Massively multi-player online role-playing game
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A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a
role-playing video game A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a
character Character or Characters may refer to: Arts, entertainment, and media Literature * ''Character'' (novel), a 1936 Dutch novel by Ferdinand Bordewijk * ''Characters'' (Theophrastus), a classical Greek set of character sketches attributed to The ...
(often in a fantasy world or science-fiction world) and takes control over many of that character's actions. MMORPGs are distinguished from
single-player A single-player video game is a video game where input from only one player is expected throughout the course of the gaming session. A single-player game is usually a game that can only be played by one person, while "single-player mode" is usuall ...
or small multi-player online RPGs by the number of players able to interact together, 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 a billion dollars in 2006. In 2008, the spending on subscription MMORPGs by consumers in North America and Europe grew to $1.4 billion. '' World of Warcraft'', a popular MMORPG, had over 10 million subscribers as of November 2014. ''World of Warcraft''s total revenue was $1.04 billion US dollars in 2014. '' Star Wars: The Old Republic'', released in 2011, became the world's 'Fastest-Growing MMO Ever' after gaining more than 1 million subscribers within the first three days of its launch.


Common features

Although modern MMORPGs sometimes differ dramatically from their predecessors, many of them share the same basic characteristics. These include several common features: persistent game environment, some form of level progression, social interaction within the game, in-game culture, system architecture, membership in a group, and character customization.


Themes

The majority of popular MMORPGs are based on traditional fantasy themes, often occurring in an in-game universe comparable to that of '' Dungeons & Dragons''. Some employ hybrid themes that either merge or replace fantasy elements with those of science fiction,
sword and sorcery Sword and sorcery (S&S) is a subgenre of fantasy characterized by sword-wielding heroes engaged in exciting and violent adventures. Elements of romance, magic, and the supernatural are also often present. Unlike works of high fantasy, the tale ...
, or crime fiction. Others draw thematic material from
American comic books An American comic book is a thin periodical originating in the United States, on average 32 pages, containing comics. While the form originated in 1933, American comic books first gained popularity after the 1938 publication of ''Action Comics'', ...
, the
occult The occult, in the broadest sense, is a category of esoteric supernatural beliefs and practices which generally fall outside the scope of religion and science, encompassing phenomena involving otherworldly agency, such as magic and mysticism a ...
, and other genres. These elements are often developed using similar tasks and scenarios involving quests,
monsters A monster is a type of fictional creature found in horror, fantasy, science fiction, folklore, mythology and religion. Monsters are very often depicted as dangerous and aggressive with a strange, grotesque appearance that causes terror and fe ...
, and
loot Loot may refer to: Film *''Loot'' (1919 film), a film by William C. Dowlan * ''Loot'' (1970 film), a British film by Silvio Narizzano * ''Loot'' (2008 film), a documentary * ''Loot'' (2011 film), an Indian film * ''Loot'' (2012 film), a Nepali fil ...
.


Progression

In nearly all MMORPGs, the development of the player's character is the 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 A monster is a type of fictional creature found in horror, fantasy, science fiction, folklore, mythology and religion. Monsters are very often depicted as dangerous and aggressive with a strange, grotesque appearance that causes terror and fe ...
and completing quests for
non-player character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster o ...
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. 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'', a space-based MMORPG, uses an alternative method of progression where users train skills in real-time rather than using experience points as a measure of progression. In some MMORPGs, there is no limit to a player's level, allowing the grinding experience to continue indefinitely. MMORPGs that use this model often glorify top ranked players by displaying their avatars on the game's website or posting their stats on a high score screen. Another common practice is to enforce a maximum reachable level for all players, often referred to as a level cap. Once reached, the definition of a player's progression changes. Instead of being awarded primarily with experience for completing quests and dungeons, the player's motivation to continue playing will be replaced with collecting money and equipment. Often, the widened range of equipment available at the maximum level will have increased aesthetic value to distinguish high ranking players in game between lower ranked players. Colloquially known as endgame gear, this set of empowered weapons and armor adds a competitive edge to both scripted boss encounters as well as player vs player combat. Player motivation to outperform others is fueled by acquiring such items and is a significant determining factor in their success or failure in combat-related situations.


