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15.10.2007, 20:51
#1
Sainor
Gambling addict
Registration: 11.06.2005
Posts: 2,780
Reputation: 549 [+/-]
Article " The history of the MMORPG genre"
The history of the MMORPG genre
In this article, I would like to highlight the main points of the formation of the MMORPG genre.
Many believe that the first MMORPG was Ultima Online.
This is far from the case.
Online games appeared long before Ultima and even the Internet.
Let's start from the beginning...
Chapter 1 The Birth of an idea
The ideological birth of the genre was given by the appearance in 1973 of the game Maze War.
In Maze War, for the first time, a graphical game world was implemented.
The game was a 3D shooter (in 1973!).
It is in this game that the principle of MMO avatarity is born: players chose eyeballs as their avatars :smile: who rolled around the level, shooting at each other.
Also, it was in this game that the mini map appeared for the first time.
But for us, the most important feature of the game is that multiplayer appeared in it for the first time.
Initially, it was possible to play in multiplayer exclusively on computers connected by cable, but in 1977 a version was released that works on client server technology, which is still used in the field of MMO.
It was also Maze War that gave rise to in game chats, without which it is difficult to imagine any modern MMO.
And online battles between players in Maze Wars can be called the first in the history of PvP.
The second step in online can be considered Spasim, born in March 1974, an online arcade space, designed for 32 players.
The world of Spasim was divided into 4 planetary systems with 8 players each.
Like Maze War, Spasim was made in 3D.
Spasim's father was Jim Bowery.
The network for Spasim was PLATO, the network of Champaign Urbana University of Illinois.
PLATO has also become a permanent base for online projects.
In 1974, the single player game pedit5 appeared on PLATO, inspired by the creation of the Dungeons and Dragons desktop system.
then there was m199h, a clone of pedit5 and finally in 1975 dnd was released, which was inspired by pedit5, a game inspired by Dungeons and Dragons (such a pun here ).
pedit5 was erased a few months after its creation.
the m199h was created on a training computer reserved for official purposes and was soon deleted as well.
But dnd became successful, on the crest of the popularity of the desktop system.
We can see that there were multiplayer games on PLATO and there was dnd.
And, of course, these two beautiful things could not but unite.
So on November 18, 1977, Oubliette was released, which won a large gaming community.
For us, it is interesting because it showed multiplayer in DnD games for the first time.
Also, she first showed the world the "party gameplay", the game was so difficult that it was almost impossible to survive alone.
The heir of Oubliette is Moria
, published in 1977.
It also boasted a great" party " gameplay, but it was also quite accessible for single players.
After Moria, there was Avatar, the only pre MUD operating on emulators so far.
Chapter 2 MUD or the first steps of online
Meanwhile, in 1978, Richard Bartle and Roy Trubshaw, who invented MUD, created the game of the same name, enter the game dev stage.
The game is still valid, access is open to everyone on the site http://www.british legends.com .
The term MUD has several interpretations: Multi User Dungeon, Multi User Domain or Multi User Dimension.
MUDs are text based online RPGs, where instead of graphic content there were descriptions of the surrounding space, and the interaction of players with the world is carried out through text commands.
MUD borrowed the character class system from dnd and Oubliette.
The "cube" gameplay was taken from the desktop DnD.
MUD quickly gained its audience - many people were interested in fighting hordes of monsters, exploring interesting worlds and completing quests.
The world of MUD is usually divided into tiny locations, the so called "rooms" or "rooms".
Movement between rooms is carried out using the commands "N"(North - north), "S"(South - south), "W"(West - West), "E"(East - East), "U"(Up - up), "D"(Down - down).
MUDs are quite popular even now, in the era of large graphic games.
Since 1978, a lot of such games have already been released, and they are not completely clones of the first MUD, they are very different.
Let's consider only some successful representatives of the MUD tribe.
Scepter of Goth is a game developed by Alan E. Klietz in 1978 in the footsteps of MUD.
The game was set in the fictional city of Boldhome.
This was the first commercial MUD, which gained great popularity and a bunch of" heirs", including Swords of Chaos and Mordor, one of the developers of which Brett Vickers later made Guild Wars within the walls of ArenaNet.
