Massively multiplayer online role-playing game


Massively multiplayer online role-playing game

Massively multiplayer online role-playing game Study page number 1 of 1

Play TriviaQuestions Online!

or

Skip to study material about Massively multiplayer online role-playing game


⭐ Core Definition: Massively multiplayer online role-playing game

A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.

As in role-playing games (RPGs), the player assumes the role of a character (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 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.

↓ Menu
HINT:

In this Dossier

Massively multiplayer online role-playing game in the context of 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, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special servers in order to function.

The design of online games can range from simple text-based environments to the incorporation of complex graphics and virtual worlds. The existence of online components within a game can range from being minor features, such as an online leaderboard, to being part of core gameplay, such as directly playing against other players. Many online games create their own online communities, while other games, especially social games, integrate the players' existing real-life communities. Some online games can receive a massive influx of popularity due to many well-known Twitch streamers and YouTubers playing them.

View the full Wikipedia page for Online game
↑ Return to Menu

Massively multiplayer online role-playing game in the context of 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 macOS. Set in the Warcraft fantasy universe, World of Warcraft takes place within the fictional planet Azeroth, approximately four years after the events of the previous game in the series, Warcraft III: The Frozen Throne. The game was announced in 2001, and was released for the 10th anniversary of the Warcraft franchise on November 23, 2004. Since launch, World of Warcraft has had ten major expansion packs: The Burning Crusade (2007), Wrath of the Lich King (2008), Cataclysm (2010), Mists of Pandaria (2012), Warlords of Draenor (2014), Legion (2016), Battle for Azeroth (2018), Shadowlands (2020), Dragonflight (2022), and The War Within (2024). Two further expansions, Midnight and The Last Titan, were announced in 2023.

Inspired by other MMORPGs, particularly EverQuest, World of Warcraft allows players to create a character avatar and explore an open game world in third- or first-person view, exploring the landscape, fighting various monsters, completing quests, and interacting with non-player characters (NPCs) or other players. The game encourages players to work together to complete quests, enter dungeons and engage in player versus player (PvP) combat, however, the game can also be played solo without interacting with others. The game primarily focuses on character progression, in which players earn experience points to level up their character to make them more powerful, obtain better equipment by defeating monsters and completing challenges, and buy and sell items using in-game currency, among other game systems.

View the full Wikipedia page for World of Warcraft
↑ Return to Menu

Massively multiplayer online role-playing game in the context of Blizzard Entertainment

Blizzard Entertainment, Inc. is an American video game developer and publisher based in Irvine, California, and a subsidiary of Activision Blizzard. Originally founded in 1991, the company is best known for producing the highly influential massively multiplayer online role-playing game World of Warcraft (2004) as well as the multi million-selling video game franchises Diablo, StarCraft, and Overwatch. The company also operates Battle.net, an online gaming service.

Founded as Silicon & Synapse, Inc. by three graduates of the University of California, Los Angeles: Michael Morhaime, Allen Adham, and Frank Pearce. The company began development of their own software in 1993, with games like Rock n' Roll Racing and The Lost Vikings, and changed its name to Chaos Studios, Inc. the same year, then to Blizzard Entertainment after being acquired by distributor Davidson & Associates in 1994; that year, the company released Warcraft: Orcs & Humans, which would receive numerous sequels and led to the highly popular World of Warcraft. By the end of the decade, Blizzard also found success with the action role-playing game Diablo (1997) and strategy game StarCraft (1998). The company became part of Vivendi Games in 1998, which would then merge with Activision in 2008, culminating in the inclusion of the Blizzard brand name in the title of the resulting holding company; Activision Blizzard became completely independent from Vivendi in 2013. Microsoft acquired Activision Blizzard in 2023, maintaining that the company will continue to operate as a separate business, while part of the larger Microsoft Gaming division; Blizzard Entertainment retains its function as the publisher of games developed by their studios.

View the full Wikipedia page for Blizzard Entertainment
↑ Return to Menu

Massively multiplayer online role-playing game in the context of Second Life

Second Life is a multiplayer virtual world that allows people to create an avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for personal computers by the San Francisco-based firm Linden Lab, it launched on June 23, 2003, and saw rapid growth for some years; in 2013 it had approximately one million regular users. Growth eventually stabilized, and by the end of 2017, the active user count had fallen to "between 800,000 and 900,000". In many ways, Second Life is similar to massively multiplayer online role-playing video games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective."

