User:Mmogames
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MMO Games
[edit]Massively multiplayer online games (MMO GAMES) are very famous in the game industry, but out of all of them many people prefer massively multiplayer online role-playing games (MMORPGS)
A massively multiplayer online role-playing game (MMORPG) is an online computer role-playing game in which a large number of players interact with one another in a virtual world. As in all RPGs, players assume the role of a character (traditionally in a fantasy setting) and take control over most of that character's actions. MMORPGs are distinguished from single-player or small multi-player RPGs by the game's persistent world, usually hosted by the game's publisher, which continues to exist and evolve while the player is away from the game.
MMORPGs are immensely popular, with several commercial games reporting millions of subscribers. South Korea boasts the highest subscription numbers, with millions of users registered with the more popular games; see list of MMORPGs for a list of the most prominent MMORPGs.
Ultima Online and very few other games existed back then, keep reading.
UO Overview
[edit]Ultima Online | |
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Developer(s) | Origin Systems |
Publisher(s) | Electronic Arts |
Producer(s) | Richard Garriott |
Designer(s) | Raph Koster and more... over 20 |
Platform(s) | Windows |
Release | September 30, 1997 |
Genre(s) | MMORPG |
Mode(s) | Multiplayer |
Released on September 30, 1997, by Origin Systems, Ultima Online (UO) is often considered the first popular massively multiplayer online game. The game is played online, in a fantasy setting similar to that of the other Ultima games that preceded it. The success of Ultima Online (UO) opened the door for the creation of many exciting new massively multiplayer games that have or are about to hit the market. UO is a third-person/isometric fantasy role-playing game set in the Ultima universe. It is online-only and played by thousands of simultaneous users (who pay a monthly fee) on various game servers, also known as shards. It is also known for its extensive timing-based player versus player combat system. Over a million paid accounts have been created in the game. To maintain order in the online community, there are Game Masters who resolve player disputes, police the shard for terms of service violations, and correct glitches in the game.
Several expansions have been released, but its aging game engine and graphics make it very outdated compared to competitive, new massively multiplayer games. Since the release of Ultima Online: Age of Shadows expansion, many veteran players have all but removed themselves from the game to either try new MMORPGs, free shards, or quit entirely. Since Ultima Online's prime in the early 2000's, overall subscriber turnout has been dramatically dropping. Subscriber numbers peaked at around 250,000 in July of 2003, and have steadily declined to around 160,000-175,000 subscribers (Subscriber counts source Mmogchart.com). The number of subscribers achieved by UO was surpassed by EverQuest in 1999. According to Mmogchart.com, Ultima Online holds a 1.7% market share of MMORPG's (figures from June, 2005). Ultima Online is still losing subscribers, but as of June 2005, it is still holds above 150,000 subscribers. Part of this decline is due to natural aging of the game and its aged graphics, but it also no longer has the market to itself, and other MMORPGs are in close competition.
Meridian 59
[edit]Meridian 59 was also on the scene. Meridian 59, often credited as being the first 3D massively multiplayer game, was published in September 1996 by 3DO. The game was developed by Archetype Interactive, and was the company's only product (Archetype Interactive was acquired by 3DO in June 1996). Archetype was run by Steve Sellers, Mike Sellers, and John Hanke, with Andrew Kirmse and Chris Kirmse filling key technical roles. Damion Schubert contributed much of the design along with a team totalling 22 employees and contractors.
The game was in an early beta stage in April of 1996 when it was noticed by Kevin Hester and other game developers at 3D0. Trip Hawkins, CEO of 3DO, recognized the forward-looking value of the game and the company, and 3DO bought Archetype in June 1996. More than 25,000 players joined the game's public beta that lasted up until its commercial launch on September 27, 1996, beating its next major rival, Ultima Online, by approximately a year (The Realm Online, another early but primitive online game, also released commercially shortly after Meridian 59).
Prior to its release, the term "massively multiplayer" and the acronym "MMORPG" emerged in meetings within 3DO (beating out other monikers such as "large-n game"), as did the now-ubiquitous monthly subscription model (at the time, AOL was still charging per minute, though a change to flat fees was anticipated). The game received multiple awards, including the fantasy-role-playing game of the year for 1996. It has also had various updates throughout its life, each adding new monsters, spells, and areas.
3DO shut down the game on August 31, 2000 and it was re-released by Near Death Studios in 2002. A new rendering engine was added to the game in October 2004, offering an alternative to its Doom-like graphics. This expansion also included features like dynamic lighting, rebindable keys, mouselook, and other visual improvements.
