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Massively multiplayer online role-playing game

Adapted from Wikipedia · Adventurer experience

A screenshot from the virtual world game Ryzom, showing a scene from the game's environment.

A massively multiplayer online role-playing game (MMORPG) is a special kind of video game. In these games, you play as a character in a story and connect with many other players online.

You choose a character to play, often in a magical or space-themed world. You decide what your character does.

What makes MMORPGs different is that thousands of players can join together in one big world. This world keeps going even when you are not playing. There are always new things to see and places to explore. People all around the world play these games, and they are very popular.

One famous MMORPG is World of Warcraft. Another is Star Wars: The Old Republic. These games show how many people enjoy sharing big adventures together online.

Common features

MMORPGs, or massively multiplayer online role-playing games, have some common features. The game world stays alive even when you’re not playing. Players can get better by doing tasks and earning points. Players can also talk to each other, form groups, and change how their characters look.

Most of these games happen in fantasy worlds, like Dungeons & Dragons, but some use science fiction, adventure, or comic book ideas. Players often team up, with some protecting others or helping them heal in battles. The games have special guides called Game Masters who help things go smoothly. Over time, players make their own ways of talking and acting, with special words and rules for playing together.

Infrastructure and Monetization

MMORPGs use a special setup where a main computer, called a server, creates a world that never ends. Players use a program, called a client, to join this world. Sometimes, players need to buy the client program, but often, they can join through a web browser.

These games can have many players. Some games have separate worlds, like World of Warcraft, where players can only meet others in the same world. Other games, like EVE Online, let many players play together at the same time.

MMORPGs can cost money in different ways. Some games charge a monthly fee to play, while others are free but let players buy extra items or features. For example, Guild Wars does not charge a monthly fee but sells the game and extra content. Other games, like Flyff and MapleStory, are free to start but offer extra features for purchase.

History

Main article: History of massively multiplayer online games

The idea of massively multiplayer online role-playing games, or MMORPGs, started with a term created by Richard Garriott. Before this, these games were called graphical MUDs. Their history goes back to very early multi-player games like Mazewar in 1974 and MUD1 in 1978. In 1991, Neverwinter Nights became the first fully graphical game you could play online. More games followed, like Meridian 59 in 1996 and Ultima Online in 1997, which helped make these games popular.

Later, EverQuest in 1999 brought even more attention to MMORPGs. Today, there are many popular MMORPGs like World of Warcraft, Final Fantasy XIV, and Guild Wars 2. Some games are free to play and make money from ads or special items you can buy. These free-to-play games are especially common in South Korea.

Development

Creating a good massively multiplayer online role-playing game (MMORPG) can cost a lot of money, often more than $10 million. Making these games needs many different skills, like drawing in 3D, designing characters, and building the parts that make the game run online.

An event in the MMORPG Ryzom, an open source and free content game (2014)

The part players see on their computers uses 3D pictures. Artists start with simple drawings and turn them into moving 3D characters and worlds. The part that runs behind the scenes needs strong computer systems to handle many players at once, keep the game fair, and update the game without stopping it.

Keeping the game running well needs many computers and enough space for players to enjoy it. If there aren’t enough resources, players can get frustrated, and the game might not be popular. Some smaller teams also make MMORPGs, often using free tools and working together online. These independent games come in many different styles and ways to earn money.

Trends

Because there are many types of these games and they change fast, it's hard to know the future. But some trends are clear. One trend is the "raid" — a big adventure for groups of players, often twenty or more people.

Instance dungeons

Instance dungeons, or "instances," are special game areas made just for you and your group. This keeps you apart from other players and makes the game run better. The Realm Online was the first game to try this, and Anarchy Online used it a lot. Now, many games use instances, including World of Warcraft, The Lord of the Rings Online, EverQuest, EverQuest II, Aion, Final Fantasy XIV, Guild Wars, Rift, RuneScape, Star Trek Online, Star Wars: The Old Republic_, and DC Universe Online.

Player-created content

Another trend is the rise of "player-created content" — games where players can make and share their own ideas and creations.

Use of licenses

MMORPGs now often use famous stories and brands from books, movies, and games. For example, The Lord of the Rings Online came out in 2007, based on J. R. R. Tolkien's Middle-earth. Other games include The Matrix Online, based on the Matrix movies, Warhammer Online: Age of Reckoning, based on Games Workshop's table top game, Star Wars Galaxies, Star Wars: The Old Republic, Champions Online, and Age of Conan. Television shows have also inspired games like Star Trek Online and Stargate Worlds (which was later canceled).

Console-based MMORPGs

The first MMORPG for game consoles was Phantasy Star Online for the Dreamcast. The first open-world MMORPG for consoles was Final Fantasy XI for the PlayStation 2. EverQuest Online Adventures was the first console MMORPG in North America. Even though these games are harder to make, more people are interested in them.

Browser-based MMORPGs

As social media and small purchases became popular, many new MMORPGs started appearing in web browsers. These games usually cost nothing to start and make it easy to share with friends online.

Smartphone-based

Smartphones can use their GPS to create real-world games, like Ingress and Go. These games use your location to add fun features like tracking distances and trading with other players.

In society and culture

Psychological effects

Because the interactions between players in MMORPGs feel real, even though the worlds are made up, psychologists and sociologists use these games to study people. Researchers have found that many players grow by trying out different roles.

Studies show that players feel strong emotions while playing MMORPGs. The way players interact in these games affects how much fun they have.

Disease research

In a game called World of Warcraft, a mistake caused a special effect to spread widely. Scientists wanted to study how diseases spread using this mistake.

Education

Some universities think MMORPGs can help students learn economics by letting them trade and work together. These games can also help some learners improve their second language skills.

Therapeutic applications

Experts say MMORPGs can help people who have autism. These games give a place to practice talking and social skills without needing to meet face-to-face.

Economics

Many MMORPGs have their own economies where players earn and trade things. Scientists study these economies to learn about real-world economics. Some players even make real money by trading things from the game, although game makers often don’t allow this.

Related articles

This article is a child-friendly adaptation of the Wikipedia article on Massively multiplayer online role-playing game, available under CC BY-SA 4.0.

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