Social interaction

MMORPGs almost always have tools to facilitate communication between players. Many MMORPGs offer support for in-game guilds or clans, though these will usually form whether the game supports them or not. In addition, most MMOGs require some degree of teamwork in parts of the game. These tasks usually require players to take on roles in the group, such as protecting other players from damage (called tanking), "healing" damage done to other players or damaging enemies. MMORPGs generally have Game Moderators or
Game Masters A gamemaster (GM; also known as game master, game manager, game moderator, referee, or storyteller) is a person who acts as an organizer, officiant for regarding rules, arbitrator, and moderator for a multiplayer role-playing game. They are ...
(frequently referred to as GMs or "mods"), 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. Relationships formed in MMORPGs can often be just as intense as relationships formed between friends or partners met outside the game, and often involve elements of collaboration and trust between players.


Roleplaying

Most MMORPGs provide different types of classes that players can choose. Among those classes, a small portion of players choose to roleplay their characters, and there are rules that provide functionality and content to those who do. 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 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 similar to those in the game world.


Culture

Over time, the MMORPG community has developed a sub-culture with its own slang and metaphors, as well as an unwritten list of social rules and taboos. Players will often complain about 'grind' (a slang term for any repetitive, time-consuming activity in an MMORPG), or talk about 'buffs' and 'nerfs' (respectively an upgrade or downgrade of a particular game mechanic). As with all such cultures, social rules exist for such things as invitations to join an adventuring party, the proper division of treasure, and how a player is expected to behave while grouped with other players.


System architecture

Most MMORPGs are deployed using a client–server system architecture. The server software generates a
persistent Persistent may refer to: * Persistent data * Persistent data structure * Persistent identifier * Persistent memory * Persistent organic pollutant * Persistent Systems, a technology company * USS ''Persistent'', three United States Navy ships See ...
instance of the virtual world that runs continuously, and players connect to it via a 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. Depending on the number of players and the system architecture, an MMORPG might 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'' or Kolossium competition in ''
Dofus ''Dofus'' is a tactical turn-based massively multiplayer online role-playing game (MMORPG) developed and published by Ankama Games, a French computer game manufacturer. Originally released solely in French, it has since been translated into many ...
''); 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 player vs player "battlegrounds", using server clusters or "battlegroups" to co-ordinate players looking to participate in structured player vs player 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.


Business models

MMORPGs today use a wide range of business models, from free of charge, free with microtransactions, advertise funded, to various kinds of payment plans. Some MMORPGs require payment or a monthly subscription to play. By definition, " massively multiplayer" games are always online, and most require some sort of continuous revenue (such as monthly subscriptions and advertisements) for maintenance and development purposes. 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 ''Flyff'' (short for ''Fly for Fun'') is a fantasy MMORPG by Korean development company Gala Lab (formerly Aeonsoft & nFlavor). Flyff is hosted in 13 countries and 10 languages and has over 30 million registered accounts. Development In Decem ...
'' and '' MapleStory''. This business model is alternately called "
pay for perks A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an online game, particularly in massively multiplayer online games (MMOs). People enter t ...
" or "
freemium Freemium, a portmanteau of the words "free" and "premium," is a pricing strategy by which a basic product or service is provided free of charge, but money (a premium) is charged for additional features, services, or virtual (online) or physical (o ...
", and games using it often describe themselves with the term " free-to-play". * Free-to-play (F2P) means that there is no cost to purchase the software and there is no subscription charge. Variably applies to traditionally bought and forever available games (see Buy-to-play below). Most newer MMOs that fall under this category now includes microtransactions however, which causes them to overlap with the
Freemium Freemium, a portmanteau of the words "free" and "premium," is a pricing strategy by which a basic product or service is provided free of charge, but money (a premium) is charged for additional features, services, or virtual (online) or physical (o ...
model. *
Freemium Freemium, a portmanteau of the words "free" and "premium," is a pricing strategy by which a basic product or service is provided free of charge, but money (a premium) is charged for additional features, services, or virtual (online) or physical (o ...
(a portmanteau of ''free-to-play'' and ''premium'') means that the majority or all of the game's content is available for free but players can pay for extra content, character customization, added perks or faster advancement into the game via microtransactions. Freemium thus overlaps with both the free-to-play and pay-to-play models. *Buy-to-play (B2P) means that the MMO can only be played by purchasing the game, but there is no subsequent subscription fee for playing the game. These games may or may not include additional microtransactions, or may sell additional content in the form of expansions instead of asking for an ongoing subscription fee. * Pay-to-play (P2P) means that the MMO requires a monthly subscription fee or other ongoing fee in order to continue playing the game. It may also require an up-front purchase of the game in addition to the monthly subscription fee, though many of these up-front purchases include a month of game time. This was once the most common way for MMOs to finance themselves, but has fallen out of favor in recent years as an increasing number of games have switched to other business models due to difficulty in retaining a stable playerbase.


