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A massively multiplayer online role-playing game (MMORPG) is a
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
that combines aspects of a
role-playing video game Role-playing video games, also known as CRPG (computer/console role-playing games), comprise a broad video game genre generally defined by a detailed story and character advancement (often through increasing characters' levels or other skills) ...
and a
massively multiplayer online game A massively multiplayer online game (MMOG or more commonly MMO) is an online video game with a large number of players to interact in the same online game world. MMOs usually feature a huge, persistent world, persistent open world, although t ...
. As in role-playing games (RPGs), the player assumes the role of a character (often in a fantasy world or
science-fiction Science fiction (often shortened to sci-fi or abbreviated SF) is a genre of speculative fiction that deals with imaginative and futuristic concepts. These concepts may include information technology and robotics, biological manipulations, sp ...
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 gameplay. Video games in general can feature several game modes, including single-player modes designed to be played by a single player in add ...
or small multi-player online RPGs by the number of players able to interact together, and by the game's
persistent world A persistent world or persistent state world (PSW) is a virtual world which, by the definition given by Richard Bartle, "continues to exist and develop internally even when there are no people interacting with it". The first virtual worlds were ...
(usually hosted by the game's
publisher Publishing is the activities of making information, literature, music, software, and other content, physical or digital, available to the public for sale or free of charge. Traditionally, the term publishing refers to the creation and distribu ...
), which continues to exist and evolve while the player is
offline In computer technology and telecommunications, online indicates a state of connectivity, and offline indicates a disconnected state. In modern terminology, this usually refers to an Internet connection, but (especially when expressed as "on li ...
and away from the game. MMORPGs are played throughout the world. Global revenues for MMORPGs exceeded half a billion dollars in 2005, and the
western world The Western world, also known as the West, primarily refers to various nations and state (polity), states in Western Europe, Northern America, and Australasia; with some debate as to whether those in Eastern Europe and Latin America also const ...
's 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 ''World of Warcraft'' (''WoW'') is a 2004 massively multiplayer online role-playing (MMORPG) video game developed and published by Blizzard Entertainment for Windows and Mac OS X. Set in the '' Warcraft'' fantasy universe, ''World of War ...
'', 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 subscription MMO in history" after gaining more than 1 million players 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 *membership in a group *character customization.


Themes

The majority of popular MMORPGs are based on traditional
fantasy Fantasy is a genre of speculative fiction that involves supernatural or Magic (supernatural), magical elements, often including Fictional universe, imaginary places and Legendary creature, creatures. The genre's roots lie in oral traditions, ...
themes, often occurring in an in-game universe comparable to that of ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical ...
''. Some employ hybrid themes that either merge or replace fantasy elements with those of
science fiction Science fiction (often shortened to sci-fi or abbreviated SF) is a genre of speculative fiction that deals with imaginative and futuristic concepts. These concepts may include information technology and robotics, biological manipulations, space ...
,
sword and sorcery Sword and sorcery (S&S), or heroic fantasy, is a subgenre of fantasy characterized by sword-wielding heroes engaged in exciting and violent adventures. Elements of Romance (love), romance, Magic (fantasy), magic, and the supernatural are also ...
, or
crime fiction Crime fiction, detective story, murder mystery, crime novel, mystery novel, and police novel are terms used to describe narratives or fiction that centre on criminal acts and especially on the investigation, either by an amateur or a professiona ...
. Others draw thematic material from American comic books, the
occult The occult () is a category of esoteric or supernatural beliefs and practices which generally fall outside the scope of organized religion and science, encompassing phenomena involving a 'hidden' or 'secret' agency, such as magic and mysti ...
, and other
genre Genre () is any style or form of communication in any mode (written, spoken, digital, artistic, etc.) with socially agreed-upon conventions developed over time. In popular usage, it normally describes a category of literature, music, or other fo ...
s. These elements are often developed using similar tasks and scenarios involving
quests A quest is a journey toward a specific mission or a goal. It serves as a Plot (narrative), plot device in mythology and fiction: a difficult Travel, journey towards a goal, often symbolic or Allegory, allegorical. Tales of quests figure promine ...
, monsters, and loot.