The virtual world can be accessed freely via Linden Lab's own client software or via alternative third-party viewers. Second Life users, also called 'residents', create virtual representations of themselves, called avatars, and are able to interact with places, objects and other avatars. They can explore the world (known as the grid), meet other residents, socialize, participate in both individual and group activities, build, create, shop, and trade virtual property and services with one another.

View the full Wikipedia page for Second Life
↑ Return to Menu

Massively multiplayer online role-playing game in the context of Forgotten Realms

Forgotten Realms is a campaign setting for the Dungeons & Dragons (D&D) fantasy role-playing game. Commonly referred to by players and game designers as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setting for his childhood stories. Several years later, it was published for the D&D game as a series of magazine articles, and the first Realms game products were released in 1987. Role-playing game products have been produced for the setting ever since, in addition to novels, role-playing video game adaptations (including the first massively multiplayer online role-playing game to use graphics), comic books, the Forgotten Realms play-by-mail game, and the film Dungeons & Dragons: Honor Among Thieves.

Forgotten Realms is a fantasy world setting, described as a world of strange lands, dangerous creatures, and mighty deities, where magic and supernatural phenomena are very real. The premise is that, long ago, planet Earth and the world of the Forgotten Realms were more closely connected. As time passed, the inhabitants of Earth had mostly forgotten about the existence of that other world – hence the name Forgotten Realms. The original Forgotten Realms logo, which was used until 2000, had small runic letters that read "Herein lie the lost lands" as an allusion to the connection between the two worlds.

View the full Wikipedia page for Forgotten Realms
↑ Return to Menu

Massively multiplayer online role-playing game in the context of Video game designer

Video game design is the process of designing the rules and content of video games in the pre-production stage and designing the gameplay, environment, storyline and characters in the production stage. Some common video game design subdisciplines are world design, level design, system design, content design, and user interface design. Within the video game industry, video game design is usually just referred to as "game design", which is a more general term elsewhere.

The video game designer is like the director of a film; the designer is the visionary of the game and controls the artistic and technical elements of the game in fulfillment of their vision. However, with complex games, such as MMORPGs or a big budget action or sports title, designers may number in the dozens. In these cases, there are generally one or two principal designers and multiple junior designers who specify subsets or subsystems of the game. As the industry has aged and embraced alternative production methodologies such as agile, the role of a principal game designer has begun to separate - some studios emphasizing the auteur model while others emphasizing a more team oriented model. In larger companies like Electronic Arts, each aspect of the game (control, level design) may have a separate producer, lead designer and several general designers.

View the full Wikipedia page for Video game designer
↑ Return to Menu

Massively multiplayer online role-playing game in the context of Player versus environment

Player versus environment (PvE), also known as player versus monster (PvM), and commonly misinterpreted as player versus entity or player versus enemy, is a term used for both single-player and online games, particularly MMORPGs, CORPGs, MUDs, other online role-playing video games and survival games to refer to fighting computer-controlled enemies – in contrast to player versus player (PvP) which is fighting other players in the game. In survival games a large part may be fighting the elements, controlling hunger and thirst, learning to adapt to the environment and exploration.

Usually a PvE mode can be played alone, with human companions or with AI companions. The PvE mode may contain a storyline that is narrated as the player progresses through missions. It may also contain missions that may be done in any order.

View the full Wikipedia page for Player versus environment
↑ Return to Menu

Massively multiplayer online role-playing game in the context of Warcraft

Warcraft is a fantasy video game series and media franchise created by Blizzard Entertainment. The series consists of six core games: Warcraft: Orcs & Humans (1994), Warcraft II: Tides of Darkness (1995), Warcraft III: Reign of Chaos (2002), World of Warcraft (2004), Hearthstone (2014), and Warcraft Rumble (2023). Initially a real-time strategy (RTS) series, Warcraft expanded into other game genres beginning with World of Warcraft, a highly influential massively multiplayer online role-playing game (MMORPG). The franchise has also spawned novels, comics, a tabletop role-playing game, a trading card game, and a 2016 feature film.