That's where modern MMO developers were forged :smile:
In 1984, Mark Jacobs, inspired by the commercial success of Scepter of Goth, creates Aradath (later renamed Dragon's Gate) and Galaxy.
Both games did not have more than a hundred subscribers and the projects were soon closed.
In 1987, Alan Cox launched AberMUD, the first successful MUD that worked over the Internet.
The game received the Aber prefix in honor of the Welsh University of Aberystwyth, where Alan Cox studied.
AberMUD has survived 4 versions and has been significantly redesigned.
AberMUD V, which is not related to the original AberMUD, although created by the same person, is still active.
In 1989, the legendary TinyMUD was born.
The main feature of TinyMUD was that players could not only use the environment, but also change and even create it.
TinyMUD has gained huge popularity in the world and, accordingly, a lot of imitators, many of whom have even achieved commercial success.
You can talk about MUD for a long time, but I advise you to try to play, since any search engine gives out dozens of names for the query "MUD".
Chapter 3 MMORPG or Graphical Mudas.
In 1991, the world's first graphical MMORPG, Neverwinter Nights, was launched on AOL (not to be confused with Bioware's Neverwinter Nigts of 2002).
The game worked from 1991 to 1997 and gathered a player base of 115,000 thousand players.
Initially, the game cost $6 per hour.
Subsequently, when more and more people started playing NwN, the price was significantly reduced, and then it became completely free for AOL subscribers.
Initially, the game could not withstand more than 50 players playing on the server at the same time, later this figure increased to 500 people.
As the Internet became more and more accessible and, accordingly, the demand for online projects grew, AOL threw all their efforts into maintaining and refining Nwn.
As a result, by the end of 1997, more than 2000 people were playing on the servers at the same time.
It was in Nwn that player clans and a full fledged PvP mode first appeared.
It is thanks to the large number of active guilds that constantly held mini events that the game has achieved such popularity.
Nwn had top lists of the best players (solo and pairs) in PvP and a guild standings.
The game collected quite a lot (at that time) PvP community, thanks to the excellent balance and interesting hiking battles with a huge number of tactics.
Unfortunately, in 1997, when disputes over the rights to the game began between AOL and TSR, the project was closed.
Bioware tried to poach Nwn fans when they bought the rights to the title, but most of them had already played other games.
It is worth noting the attempt of fans to revive their favorite title Neverwinter Nights: Resurrection.
This is a different game, but with the same atmosphere)
Sierra On Line also released The Shadow of Yserbius, a competitor to Neverwinter Nights, in 1992.
The project turned out to be quite successful and even recaptured part of the user base from Nwn.
Just like in Nwn, the fights were similar, there was PvP (although later it was spoiled by a huge number of cheaters, with whom Sierra did nothing) and guilds.
The game largely copied the ideas of its competitor.
But The Shadow of Yserbius had more role playing players, there were even large RP guilds.
Remembering The Shadow of Yserbius, many players remember the tavern, a place of active communication between players, in which something was constantly happening: games, contests, heated discussions...
The game on the Sierra On Line servers flew out to players for a pretty penny.
There was an hourly payment.
Then they added the ability to play as much as you want for $120 per month, although this service was later canceled.
In 1996, AOL, in an attempt to remove a competitor, bought the rights to the game and closed it.
According to rumors, The Shadow of Yserbius cost them $40 million.
Nexus: The Kingdom of the Winds, another MMORPG, was released in 1996 in Korea.
A year later, the beta test began in the United States and by 1998 the project became commercial.
The developers of this game were the first to think of making 2D graphics more expressive, making the game stylized for anime.
In 1999, the game broke the then record, collecting 12263 players on its servers at the same time.
Lineage is considered to be the ideological heir of this particular game.
Nexus is still afloat and has a certain number of fans.
In September 1996, 3DO released Meridian 59, which is considered the very first 3D MMORPG.
The game placed great emphasis on PvP, but its content, of course, was not limited to PvP alone.
Unlike other MMORPGs, Meridian 59 built the gameplay not around classes, but around the characteristics of each character, which need to be pumped separately.
Health was pumped up as monsters were killed, and in order to pump mana, it was necessary to explore the world and find special "mana points".
The magic was postro ena is based on 6 schools, each of which corresponds to one God of the local pantheon.