History

MMORPG is a term coined by Richard Garriott to refer to massive multiplayer online role-playing games and their social communities., p.97 Previous to this and related coinages, these games were generally called
graphical MUD A MUD (; originally multi-user dungeon, with later variants multi-user dimension and multi-user domain) is a Multiplayer video game, multiplayer Time-keeping systems in games#Real-time, real-time virtual world, usually Text-based game, text-bas ...
s; the history of MMORPGs traces back directly through the
MUD A MUD (; originally multi-user dungeon, with later variants multi-user dimension and multi-user domain) is a Multiplayer video game, multiplayer Time-keeping systems in games#Real-time, real-time virtual world, usually Text-based game, text-bas ...
genre. Through this connection, MMORPGs can be seen to have roots in the earliest multi-user games such as ''
Mazewar ''Maze'', also known as ''Maze War'', is a 3D multiplayer first-person shooter maze game originally developed in 1973 and expanded in 1974. The first version was developed by high school students Steve Colley, Greg Thompson, and Howard Palmer for ...
'' (1974) and '' MUD1'' (1978). 1985 saw the release of a roguelike (pseudo-graphical) MUD called '' Island of Kesmai'' on
CompuServe CompuServe (CompuServe Information Service, also known by its initialism CIS) was an American online service provider, the first major commercial one in the world – described in 1994 as "the oldest of the Big Three information services (the oth ...
and
Lucasfilm Lucasfilm Ltd. LLC is an American film and television production company and a subsidiary of Walt Disney Studios, which is a business segment of The Walt Disney Company. The studio is best known for creating and producing the ''Star Wars'' and ' ...
's graphical MUD Habitat. The first fully graphical multi-user RPG was ''
Neverwinter Nights ''Neverwinter Nights'' is a series of video games developed by BioWare and Obsidian Entertainment, based on the ''Forgotten Realms'' campaign setting of the ''Dungeons & Dragons'' role-playing game. Aside from also being set in the Dungeons & Dra ...
'', which was delivered through
America Online AOL (stylized as Aol., formerly a company known as AOL Inc. and originally known as America Online) is an American web portal and online service provider based in New York City. It is a brand marketed by the current incarnation of Yahoo! Inc. ...
in 1991 and was personally championed by AOL President
Steve Case Stephen McConnell Case (born August 21, 1958) is an American businessman, investor, and philanthropist best known as the former chief executive officer and chairman of America Online (AOL). Case joined AOL's predecessor company, Quantum Computer ...
. Other early proprietary graphical online RPGs include three on
The Sierra Network Sierra Entertainment, Inc. (formerly On-Line Systems and Sierra On-Line, Inc.) was an American video game developer and publisher founded in 1979 by Ken and Roberta Williams. The company is known for pioneering the graphic adventure game genr ...
: ''
The Shadow of Yserbius ''The Shadow of Yserbius'', originally published by Sierra On-Line and developed by Joe Ybarra of Ybarra Productions, was the first of three graphical MUDs for the online community. ''The Shadow of Yserbius'' and its successors remained online unt ...
'' in 1992, ''The Fates of Twinion'' in 1993, and ''
The Ruins of Cawdor ''The Shadow of Yserbius'', originally published by Sierra On-Line and developed by Joe Ybarra of Ybarra Productions, was the first of three graphical MUDs for the online community. ''The Shadow of Yserbius'' and its successors remained online unt ...
'' 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 ''Meridian 59'' was a 1996 video game developed by Archetype Interactive and published by The 3DO Company. It was the first 3D graphical massively multiplayer online role-playing game (MMORPG) and one of the longest running original online role-p ...
'' in 1996, innovative both in its scope and in offering first-person 3D graphics, with ''
The Realm Online ''The Realm Online'', originally known as ''The Realm'', is a massively multiplayer online role playing game (MMORPG) launched in December 1996 for Windows PC. It was designed in the tradition of graphical MUDs, before the usage of the terms "mas ...
'' 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'' and '' Asheron's Call'' in the West and 1996's '' Nexus: The Kingdom of the Winds'' in South Korea. The financial success of these early titles has ensured competition in the genre since that time. MMORPG titles now exist on consoles and in new settings. In 2008, the market for MMORPGs had Blizzard Entertainment's '' World of Warcraft'' dominating as the largest MMORPG, alongside other titles such as '' Final Fantasy XIV'' and '' Guild Wars 2'', 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 South Korea such as '' MapleStory'', '' Rohan: Blood Feud'', '' Atlantica Online'' and '' Lost Ark''. Also, there are some free-to-play games, such as '' RuneScape'' and '' Tibia'', where the game is free, but one would have to pay monthly to play the game with more features. '' Guild Wars'' and its sequel avoid some degree of competition with other MMORPGs by only requiring the initial purchase of the game to play.