The franchise is primarily set on the planet Azeroth, as well as related planets and metaphysical dimensions. Azeroth is inhabited by various races and civilizations, including typical fantasy races such as elves, dwarves, gnomes, orcs, and trolls, along with original races and creatures unique to the franchise. Its lore and story center on warfare between the races and factions of Azeroth, typically between the human-led Alliance and the orc-led Horde, chronicling the exploits of heroes and villains on both sides. While high fantasy at its core, the Warcraft universe incorporates a diverse assortment of influences, including science fiction and dark fantasy. Warcraft has been noted as differentiating itself from other fantasy universes by highlighting "monster races" such as orcs, trolls, and undead, often portraying them as protagonists and giving them significant character development and moral complexity.

View the full Wikipedia page for Warcraft
↑ Return to Menu

Massively multiplayer online role-playing game in the context of 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 by Ubi Soft in Europe in April 2000. A dedicated version for Mac OS X was released in June 2003, which operated for ten years before being shut down in November 2013. In June 2000, Verant Interactive was absorbed into Sony Online Entertainment, who took over full development and publishing duties of the title. Later, in February 2015, SOE's parent corporation, Sony Computer Entertainment, sold the studio to investment company Columbus Nova and it was rebranded as Daybreak Game Company, which continues to develop and publish EverQuest.

It was the first commercially successful MMORPG to employ a 3D game engine, and its success was on an unprecedented scale. EverQuest has had a wide influence on subsequent releases within the market, and holds an important position in the history of massively multiplayer online games.

View the full Wikipedia page for EverQuest
↑ Return to Menu

Massively multiplayer online role-playing game in the context of 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 text-based and often called MUDs, but the term is frequently used in relation to massively multiplayer online role-playing games (MMORPGs) and pervasive games. Examples of persistent worlds that exist in video games include Battle Dawn, EVE Online, and Realms of Trinity.

A persistent world can be achieved by developing and maintaining a single or dynamic instance state of the game world that is shared and viewed by all players around the clock. The persistence of a world can be subdivided into "game persistence", "world persistence" and "data persistence". Data persistence ensures that any world data is not lost in the event of computer system failure. World persistence means the world continues to exist and is available to players when they want to access it. Game persistence refers to the persistence of game events within the world (a Groundhog Day MUD is a virtual world where the entire (game) world is reset periodically). When referring to a "persistent world", world and game persistence are sometimes used interchangeably. The persistence criterion is the trait that separates virtual worlds from other types of video games.

View the full Wikipedia page for Persistent-world
↑ Return to Menu

Massively multiplayer online role-playing game in the context of Bloodbath of B-R5RB

The Battle of B-R5RB or the Bloodbath of B-R5RB (/ˈb tæk ɑːr fv ɑːr ˈb/ ) was a massive-scale virtual battle fought in the MMORPG space game Eve Online in January 2014 (YC 116 in-game), possibly the largest player-versus-player battle in gaming history at the time. The 21-hour-long conflict pitted the Clusterfuck Coalition and Russian alliances (CFC/Rus) against the N3 Coalition and Pandemic Legion alliance (N3/PL), and involved over 7,548 player characters with a maximum of 2,670 players in the B-R5RB system at one time. The in-game cost of the losses totaled over 11 trillion Interstellar Kredit (ISK), an estimated theoretical real-world value of US$300,000 to $330,000 (equivalent to between US$393,053 and $432,359 in 2024), as derived from the contemporaneous market value of PLEX, an item purchasable with real currency that can be redeemed either for subscription time or traded for in-game currency.

Part of a larger conflict known as the Halloween War, the fight started after a single player controlling a space station in the N3/PL-controlled star system B-R5RB accidentally failed to make a scheduled in-game routine maintenance payment, which made the star system open to capture. Being a key staging area used by N3/PL in the war, the CFC and Russian coalitions began pouring players into the system in a swift offensive, and N3/PL moved in a large fleet of players as a response. A massive battle erupted in the system, and numerous smaller engagements occurred throughout the game universe as players attempted to block reinforcements from joining the battle. CFC/Rus gained a clear win by inflicting heavy losses on N3/PL and successfully capturing B-R5RB. The losses totaled 576 capital ships, including 75 Titans (the largest ships available to players), along with thousands of smaller vessels.

View the full Wikipedia page for Bloodbath of B-R5RB
↑ Return to Menu