There are 8 addons for the game.
December 31, 1996, Sierra On line gives players a wonderful New Year's gift in the form of The Realm Online.
The gameplay in the game is simple, relatively modern MMO, but this gameplay also finds its fans.
Classic hiking battles, pleasant (not technologically, but in terms of design) cartoon graphics and a good plot (in an online game) keep players even now.
Chapter 4 The Birth of the Queen or " Viva Ultima!"
The rebirth of the genre began with the idea of Richard Galiott about creating an online world ten times more developed than any other.
Garliott dreamed of seeing an MMORPG with thousands of players simultaneously exploring one world, a world with thousands of features and features.
Creating such a large scale project would cost a lot of money, so EA wanted to minimize the risk of failure.
Therefore, the world of Ultima, already known to the playing public, was chosen as the setting of the new game.
When creating Ultima Online, the developers took into account a huge number of social, psychological and economic factors, they created a game that could not fail to "shoot".
And she "shot".
In six months after the launch, Ultima has collected a subscriber base of over 100,000 players.
This was facilitated by the wonderful Ultima settig, exciting gameplay, interesting PvP and a well developed crafting system.
Since the release, the game has changed very often, addons have introduced something new, the gameplay has changed, technical amendments have been made, etc.
Thus, Ultima can be called the first regularly updated MMORPG.
Ultima not only paved the way for a new generation MMORPG, but it is still a very successful project itself.
Chapter 5 MMORPG after the Ultima.
After the resounding success of Ultima, many studios decided to create large scale MMORPGs.
It was then that the golden era for onliners began.
In March 1999, Verant Interactive launched EverQuest, which remained the most successful online game until 2004.
The developers said that they were inspired not by the Ultima, but by DnD, but everyone understands perfectly well that if there were no Ultima, EverQuest would never have been released so expensive in financial terms.
The game is characterized by a detailed study of the setting - the world of Norrat.
Norrat turned out to be incredibly attractive, many players did not quit the first part even after the second one was released.
The game has released 14 addons and it is still firmly afloat.
In the same 1999, Turbine Entertainment Software releases Asheron's Call.
In this game, the developers abandoned the standard fantasy races and created a huge number of their own.
The game was constantly updated, every month something new was added: quests, monsters, locations, etc.
In addition to monthly updates, the Dark Majesty addon was also released in 2001, which further polished this already excellent game.
In 2001, Dark Age of Camelot was released, a great MMORPG in a mythological (albeit with significant deviations from mythology) setting.
Many people remember the game for its great PvP mode Realm vs Realm (RvR).
Players of the three kingdoms (Albion, Midgard and Hibernia) fought among themselves, earning money, Realm Points and Bounty Points.
Realm Points gave ranks that allowed you to unlock new skills.
The game was also distinguished by a very strong community of roleplayers.
In June of the same 2001, Anarchy Online was released by Funcom.
Funcom did not follow the beaten path, creating another fantasy world, they built their game in the cyberpunk sci fi universe.
The game came out extremely memorable.
The cyberpunk world turned out to be extremely attractive for players who are tired of standard fantasy.
PvP in the game is based on the confrontation between the Omni Tek Corporation and the clans.
The game is still popular, you can play without addons without paying any subscription fee.
It is mandatory for all fans of the genre to familiarize themselves with.
It is also worth noting the king of browser games - RuneScape.
This game, built on the Java engine, has achieved phenomenal popularity for the browser, collecting more than 10 million free and one million paid accounts.
Agree, not every browser can boast of such figures.
There were also MMORPGs on consoles.
The first of them was Phantasy Star Online, released in 2000 on the Sega Dreamcast.
The game was later ported to PC (though only in Asia), Xbox and Nintendo GameCube.
For the first time, emoticons and the unique Word Select system were widely used in the game.
In Word Select, players could communicate by composing phrases from templates, which, when output, were automatically translated for other players into the language they had in their settings.
Thus, it was the first (and hopefully not the last) system of interlanguage communication in an MMORPG.
Another of the console MMORPGs, of course, should be noted Final Fantasy XI, the only MMORPG under the FF brand.
The main feature of the game is that players on PS2 and PC can play together.