Development

The cost of developing a competitive commercial MMORPG title often exceeded $10 million in 2003.Adam Carpenter (2003), Applying Risk-Based Analysis to Play Balance RPGs, Gamasutra
gamasutra.com
/ref> 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 engine A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software in ...
s, 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.Frank Luna (2006), "3D Game Programming with DirectX 9.0c, a Shader Approach," Worldware Publishing, 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 games data at regular intervals, without stopping the game, is also important.Jay Lee (2003), Gamasutra, Relational Database Guidelines for MMOGs
gamasutra.com
/ref> Maintenance requires sufficient
server Server may refer to: Computing *Server (computing), a computer program or a device that provides functionality for other programs or devices, called clients Role * Waiting staff, those who work at a restaurant or a bar attending customers and su ...
s and bandwidth, and a dedicated support staff. Insufficient resources for maintenance lead to
lag Lag, or similar, may refer to: Lag * Łąg, Poland * Lag (company), a French guitar maker * Lag (cue sports), a brief pre-game competition to determine which player will go first * Latency (engineering), a slower response time in computing, commu ...
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) can 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 An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PC game, PCs, Console game, consoles and ...
requires developers to scale large numbers of players with less hardware and network investment.GDC Proceedings 2005, Online Game Architecture: Back-End Strategies
gamasutra.com
/ref> In addition, the development team will need to have expertise with the fundamentals of game design: world-building, lore and game mechanics,Chris Crawford (2003), Chris Crawford on Game Design, New Riders Games, 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 to 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 is source code that is made freely available for possible modification and redistribution. Products include permission to use the source code, design documents, or content of the product. The open-source model is a decentralized sof ...
, 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 Foundation The Multiverse Software Foundation is a non-profit organization that was formed by volunteers in November 2011 to take over and manage the assets of the now-defunct Multiverse Network. The Foundation maintains the Multiverse MMO Development Plat ...
has also created a 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 raid group quest, or "raid", which is an adventure designed for large groups of players (often twenty or more).