Tibia
[edit]Tibia | |
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Developer(s) | CipSoft |
Publisher(s) | CipSoft |
Platform(s) | Windows, formerly also Linux (but is able to be played through such emulators like Wine) |
Release | 1997, continuous updates (currently at version 7.6) |
Genre(s) | MMORPG |
Mode(s) | Multiplayer |
Tibia is one of the oldest, longest-running graphical online computer role-playing games (MMORPGs).
Started as a non-commercial programming experiment by three German computer science students running on a university computer system in 1997, with many of its graphics borrowed from the classic single-player game Ultima VI, and heavily relying on volunteers for game administration, creation of game art and level design, it has since become a professional commercial endeavour.
Changes have been incremental rather than radical over the years. However, Tibia's 2D, faux-isometric sprite graphics (which seem quaint by today's standards) and the lack of sound effects have had no detrimental effect on the steady growth rate of players in the game. Such shortcomings are offset by the resulting small download size and modest system requirements.
Tibia's success can also be attributed to the fact that a large portion of the game, which can be downloaded from an official website, is still playable free of charge. This is in contrast to larger, more recent MMORPGs, which must be bought at a store and only provide short trial periods.
For a monthly fee, players can upgrade to a "premium account", unlocking some additional game features and areas. These players also have priority login rights on the often congested game servers. Currently, those servers are located in the United States and Germany.
Players mostly spend their online time training their characters' skill levels, hunting a large population of monsters with numerous weapons and magical spells, and scouring the vast continent for treasures and fortune. They interact with other players for conversation, to trade various objects, or to form parties to take on even stronger foes. Guilds are also important for many players.
On most of the game's servers, players are also allowed to attack and kill each other, although there is a reputation system in place to keep hostile actions under control. However, some servers do not allow such player versus player combat at all, while others place no restrictions on it, indeed practically encourage it.
Before game updates, test servers are run. These are first available to players that hold official positions such as tutors, senior tutors, counsellors and gamemasters. The test server is then usually opened to the general Tibian public. The overall reason for staging a test server is to find and repair bugs and glitches within the update, however it is also an opportunity for players to explore, attack and fight in wars without their main character on a normal server being affected.
After learning the basics of the game on an introductory island reserved for new players called Rookgaard, players may choose one of four classical roleplaying vocations: The Knight, excelling in close combat, the Paladin, mainly a distance fighter, the Druid a spellcaster specializing in defensive (primarily healing) spells, or the Sorcerer, a more aggressive spellcaster specializing in offensive (primarily attack) spells. The main difference between the classes is the rate at which a character's skill levels increase. For example, a knight will more quickly improve his sword fighting skill while in battle than any other character class.
Monsters players encounter in the game range from non-aggressive dogs and deer, to easy-to-kill rats, dangerous orcs and fierce dragons and demons.
Other MMO's
[edit]Since the main topic here is about MMORPGS and are by fact the most ranked genre in the net then we will keep talking about it. The top ranked game at this point in the market is World of Warcraft
World of Warcraft (commonly abbreviated as WoW) is a massively multiplayer online role-playing game (MMORPG) developed by Blizzard Entertainment. It is the 4th game in the Warcraft series, excluding expansion packs and the cancelled Warcraft Adventures: Lord of the Clans. The Warcraft games are set in the aptly named Warcraft Universe, a fantasy setting introduced by Warcraft: Orcs & Humans in 1994. World of Warcraft is set four years after the events at the conclusion of Blizzard's previous release, Warcraft III: The Frozen Throne, where the strategy portent of the series ends.
World of Warcraft is a radical departure from the standard real time simulation play-style of other Warcraft themed games. Because of its low learning curve, fun quests, easy level advancement with minimal grinding and low down-time, World of Warcraft has become one of the most popular MMORPGs in the world, with more than 6.0 million[1] active subscriptions. The game is highly regarded as a success, although its release was hampered with server stability and performance issues which continue intermittently.[2]
Meanwhile other companys are working on MMO's with the scene of Ultima Online. InteSoft a game company by Rey Stephen work on similar MMORPGS such as Tibia, and UO. Isor Online is the main game project they develop, while this company is leaded by "youngsters" they never give up and the projects are still being in development stage. In an early interview with InteSoft we quoeted some lines .."We work with all of our intimidation and imagination we have, many have tried to immitate us, but we stay strong with our chins up ;-)" says Rey Stephen.
History
[edit]MMO Games Wiki is more of a history of how MMORPG's started, however we are still editing our WikiPedia so visitors will find many updated text by us. Keep looking back
- ^ Blizzard Entertainment. Spanish version of World of Warcraft in development. February 28, 2006. Retrieved March, 23, 2006.
- ^ Massimilla, Bethany (2006). "Welcome to the World of Queuecraft". Gamespot. Retrieved 2006-04-16.