The second feature was a very inconvenient choice of servers - the game itself chooses the server for the player, not allowing him to play where he wants (later this really changed).
The gameplay of the game turned out to be very gray, but it is still extremely popular in the Japanese market.
In 2002, the Korean studio Gravity Corp released Ragnarok Online.
RO went through the Asian MMO market like a hurricane, collecting 25 million (!!!) registered accounts.
In the West, the game did not cause such a furor, but it still became quite popular.
The game was based on the famous Manhwa (Korean comics), which significantly affected its success.
RO is paid differently in different countries.
Somewhere they charge a subscription fee, and somewhere (as in Russia) the game is absolutely free, but there are paid premium accounts with their own bonuses.
In 2003, Wolfpack Studios created, and Ubisoft released the game Shadowbane.
The main idea of the project was an autonomous world, dependent only on players: players build cities, own them and destroy the cities of other players.
The game is a constant war between the cities of the players.
The game turned out to be quite specific and did not pay off, so from March 15, 2006, it became free, but now includes advertising.
Many people may be scared off by the lack of quests, but PvP in Shadowbane is considered one of the best in the genre.
Chapter 5 Modern MMOs.
In 2003, one of the most unusual MMORPGs was released - EVE Online.
It is worth paying tribute to Crowd Control Productions, who decided to take a rather bold step - the creation of a large scale online cosmosim.
The world of EVE is a huge universe divided into a large number of solar systems.
The game world is very dependent on the players.
The game is not divided into servers, all players live in one huge world, in prime time hours the number of online players reaches more than 30,000 people.
Naturally, to withstand such a number of players, you need a server of amazing power.
The main EVE server (in addition to the test two) is Tranquility - the most powerful supercomputer in the gaming industry.
Despite the complexity and unusual nature, EVE firmly holds its position in the market.
In the same year, 2003, the well known Lineage II was released, which is currently the second most popular in the world with about 2.5 million active subscribers.
The game in fact does not contain a single fresh idea.
The gameplay consists of a continuous swing on monsters, PvP ganks and large scale sieges.
There are a huge number of pirated Lineage II servers on the network.
At the moment, 5 additions have been released to the game.
In 2004, Cryptic Studios released City of Heroes, and in 2005 - City of Villains.
Players try on the role of superheroes/supervillains.
The idea is quite original.
The main memorable feature of the game is its huge visual diversity: thousands of players look bright and different from each other (although there are doubles).
In general, a fairly ordinary, though outwardly bright game.
On June 26, 2003, Sony Online Entertainment pleased fans of Star Wars with the game Star Wars Galaxies.
The game and all its addons were adored by fans of the Far distant galaxy, until later SOE ditched the game, turning the entire game mechanics upside down.
Since then, fans have considered the game "dead".
The year 2004 was a turning point for the genre in a sense.
2 heavyweight titans have been released: EverQuest II from Sony Online Entertainment and World of Warcraft from Blizzard Entertainment.
SOE's plans to dominate the MMO markets of their EC2 were not destined to come true.
Blizzard's debut in the online genre turned out to be very successful.
A big role in the success of the game was played by the popularity of the Warcraft setting and the perfectly thought out PR company of the game.
EverQuest II, being an amazing game, could not take the place of the leader.
He was not even able to lure the player base from the first part.
But it is also a fairly successful project with a huge number of fans around the world.
In 2005, ArenaNet, consisting largely of ex Blizzards, released Guild Wars an MMORPG with a fundamentally new financial model.
The game does not require a subscription fee, you only pay for the activation of a particular campaign.
Campaigns are separate parts of GW, which can be combined on one account, or can be activated separately.
In addition to the campaigns, 1 expansion pack was also released, which is not a stand alone product.
The key features of GW are the instance model of the world (all locations outside the cities are instances for players and their groups) and the plot, the development of which resembles offline games.
Chapter 6 - What's next?
The future of the genre seems to be quite predictable - developers will continue to "borrow" each other's ideas and create clones of games.
But prediction is a thankless task, so it's better to just wait for Age of Conan: Hyborian Adventures, Warhammer Online, Guild Wars 2 and wait for new announcements of games that may, like Ultima once, become a turning point for the genre.
PS.
This article is only the author's view of things and is not the ultimate truth.