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 An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experien ...
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
non-player character A non-player character (NPC) is a 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 (or referee) rather than by a ...
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 ''Progress Quest'' is a video game developed by Eric Fredricksen 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 t ...
'' 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 (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, that player might buy a
cope A cope ( ("rain coat") or ("cape")) is a liturgical long mantle or cloak, open at the front and fastened at the breast with a band or clasp. It may be of any liturgical colour. A cope may be worn by any rank of the Catholic or Anglican clerg ...
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 instance of the
virtual world A virtual world (also called a virtual space or spaces) is a Computer simulation, computer-simulated environment which may be populated by many simultaneous users who can create a personal Avatar (computing), avatar and independently explore th ...
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 ''EverQuest'' is a 3D fantasy-themed massively multiplayer online role-playing game (MMORPG) originally developed by Verant Interactive and 989 Studios for Windows. It was released by Sony Online Entertainment in March 1999 in North America, ...
'' and ''
Guild Wars ''Guild Wars'' is an online role-playing game franchise developed by ArenaNet and published by NCSoft. The games were critically well received and won many editor's choice awards, as well as awards such as "D.I.C.E. Award for Role-Playing Game ...
'' 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''); 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'' and ''
MapleStory ''MapleStory'' () is a free-to-play, 2D, side-scrolling massively multiplayer online role-playing game, developed by South Korean company Wizet. Several versions of the game are available for specific countries or regions, published by var ...
''. This business model is alternately called " pay for perks" 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 ( ...
", 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 ( ...
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 ( ...
(a
portmanteau In linguistics, a blend—also known as a blend word, lexical blend, or portmanteau—is a word formed by combining the meanings, and parts of the sounds, of two or more words together.
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. Previous to this and related coinages, these games were generally called graphical MUDs; the history of MMORPGs traces back directly through the
MUD Mud (, or Middle Dutch) is loam, silt or clay mixed with water. Mud is usually formed after rainfall or near water sources. Ancient mud deposits hardened over geological time to form sedimentary rock such as shale or mudstone (generally cal ...
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 Roguelike (or rogue-like) is a style of role-playing game traditionally characterized by a dungeon crawl through procedurally generated levels, turn-based gameplay, grid-based movement, and permanent death of the player character. Most ro ...
(pseudo-graphical) MUD called '' Island of Kesmai'' on
CompuServe CompuServe, Inc. (CompuServe Information Service, Inc., also known by its initialism CIS or later CSi) was an American Internet company that provided the first major commercial online service provider, online service. It opened in 1969 as a times ...
and
Lucasfilm Lucasfilm Ltd. LLC is an American film and television production company founded by filmmaker George Lucas in December 10, 1971 in San Rafael, California, and later moved to San Francisco in 2005. It is best known for creating and producing th ...
's graphical MUD
Habitat In ecology, habitat refers to the array of resources, biotic factors that are present in an area, such as to support the survival and reproduction of a particular species. A species' habitat can be seen as the physical manifestation of its ...
. 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 around the city Nev ...
'', which was delivered through
America Online 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, and a brand marketed by Yahoo! Inc. (2017–present), Yahoo! Inc. The service tra ...
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 The National Science Foundation Network (NSFNET) was a program of coordinated, evolving projects sponsored by the National Science Foundation (NSF) from 1985 to 1995 to promote advanced research and education networking in the United States. The ...
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 ''EverQuest'' is a 3D fantasy-themed massively multiplayer online role-playing game (MMORPG) originally developed by Verant Interactive and 989 Studios for Windows. It was released by Sony Online Entertainment in March 1999 in North America, ...
'' and ''
Asheron's Call ''Asheron's Call'' (AC) is a discontinued fantasy massively multiplayer online role-playing game (MMORPG) for Microsoft Windows PCs, developed and published by Turbine Entertainment Software. Though it was developed by the Turbine team (with Mi ...
'' 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 Blizzard Entertainment, Inc. is an American video game developer and Video game publisher, publisher based in Irvine, California, and a subsidiary of Activision Blizzard. Originally founded in 1991, the company is best known for producing the h ...
's ''
World of Warcraft ''World of Warcraft'' (''WoW'') is a 2004 massively multiplayer online role-playing (MMORPG) video game developed and published by Blizzard Entertainment for Windows and Mac OS X. Set in the '' Warcraft'' fantasy universe, ''World of War ...