Instance dungeons

Instance dungeons In massively multiplayer online games, an instance is a special area, typically a dungeon, that generates a new copy of the location for each group, or for a certain number of players, that enters the area. Instancing, the general term for the use ...
, 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, and also reducing the amount of data that needs to be sent to and from the server, reducing lag. ''
The Realm Online ''The Realm Online'', originally known as ''The Realm'', is a massively multiplayer online role playing game (MMORPG) launched in December 1996 for Windows PC. It was designed in the tradition of graphical MUDs, before the usage of the terms "mas ...
'' 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'', ''
The Lord of the Rings Online ''The Lord of the Rings Online'' is a massively multiplayer online role-playing game (MMORPG) for Microsoft Windows and OS X set in J. R. R. Tolkien's Middle-earth, taking place during the time period of ''The Lord of the Rings''. Originally d ...
'', '' EverQuest'', ''
EverQuest II ''EverQuest II'' is a 3D fantasy massively multiplayer online role-playing game (MMORPG) originally developed and published by Sony Online Entertainment for Microsoft Windows PCs and released in November 2004. It is the sequel to the original ...
'', '' Aion'', '' Final Fantasy XIV'', '' Guild Wars'', '' Rift'', '' RuneScape'', ''
Star Trek Online ''Star Trek Online'' is a massively multiplayer online role-playing game (MMORPG) developed by Cryptic Studios based on the ''Star Trek'' franchise. The game is set in the 25th century, 30 years after the events of '' Star Trek: Nemesis''. ''Sta ...
, Star Wars: The Old Republic,'' and ''
DC Universe Online ''DC Universe Online'' (''DCUO'') is a free-to-play action combat massively multiplayer online game set in the fictional universe of DC Comics. Developed by Dimensional Ink Games and co-published by Daybreak Game Company and WB Games, the game w ...
''.


Player-created content

Increased amounts of " player-created content" is another trend.Jon Radoff (March 20, 2007), Gamasutra, Five Prescriptions for Viral Games
gamasutra.com
/ref>


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 ''The Lord of the Rings Online'' is a massively multiplayer online role-playing game (MMORPG) for Microsoft Windows and OS X set in J. R. R. Tolkien's Middle-earth, taking place during the time period of ''The Lord of the Rings''. Originally d ...
'', based on J. R. R. Tolkien'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 Games Workshop Group (often abbreviated as GW) is a British manufacturer of miniature wargames, based in Nottingham, England. Its best-known products are ''Warhammer Age of Sigmar'' and ''Warhammer 40,000''. Founded in 1975 by John Peake (gam ...
's
table top game Tabletop games or tabletops are games that are normally played on a table or other flat surface, such as board games, card games, dice games, miniature wargames, or tile-based games. Classification according to equipment used Tabletop g ...
, '' Star Wars Galaxies'', ''
Star Wars The Old Republic ''Star Wars: The Old Republic'' is a massively multiplayer online role-playing game (MMORPG) based in the ''Star Wars'' universe. Developed by BioWare Austin and a supplemental team at BioWare Edmonton, the game was announced on October 21, 20 ...
'', ''
Champions Online ''Champions Online'' is a free-to-play superhero-themed massively multiplayer online role-playing game ( MMORPG) developed by Cryptic Studios. The game is based on the ''Champions'' license and its rules and setting are loosely based on the HERO ...
'' and '' Age of Conan''. Additionally, several licenses from television have been optioned for MMORPGs, for example ''
Star Trek Online ''Star Trek Online'' is a massively multiplayer online role-playing game (MMORPG) developed by Cryptic Studios based on the ''Star Trek'' franchise. The game is set in the 25th century, 30 years after the events of '' Star Trek: Nemesis''. ''Sta ...
'' and '' Stargate Worlds'' (which was later canceled).