By Sainor
Last edited by Saint; 05.03.2009 at 12: 06.
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16.10.2007, 13:14
#2
-=Mindell=-
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There was an article on this topic in gambling addiction, I remember.
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16.10.2007, 15:21
#3
Sainor
Gambling addict
Registration: 11.06.2005
Posts: 2,780
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Quote:
Message from -=Mindell=-
There was an article on this topic in gambling addiction, I remember.
So what?)
This does not prevent us from doing our own)
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23.12.2007, 12:12
#4
UnclDeD
An experienced player
Registration: 27.12.2006
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Thanks.
Very interesting and informative.
I learned a little new for myself.
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25.09.2008, 21:59
#5
turt
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The article is cool.
I read it and learned something interesting.
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26.09.2008, 10:02
#6
YagamiLait
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lucky that the fans of l2 for the most part are "niasilyat", and then they will be offended very much
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26.09.2008, 11:44
#7
Sainor
Gambling addict
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Quote:
Message from YagamiLait
and then they will be very offended
Who cares?
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05.03.2009, 12:02
#8
Light kun
I'm afraid of plasticine!
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It's so interesting, I read it with pleasure.
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05.03.2009, 13:37
#9
temper
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As for me, the MMORPG itself appeared in 1997, only the first mmorpg was ultma, and all that before that was RPG games with the ability to play over the network.
Actually mmorpg is that there is a world in which there is a life story, etc., and the players live in it.
And to create a network game to play zaseyvit and continue - is this an mmorpg?
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05.03.2009, 15:51
#10
GrinDeWald
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Quote:
and then they will be very offended
but there are really no fresh ideas in l2.
if there was at least an atmosphere in c1, then it was completely killed by stupid borrowings and "simplification" of the game.
in general, l2 is like diablo 2 only with increased complexity and a large world.
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05.03.2009, 18:10
#11
temper
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Quote:
Message from GrinDeWald
but there are really no fresh ideas in l2.
if there was at least an atmosphere in c1, then it was completely killed by stupid borrowings and "simplification" of the game.
in general, l2 is like diablo 2 only with increased complexity and a large world.
And you actually played in other chronicles besides c1?
And in general, did you achieve something in c1?
What is not a post so C1 is God in it and the rest is subcoding.
UPD I donot see any semantic connection with this post.
Quote:
in general, l2 is like diplo2
Let's also compare mmorpg games with simple RPGs.
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05.03.2009, 19:04
#12
GrinDeWald
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//offtop
let's go without let's go.
I have nothing to share with you.
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05.03.2009, 21:47
#13
Raisiel
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Quote:
Message from temper
And you actually played in other chronicles besides c1?
And in general, did you achieve something in c1?
What is not a post so C1 is God in it and the rest is subcoding.
write('forum_',{write{random}('papko','warrior','t roll')},'_detected.');
Quote:
Message from temper
And to create a network game to play zaseyvit and continue - is this an mmorpg?
where is it written?
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05.03.2009, 22:59
#14
Mink
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this is about whether it is possible to call Neverwinter an mmo
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08.03.2009, 04:20
#15
Sainor
Gambling addict
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Quote:
Message from Mink
this is about whether it is possible to call Neverwinter an mmo
Kitty, these are different neverwinters -_-
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08.03.2009, 11:35
#16
Mink
Beginner
Registration: 05.10.2007
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I'm not a pussy for you, and I somehow distinguish 1991 from 2002
with the same success, it was possible to add some "Heroes" to the list, there was also a game on the network
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11.03.2009, 11:57
#17
Fors@ge
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Mink
Quote:
Neverwinter Nights (not to be confused with the 2002 Neverwinter Nigts from Bioware)
of course, I do not pretend to world domination, but I must somehow not read the beginning and the end, right?
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06.05.2009, 09:10
#18
Earring
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The article was interesting, despite the fact that there was already a gambling addiction
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06.05.2009, 13:04
#19
Vanta11a
The Berserk Hamster
Registration: 16.06.2005
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Necroposter detektid!.
TK, moved to the archive.
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__________________ Amicus verus cognoscitur amore, more, ore, re And life can be different, both poor and carefree
And even infinite, well, maybe not at all.
You do not forget, and do not betray
And donot sell your merry laughter
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