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Massively multiplayer online role-playing game

Adapted from Wikipedia · Discoverer 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 that mixes two big ideas: playing as a character in a story and connecting with many other players online at the same time. Just like in other role-playing games, you pick a character to play, often in a magical or space-themed world, and you decide what your character does.

What makes MMORPGs different from smaller games is that thousands of players can join together in one big world. This world keeps going even when you are not playing, with new things happening and places to explore. These games are played all around the world and have become very popular.

One famous MMORPG is World of Warcraft, which had over 10 million players in 2014. Another is Star Wars: The Old Republic, which got a million players in just three days after it came out in 2011. These games show how many people enjoy sharing big adventures together online.

Common features

MMORPGs, or massively multiplayer online role-playing games, share several key features. The game world stays alive even when you’re not playing, and players can level up by completing tasks and earning points. Players can also interact with each other, join groups, and customize their characters in many ways.

Most of these games are set in fantasy worlds, similar to Dungeons & Dragons, but some mix in science fiction, adventure, or even comic book ideas. Players often work together in groups, taking on different roles like protecting friends or healing them in battles. The games also have special guides called Game Masters who help keep things running smoothly. Over time, players create their own ways of talking and behaving, with special words and rules for playing together.

Infrastructure and Monetization

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

These games can have many players. Some games have many separate worlds, like World of Warcraft, where players can only meet others in the same world. Other games, like EVE Online, let hundreds of thousands of 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 different types of these games and they change quickly, it's hard to say exactly which way the genre is heading. However, some clear trends have emerged. One big trend is the "raid" — a big adventure meant 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 separate from other players and makes the game run smoother. 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 emotionally by trying out different roles, including different identities.

Studies show that players feel strong emotions while playing MMORPGs. Some players even have special celebrations online. The way players interact in these games affects how much fun they have, whether they meet briefly or form longer teams.

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, but they couldn’t get enough data. Still, they keep thinking about using games to learn more about diseases.

Education

Some universities think MMORPGs can help students learn economics by letting them trade and work together in a safe space. These games can also help some learners improve their second language skills, especially if they already know a bit of the language.

Therapeutic applications

Experts who work with people who have autism say MMORPGs can help. These games give a place to practice talking and social skills without needing to meet face-to-face, which can be less stressful.

Economics

Many MMORPGs have their own economies where players earn and trade things that have real value to them. 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. When real money and game money are connected, it can change how players act in the game.

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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