'' dominating as the largest MMORPG, alongside other titles such as ''
Final Fantasy XIV ''Final Fantasy XIV'' is a massively multiplayer online role-playing game (MMORPG) developed and published by Square Enix. Directed and produced by Naoki Yoshida and released worldwide for PlayStation 3 and Windows in August 2013, it replaced ...
'' and ''
Guild Wars 2 ''Guild Wars 2'' is a free-to-play, massively multiplayer online role-playing game developed by ArenaNet and published by NCSoft. Set in the fantasy world of Tyria, the core game follows the re-emergence of Destiny's Edge, a disbanded guild dedi ...
'', 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 South Korea, officially the Republic of Korea (ROK), is a country in East Asia. It constitutes the southern half of the Korea, Korean Peninsula and borders North Korea along the Korean Demilitarized Zone, with the Yellow Sea to the west and t ...
such as ''
MapleStory ''MapleStory'' () is a free-to-play, 2D, side-scrolling massively multiplayer online role-playing game, developed by South Korean company Wizet. Several versions of the game are available for specific countries or regions, published by var ...
'', '' Rohan: Blood Feud'', '' Atlantica Online'' and '' Lost Ark''. Also, there are some free-to-play games, such as ''
RuneScape ''RuneScape'' is a fantasy massively multiplayer online role-playing game (MMORPG) developed and published by Jagex, released in January 2001. ''RuneScape'' was originally a browser game built with the Java (programming language), Java progr ...
'' and ''
Tibia The tibia (; : tibiae or tibias), also known as the shinbone or shankbone, is the larger, stronger, and anterior (frontal) of the two Leg bones, bones in the leg below the knee in vertebrates (the other being the fibula, behind and to the outsi ...
'', where the game is free, but one would have to pay monthly to play the game with more features. ''
Guild Wars ''Guild Wars'' is an online role-playing game franchise developed by ArenaNet and published by NCSoft. The games were critically well received and won many editor's choice awards, as well as awards such as "D.I.C.E. Award for Role-Playing Game ...
'' 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 engines, real-time
shader In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as '' shading''. Shaders have evolved to perform a variety of s ...
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 Cheating generally describes various actions designed to subvert or disobey rules in order to obtain unfair advantages without being noticed. This includes acts of bribery, cronyism and nepotism in any situation where individuals are given pr ...
, 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 servers 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 Peer-to-peer (P2P) computing or networking is a distributed application architecture that partitions tasks or workloads between peers. Peers are equally privileged, equipotent participants in the network, forming a peer-to-peer network of Node ...
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 PCs, consoles and mobile devices, a ...
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 and view the source code, design documents, or content of the product. The open source model is a decentrali ...
, 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 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 RAID (; redundant array of inexpensive disks or redundant array of independent disks) is a data storage virtualization technology that combines multiple physical Computer data storage, data storage components into one or more logical units for th ...
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, and also reducing the amount of data that needs to be sent to and from the server, reducing lag. '' The Realm Online'' 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 ''World of Warcraft'' (''WoW'') is a 2004 massively multiplayer online role-playing (MMORPG) video game developed and published by Blizzard Entertainment for Windows and Mac OS X. Set in the '' Warcraft'' fantasy universe, ''World of War ...
'', '' The Lord of the Rings Online'', ''
EverQuest ''EverQuest'' is a 3D fantasy-themed massively multiplayer online role-playing game (MMORPG) originally developed by Verant Interactive and 989 Studios for Windows. It was released by Sony Online Entertainment in March 1999 in North America, ...
'', '' EverQuest II'', '' Aion'', ''
Final Fantasy XIV ''Final Fantasy XIV'' is a massively multiplayer online role-playing game (MMORPG) developed and published by Square Enix. Directed and produced by Naoki Yoshida and released worldwide for PlayStation 3 and Windows in August 2013, it replaced ...
'', ''
Guild Wars ''Guild Wars'' is an online role-playing game franchise developed by ArenaNet and published by NCSoft. The games were critically well received and won many editor's choice awards, as well as awards such as "D.I.C.E. Award for Role-Playing Game ...
'', ''
Rift In geology, a rift is a linear zone where the lithosphere is being pulled apart and is an example of extensional tectonics. Typical rift features are a central linear downfaulted depression, called a graben, or more commonly a half-graben ...
'', ''
RuneScape ''RuneScape'' is a fantasy massively multiplayer online role-playing game (MMORPG) developed and published by Jagex, released in January 2001. ''RuneScape'' was originally a browser game built with the Java (programming language), Java progr ...
'', ''
Star Trek Online ''Star Trek Online'' is a massively multiplayer online role-playing game 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''. ''Star Trek O ...
, Star Wars: The Old Republic,'' and ''
DC Universe Online ''DC Universe Online'' (''DCUO'') is a free-to-play 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 was initiall ...
''.