Console-based MMORPGs

The first console-based MMORPG was ''
Phantasy Star Online ''Phantasy Star Online'' is an online role-playing game (RPG) developed by Sonic Team and published by Sega in 2000 for the Dreamcast. It was the first online RPG for game consoles; players adventure with up to three others over the internet to ...
'' for the Sega Dreamcast. The first console-based open-world MMORPG was '' Final Fantasy XI'' for the
PlayStation 2 The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October 2000, in Europe on 24 November 2000, and in Australia on 3 ...
. ''
EverQuest Online Adventures ''EverQuest Online Adventures'' (EQOA) was a 2003 3D fantasy massively multiplayer online role-playing game (MMORPG) for the PlayStation 2. The game was part of the ''EverQuest'' franchise before being shut down on March 29, 2012, after nine yea ...
'', 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.


Browser-based MMORPGs

With the popularization of Facebook and microtransactions has come a new wave of Flash and HTML5 based MMORPGs that use the free to play model. They require no download outside of a browser and usually have heavily integrated social media sharing features.


Smartphone-based MMORPGs

Smartphones with their
GPS The Global Positioning System (GPS), originally Navstar GPS, is a Radionavigation-satellite service, satellite-based radionavigation system owned by the United States government and operated by the United States Space Force. It is one of t ...
capabilities (amongst others) enable
augmented reality Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be de ...
in games such as ''
Ingress Ingress may refer to: Science and technology * Ingress (signal leakage), the passage of an outside signal into a coaxial cable * Ingress filtering, a computer network packet filtering technique * Ingress protection rating, a protection level that ...
'' and '' Pokémon Go''. The games are enhanced by location and distance based tracking, bench marking goals or facilitating trade between players.


In society and culture


Psychological effects

Since the interactions between MMORPG players are real, even if the environments are virtual,
psychologist A psychologist is a professional who practices psychology and studies mental states, perceptual, cognitive, emotional, and social processes and behavior. Their work often involves the experimentation, observation, and interpretation of how indi ...
s and sociologists are able to use MMORPGs as tools for academic research. Sherry Turkle has 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.Nardi, Harris (2006), Strangers and Friends: Collaborative Play in World of Warcraft, Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work In a study by Zaheer Hussain and
Mark D. Griffiths Mark D. Griffiths is an English Chartered (professional), chartered psychologist focusing in the field of Behavioral addiction, behavioural addictions, namely gambling disorder, Video game addiction, gaming addiction, Internet addiction, sex addi ...
, 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.Hussain, Zaheer (2008), Gender Swapping and Socializing in Cyberspace: An Exploratory Study A German fMRT-study conducted by researchers of the Central Institute of Mental Health points towards impairments in social, emotional and physical aspects of the self-concept and a higher degree in avatar identification in addicted MMORPG players, compared to non-addicted and naive (nonexperienced) people.Leménager, Tagrid; Gwodz, Alexander; Richter, Anne; Reinhard, Iris; Kämmerer, Nina; Sell, Madlen; Mann, Karl (2013): "Self-Concept Deficits in Massively Multiplayer Online Role-Playing Games Addiction". European Addiction Research 19: 227-234. These findings generally support Davis' cognitive behavioral model of Internet addiction, which postulates that dysfunctional self-related cognitions represent central factors contributing towards the development and maintenance of MMORPG addiction.Davis, RA (2001): A cognitive-behavioral model of pathological internet use. Computers in Human Behavior 17: 187-195. The high degree of avatar identification found by Leménager et al. in the addicted group of this study indicates that MMORPG playing may represent an attempt to compensate for impairments in self-concept. Psychotherapeutic interventions should therefore focus on the development of coping strategies for real-life situations in which addicted players tend to experience themselves as incompetent and inferior. Richard Bartle, author of ''
Designing Virtual Worlds ''Designing Virtual Worlds'' is a book about the practice of virtual world development by Richard Bartle. It has been noted as an authoritative source regarding the history of world-based online games. College courses have been taught using it. ...
'', 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 Motivation is the reason for which humans and other animals initiate, continue, or terminate a behavior at a given time. Motivational states are commonly understood as forces acting within the agent that create a disposition to engage in goal-dire ...
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. There has been numerous discussions and evaluations by various scholarly institutions regarding the long term effects of video game overuse. Many news agencies have criticized video games as promoting violent tendencies in its player base and encouraging anti-social behaviors. Ultimately this would culminate in the World Health Organization classifying the overuse of video games as "Technological Addiction" in May 2019.


