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Massive(ly) multiplayer online role-playing games or MMORPGs are virtual persistent worlds located on the Internet. They are a specific subset of massive(ly) multiplayer online games in which players interact with each other
through avatars, that is, graphical representations of the characters they play.
Overview
MMORPGs are computer games that trace their roots to non-graphical
online MUD games, to text-based computer games such as Adventure and Zork, and to pen and paper role-playing games
like Dungeons & Dragons.
Most MMORPGs run several identical copies of the virtual world, called "shards" or "servers", that the player can choose from.
They strive to allow the player to shape their own experience by providing multiple (or customizable) avatars that the player can
use. Once a player enters the world, they can engage in a variety of activities with other players who are accessing the game the
same way from all over the world. MMORPG developers are in charge of supervising the virtual world and offering the users a
constantly updated set of new activities and enhancements to guarantee the interest of players.
Most MMORPGs are commercial in that a user must pay money for the client software and/or a monthly fee, in order to
continually access the virtual world. Still, some totally free-of-charge MMORPGs may be found on the Internet, although their
quality is generally lower compared to commercial MMORPGs. Some of the most popular commercial MMORPGs are Ultima Online (1997), Lineage (1998), EverQuest (1999), Dark Age of Camelot (2001), Star Wars
Galaxies (2003), and Final Fantasy XI (2003). Of all MMORPGs, Lineage has the most subscribers and is the most
popular in South Korea. There are also several projects in development to
create high-quality free MMORPGs, such as PlaneShift, or a free
game engine for MMORPGs, such as Arianne. See list of MMORPGs for
more.
Academic attention
MMORPGs have begun to attract significant academic attention, for example in economics. With the growing popularity of the genre, a growing number of psychologists and sociologists study the actions and
interactions of the players in such games. One of the more famous of these researchers is Sherry Turkle.
Browser-based MMORPGs
With the success of the MMORPG genre in recent years, several multiplayer games played in web browsers have also begun using the MMORPG moniker. This largely text-based sub-genre developed from old
BBS games and predates the modern idea of MMORPGs.
Browser-based MMORPGs are usually simpler games than their graphical counterparts, typically involving turn-based play and simple
strategies of "build a large army, then attack other players for gold", though there are many interesting variations on the
popular theme to be found.
One of the earliest examples of a browser-based MMORPG is Archmage, which dates back to early 1999. A currently extremely popular browser-based MMORPG,
with players numbering in the hundreds of thousands, is Kings of
Chaos. Kings of Chaos' popularity is primarily fueled by a reciprocal link clicking system where users give
each other more soldiers by clicking on their friends' unique links, taking advantage of the small world phenomenon to spread word of the game across the
world. Another popular browser-based RPG is Legend of the Green Dragon, whose code is open source, allowing anyone to create their own game server.
Not all browser-based MMORPGs are turned-based text games. More recently, faster computers and Java have allowed the introduction of graphical browser-based MMORPGs such as Runescape which are more similar to standalone MMORPGs.
Genre challenges
Most MMORPGs require significant development resources to overcome the logistical hurdles associated with such a large
production. These games demand large worlds, significant hardware requirements from the developer (e.g., servers and bandwidth),
and dedicated support staff. Despite the efforts of developers cognizant of these issues, reviewers often cite non-optimal
populations (such as overcrowding or under-populated worlds), lag, and poor support as
problems of games in this genre.
In addition to the challenges faced in making an MMORPG, designers also must face problems largely unique to the genre:
- It is impossible for each player to significantly affect the overall state of the world. In a normal RPG, the player or party
is the hero and single-handedly saves the world. In an MMORPG, every player can't save the world.
- Inflation. In many MMORPGs, the economy becomes
unbalanced over time and can reduce meaningful interaction between players of varying level (i.e., newbies versus more powerful players). This is primarily due to the gradual accumulation of wealth and power within
the game. Some MMORPGs have addressed this with varying degrees of success. Asheron's Call for example uses a guild system where lower level characters swear allegiance to higher
level players, and generate additional experience points for
them. The theory being that it is in the interest of higher level players to assist the lower players and thus increase the
reward they receive. Ultima Online has items wear out gradually, so that there is a constant demand for crafting
resources, which new characters can acquire and sell to the higher level characters. Diablo 2, while not an MMORPG, has
similar problems in Softcore but not in Hardcore play where death is permanent. This is due to the constant
recycling of players, creating an active market for all levels of equipment.
- Bots. In many MMORPGs, you can set up scripts (also known as bots or macros) to play
the game, performing a simple task over and over again, and reap huge rewards. This lets you build up a powerful character just
by letting your computer run unattended. This flaw is built into almost the very essence of a RPG "leveling", that your character
becomes more powerful primarily by repeatedly performing actions. These macros are forbidden in many of these games, and
developers are now fighting back by working on automation detection systems. One tactic is to 'nerf' the game aspects related to the botting. These are
easier to implement than actual anti-automation code and are thus favored by developers. Their effectiveness is dubious, however,
in that they affect legitimate players and botters alike.
- Player Killing (PKing). In a more realistic world, players should be
able to kill anything, even other players. However, this is very discouraging to new players, who are slaughtered by experienced
player killers.
- Time Commitment. A character's power usually represents how much time is invested in playing, rather than skill. Again this
is due to the "leveling" aspect of the game. Being killed is discouraging for casual players, who are interested in 1-3 hours a
week without dedicating their entire life to the game. Some games require so much commitment that players have resorted to buying
powerful virtual characters and items on eBay rather than obtaining them through playing
the game.
- Pay to play, Pay even more to win. Due to the problems just mentioned, one can receive a great advantage in game by buying
another persons' already powerful character. It is also possible to buy memberships or special items such as those offered by
games such as Runescape and Elysaria. Project Entropia takes this incentive a step further, allowing players to convert real-world currency
to in-game "Project Entropia Dollars", which can then be spent on better equipment, and even houses, for their character. (Houses
have been auctioned for hundreds of US dollars.)
- Rude Players. There also is a problem of rudeness by other players. Some MMORPGs discipline nasty players (termed "griefers") by ensuring that responsible administrators or support personnel are online at
all times.
- Scamming. Scamming can also be a problem in many of these games, as players try to break the rules to further enhance their
characters. Typically this occurs by manipulating bugs in the game code or by taking advantage of new players' lack of
familiarity with the details of game mechanics.
- Uberguilds. Sometimes, the most powerful characters on a server form a single, influential association popularly called an
uberguild (after appearing in EverQuest). These groups can use their influence to affect gameplay, for example
by "owning" areas of the world or by controlling the market for certain items. Such forces discourage non-hardcore players.
Related topics
External links
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