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'', based on
J. R. R. Tolkien John Ronald Reuel Tolkien (, 3 January 1892 – 2 September 1973) was an English writer and philologist. He was the author of the high fantasy works ''The Hobbit'' and ''The Lord of the Rings''. From 1925 to 1945, Tolkien was the Rawlinson ...
's
Middle-earth Middle-earth is the Setting (narrative), setting of much of the English writer J. R. R. Tolkien's fantasy. The term is equivalent to the ''Midgard, Miðgarðr'' of Norse mythology and ''Middangeard'' in Old English works, including ''Beowulf'' ...
. 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 (game), Warhammer'' and ''Warhammer 40,000''. Founded in 1975 by John Peake ...
's table top game, ''
Star Wars Galaxies ''Star Wars Galaxies'' (''Galaxies'') is a discontinued '' Star Wars-''themed massively multiplayer online role-playing game (MMORPG) for Microsoft Windows, developed by Sony Online Entertainment (SOE) and published by LucasArts. The open worl ...
'', '' Star Wars: The Old Republic'', '' Champions Online'' and '' Age of Conan''. Additionally, several licenses from television have been optioned for MMORPGs, for example ''Star Trek Online'' and ''
Stargate Worlds ''Stargate Worlds'' (abbreviated as ''SGW'') was to be a massively multiplayer online role-playing game (MMORPG) video game, but it was put on hold and never released. It was developed by Cheyenne Mountain Entertainment (CME) in association with M ...
'' (which was later canceled).