Disease research

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 intended to use the incident as a research model to chart both the progression of a disease, and the potential human response to large-scale epidemic infection. However, due to Blizzard Entertainments failure to keep statistical records of the event, the 2005 Corrupted Blood Outbreak would ultimately fail to produce any results. Nevertheless, the CDC has continued to express interest in the use of MMORPGs for disease research.


Education

It has been suggested by the Springer University in Germany that MMORPGs encourage and provide opportunities to study and improve in economic theory by providing a controlled environment for the natural development of economic practices between players including professions, trade, and services. Research has shown that for the positive learner, game-based interaction could inhibition was reduced as well as enhances the enjoyment and motivation of second language learning, but appears to be more suitable for learners of intermediate and higher levels of proficiency than language beginners.


Therapeutic applications

The Division of Autism and developmental disabilities has published a significant report detailing the value of MMORPGs for the treatment of individuals with Autism Spectrum disorder. The report suggests that individuals with autism spectrum disorder could benefit from MMORPGs by being provided a space to freely develop social skills and communication skills without the stress of face-to-face contact. This in turn opens new pathways for social therapy for individuals with developmental disabilities.


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 economy can be analyzed (using data logged by the game) and has value in economic research. More significantly, these "virtual" economies can affect the economies of the real world. One of the early researchers of MMORPGs was
Edward Castronova Edward "Ted" Castronova is a professor of media at Indiana University Bloomington. He is known in particular for his work on the economies of synthetic worlds. Biography Castronova obtained a BS in international affairs from Georgetown University i ...
, 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 points Dragon kill points or DKP are a semi-formal score-keeping system ( loot 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 th ...
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. The virtual currency selling pioneer IGE received a lawsuit from a World of Warcraft player for interfering in the economics and intended use of the game by selling WoW gold. 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 is the practice of playing a massively multiplayer online game (MMO) to acquire in-game currency, later selling it for real-world money.
, and may be employed in
game sweatshop Gold farming is the practice of playing a massively multiplayer online game (MMO) to acquire in-game currency, later selling it for real-world money.
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: * The use of "bots" or automated programs, that assist some players in accumulating in-game wealth to the disadvantage of other players.Robert Shapiro (2003), How online games teach us about economics
slate.com
/ref> * The use of unsanctioned auction sites, which has led publishers to seek legal remedies to prevent their use based on intellectual-property claims.Blizzard Goes to War

/ref> * The emergence of virtual crime, 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 was rare in MMORPGs as of 2008, 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.


See also

*
List of MUDs This is a chronological list of notable MUDs with summary information. __TOC__ Legend List References {{Chronology of role-playing video games MUDs Timelines of video games MUDs A MUD (; originally multi-user dungeon ...
*
Digital currency Digital currency (digital money, electronic money or electronic currency) is any currency, money, or money-like asset that is primarily managed, stored or exchanged on digital computer systems, especially over the internet. Types of digital cu ...
* List of free massively multiplayer online games *
List of massively multiplayer online role-playing games This is a selected list of massively multiplayer online role-playing games (MMORPGs). MMORPGs are large multi-user games that take place in perpetual online worlds with a great number of other players. In most MMORPGs each player controls ...
*
List of text-based MMORPGs This is a selected list of massively multiplayer online role-playing games (MMORPGs). MMORPGs are large multi-user games that take place in perpetual online worlds with a great number of other players. In most MMORPGs each player controls ...
* Private server * Virtual economy * Virtual goods * Virtual world


References


Further reading

* * * * {{DEFAULTSORT:Massively Multiplayer Online Role-Playing Game Persistent worlds Social software Video game genres Video game terminology Virtual economies