy and science-fantasy role-playing video games , but includes motion pictures, anime, printed media, and other merchandise...
series was released in September 2010 for Microsoft Windows
Microsoft Windows
Microsoft Windows is a series of operating systems produced by Microsoft.Microsoft introduced an operating environment named Windows on November 20, 1985 as an add-on to MS-DOS in response to the growing interest in graphical user interfaces . Microsoft Windows came to dominate the world's personal...
and the scheduled release date for Sony
Sony
, commonly referred to as Sony, is a Japanese multinational conglomerate corporation headquartered in Minato, Tokyo, Japan and the world's fifth largest media conglomerate measured by revenues....
's PlayStation 3
PlayStation 3
The is the third home video game console produced by Sony Computer Entertainment and the successor to the PlayStation 2 as part of the PlayStation series. The PlayStation 3 competes with Microsoft's Xbox 360 and Nintendo's Wii as part of the seventh generation of video game consoles...
version is 2011.
Free Realms
Free Realms
Free Realms is a massively multiplayer online role playing video game developed by Sony Online Entertainment set in a fantasy-themed world, named Sacred Grove for the PC, Mac and PlayStation 3. The game was released on April 29, 2009, for the Windows PC...
, Sony
Sony
, commonly referred to as Sony, is a Japanese multinational conglomerate corporation headquartered in Minato, Tokyo, Japan and the world's fifth largest media conglomerate measured by revenues....
's MMORPG originally released on PC, was added as a free download on the PlayStation Network on March 29, 2011.
See also
- Chronology of MUDs
- Comparison of massively multiplayer online role-playing games
- History of massively multiplayer online gamesHistory of massively multiplayer online gamesThe history of massively multiplayer online games spans over thirty years and hundreds of massively multiplayer online games titles. The origin and influence on MMOG games stems from MUDs, Dungeons and Dragons and earlier social games....
- List of free massively multiplayer online games
- List of massively multiplayer online role-playing games
- List of text-based MMORPGs
- Massively multiplayer online gameMassively multiplayer online gameA massively multiplayer online game is a multiplayer video game which is capable of supporting hundreds or thousands of players simultaneously. By necessity, they are played on the Internet, and usually feature at least one persistent world. They are, however, not necessarily games played on...
- Multiplayer online gameMultiplayer online gameA Multiplayer Online Game is a multiplayer video game which can be played via a game server over the internet, with other players around the world...
- Online gameOnline gameAn online game is a game played over some form of computer network. This almost always means the Internet or equivalent technology, but games have always used whatever technology was current: modems before the Internet, and hard wired terminals before modems...
- Server emulatorServer emulatorServer emulator, a term that is widely used to describe reimplementation of MMORPG game servers, typically clones proprietary commercial software by a third party. The term "private server" is also used while it may not be accurate as often the legitimate server is also privately owned...
External links
- The Daedalus Project – Nick Yee's ongoing survey study of MMORPG players. Demographics, narratives and essays.