Console-based MMORPGs

The first console-based MMORPG was '' Phantasy Star Online'' for the
Dreamcast The is the final home video game console manufactured by Sega. It was released in Japan on November 27, 1998, in North America on September 9, 1999 and in Europe on October 14, 1999. It was the first sixth-generation video game console, prec ...
. The first console-based open-world MMORPG was ''
Final Fantasy XI also known as ''Final Fantasy XI Online'', is a massively multiplayer online role-playing game (MMORPG), originally developed and published by Square (video game company), Square and then published by Square Enix as the eleventh main installme ...
'' for the
PlayStation 2 The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Interactive Entertainment, Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October, in Europe on 24 Novembe ...
. ''
EverQuest Online Adventures ''EverQuest Online Adventures'' (EQOA) is a discontinued 2003 massively multiplayer online role-playing game (MMORPG) developed and published by Sony Online Entertainment for the PlayStation 2. The game is part of the ''EverQuest'' franchise and ...
'', 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 came a 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

Smartphone A smartphone is a mobile phone with advanced computing capabilities. It typically has a touchscreen interface, allowing users to access a wide range of applications and services, such as web browsing, email, and social media, as well as multi ...
s with their GPS capabilities (amongst others) enable
augmented reality Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
in games such as '' Ingress'' 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 explanation, interpretatio ...
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 A metagame, broadly defined as "a game beyond the game", typically refers to either of two concepts: a game which revolves around a core game; or the strategies and approaches to playing a game. A metagame can serve a broad range of purposes, a ...
. 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, 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 an mental state, internal state that propels individuals to engage in goal-directed behavior. It is often understood as a force that explains why people or animals initiate, continue, or terminate a certain behavior at a particul ...
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 is the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles in non-game contexts. The goal is to increase user engagement, motivation, competition and ...
. There have 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 culminated in the
World Health Organization The World Health Organization (WHO) is a list of specialized agencies of the United Nations, specialized agency of the United Nations which coordinates responses to international public health issues and emergencies. It is headquartered in Gen ...
classifying the overuse of video games as "Technological Addiction" in May 2019.


Disease research

In ''
World of Warcraft ''World of Warcraft'' (''WoW'') is a 2004 massively multiplayer online role-playing (MMORPG) video game developed and published by Blizzard Entertainment for Windows and Mac OS X. Set in the '' Warcraft'' fantasy universe, ''World of War ...
'', 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 The Centers for Disease Control and Prevention (CDC) is the national public health agency of the United States. It is a United States federal agency under the Department of Health and Human Services (HHS), and is headquartered in Atlanta, ...
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 An epidemic (from Greek ἐπί ''epi'' "upon or above" and δῆμος ''demos'' "people") is the rapid spread of disease to a large number of hosts in a given population within a short period of time. For example, in meningococcal infection ...
infection. However, due to
Blizzard Entertainment Blizzard Entertainment, Inc. is an American video game developer and Video game publisher, publisher based in Irvine, California, and a subsidiary of Activision Blizzard. Originally founded in 1991, the company is best known for producing the h ...
's failure to keep statistical records of the event, the 2005 Corrupted Blood Outbreak ultimately failed 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 Springer University in Germany that MMORPGs encourage and provide opportunities to study and improve in
economic theory Economics () is a behavioral science that studies the production, distribution, and consumption of goods and services. Economics focuses on the behaviour and interactions of economic agents and how economies work. Microeconomics anal ...
by providing a controlled environment for the natural development of economic practices between players of including professions, trade, and services. Research has shown that for the positive learner, game-based interaction could reduce inhibition as well as enhance 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 published a significant report detailing the value of MMORPGs for the treatment of individuals with
autism spectrum Autism, also known as autism spectrum disorder (ASD), is a neurodevelopmental disorder characterized by differences or difficulties in social communication and interaction, a preference for predictability and routine, sensory processing d ...
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 A virtual economy (or sometimes synthetic economy) is an emergence, 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). Peop ...
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, 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 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 ''World of Warcraft'' (''WoW'') is a 2004 massively multiplayer online role-playing (MMORPG) video game developed and published by Blizzard Entertainment for Windows and Mac OS X. Set in the '' Warcraft'' fantasy universe, ''World of War ...
'' 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 Liquid is a state of matter with a definite volume but no fixed shape. Liquids adapt to the shape of their container and are nearly incompressible, maintaining their volume even under pressure. The density of a liquid is usually close to th ...
(if illegal) currency market existed, with the value of ''Everquests in-game currency exceeding that of the
Japanese yen The is the official currency of Japan. It is the third-most traded currency in the foreign exchange market, after the United States dollar and the euro. It is also widely used as a third reserve currency after the US dollar and the euro. Th ...
. 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 sweatshops. 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'' is a multiplayer virtual world that allows people to create an Avatar (computing), avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for person ...
'' 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 *
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 a ...
* Private server *
Virtual economy A virtual economy (or sometimes synthetic economy) is an emergence, 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). Peop ...
*
Virtual goods Virtual goods are non-physical objects and money purchased for use in online communities or online games. Digital goods, on the other hand, may be a broader category including digital books, music, and movies. Virtual goods are intangible by def ...
*
Virtual world A virtual world (also called a virtual space or spaces) is a Computer simulation, computer-simulated environment which may be populated by many simultaneous users who can create a personal Avatar (computing), avatar and independently explore th ...


References


Further reading

* * * * {{DEFAULTSORT:Massively Multiplayer Online Role-Playing Game Video game genres