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A decade of MMORPGs

Nathard looked around himself. His band of adventurers, despite looking beat up, was surprisingly still alive. All 20 brave souls still had a fiery spark in their eyes; they would need it soon enough. Around the corner and a few hundred paces further lay their objective – the dragon Samath. The fight with him would be brutal and there was a high probability that they wouldn’t make it. But Nathard knew that it would be worth it! The dragon carried with him the last missing piece of Nathard’s armor set – the Helm of Betrayal. With a small gesture he motioned his allies forward to almost certain death.

 


In the distance, Nathard could finally see his home city. He still couldn’t believe his rotten luck. The dragon was slain, half of his companions were dead and all the land knew about his bravery, but the helm he was after was still not his. Even worse, the cleric in his party managed to get his hands on the legendary Staff of Wisdom. Tired and annoyed he decided to make camp and hope for better luck in the future. After all, he had another raid on Samath scheduled for the following evening.

What are MMORPGs?

The term MMORPG (Massively Multiplayer Online Role Playing Game) is relatively new to the gaming scene. As the name suggests games of this genre put large amounts of players into a role playing environment (typically a fantasy world). Obviously the nature of playing requires access to the internet, preferably via a broadband connection. Since most of the world is only now getting proper broad band infrastructure it comes as no surprise that MMO games have only recently started to gain true popularity.

Another thing that kept more people from entering the huge online worlds (and is, to some extent, still keeping them) are subscriptions. Maintaining the servers costs money, as does paying a dedicated team to keep the game stable and fix balance issues. Unlike most games which only get patches to fix stability issues, MMOs require a constant stream of updates which usually include bug fixes, balance corrections, new features and additional content (quests, territories, items).

What makes MMORPGs popular?

In short – the human desire to be better than others and the possibility to play with/against human players. Playing a regular single player RPG usually offers the player an engaging storyline and an experience revolving around the player himself. When finished the player feels a sense of accomplishment, which he sometimes shares with his friends (or online forum members) to boost his self-image. In MMO’s on the other hand, the world is filled with live players, so defeating a dragon or claiming a rare item earns you respect from your peers. Respect is also the guiding force behind most of the hardcore guilds which strive to be the best in the game (more on guilds later).

People (even die hard computer geeks) usually try to meet other people which is impossible in single player games and very limited in regular multiplayer games. Opposed to this, MMO’s revolve around players interacting with each other. This interaction can take several forms: adventuring together, role playing, crafting, fighting and socializing are just a few. Lately PvP (player versus player) fighting seems to be the main selling point of MMORPG’s while crafting and role playing are both taking a backseat.

Components of a MMORPG

PvE (Player versus Environment)

Literally every MMORPG offers a PvE experience. This part of the genre is similar to regular single player games, as players usually complete story-driven quests for various in-game characters. Some MMO’s force the player into joining forces with other players to complete such quests, but for the most part the player is capable of handling the dangers alone.

The majority of MMOs offer several zones, each of them appropriate to a certain level range. This approach has players progressing to new zones as they level up which helps the game maintain a certain freshness and keeps players from get bored and leaving the game.

Completing PvE quests and/or just PvE adventuring (killing enemy creatures) yields experience and gives the players the chance to acquire common and uncommon items (weapons, armors, crafting components…).

Raiding

Raiding is an extension of PvE. Generally raids require a larger amount of players than regular PvE. Logic dictates that the rewards for raiding should be greater then those of PvE questing. Thus, items found on raid bosses (creatures which wait at the end of raid dungeons and are usually extremely hard to defeat) and other raid encounters (regular raid enemies found throughout the dungeon) are generally better then items acquired in PvE.

These items are often used as trophies, marking out players that have them as “better” then the rest of the population. As such a lot of players try their best to get hold of these items.

PvP (Player versus Player)

People are competitive by nature. Owning the rarest piece of equipment is nice and all, but what better way to prove your superiority then to use that item to smash another players face? Today’s MMO’s are almost required to have a PvP component if they wish to succeed. It usually takes form in one on one combat and team battles. While the first usually happens when two enemy players unexpectedly meet and forces players to stay alert at all times it is the team PvP that can make or break a MMO. Team battles are usually limited to fights between the various factions the players belong to and to battles between player guilds.
Team PvP is usually controlled and takes place in designated arenas/battlefields while one on one combat occurs in the regular game zones (obviously there are exceptions to both rules).

Crafting

Some MMOs give the players the ability to craft items. Depending on the game such items can be extremely rare and hard to produce, making crafting a viable option to earn in game money. Some MMO’s in-game markets are even entirely driven by crafters, who set the prices according to supply and demand. In most MMO’s however, crafting takes a secondary role as it is impossible to achieve anything through crafting alone.

Role playing

Role playing in its purest form means that players not only act their roles in combat (a mage casting spells of a fighter fighting up close for example) but also act as if they were the character they control. This includes speaking like the character would probably speak; using only knowledge the hero has access to and committing only acts the player avatar would.

Role playing itself doesn’t require the game to offer any specific mechanics, but role players tend to use a lot of emotes so having lots of them is a big plus. Most games even separate the role players from the rest of the player-base by providing RP servers. Both involved parties (RPers and non-RPers) like it this way, since the play style of both often interferes with the others ability to enjoy the game.

Guilds

Guilds are the MMO counterpart of clans. Their purpose is to enable players with similar interests to play together, make sharing items easier and help with their socializing. Different games give guilds additional tools which offer players more reasons to stay in a guild. Everquest 2 (as an example) only allows buying of rare house items to characters that are part of a guild.

History of MMORPGs

Looking at today’s MMORPGs it is hard to believe that just over a decade ago this genre did not exist. Sure, there were MUDs (Multi-User Dungeon/Domain/Dimension), but they were text based. The first graphical MMORPG that came out was Meridian 59. It came out in 1996 and it was the first web based game that required a monthly subscription to play. It was also the first online RPG to feature a 3d engine. Meridian 59 still exists today and its newest expansion was released in 2004 (8 years after the original came out). In its lifetime the game saw several changes including an engine overhaul, which brought dynamic lightning to the table.

Just after the release of Meridian 59 another MMORPG was launched – The Realm Online. Unlike Meridian this game was in 2d. It featured an interesting take on combat, as all of the fighting was turn-based (after that not many MMOs were turn based). The interaction with the environment was rather simplistic, but the interface was very user-friendly as it imitated the interface found in other graphical adventures of the time.

Both games had a small player base and it wasn’t until 1997 when Ultima Online was released that the genre became more widely spread. Although extremely buggy at release, the game delivered what players wanted: a huge fantasy world filled with dangers just waiting to be discovered by an adventurer. For the time the game was extremely advanced (in certain areas it is still more advanced than current generation MMO’s) as it offered player housing (with houses built by the players), a deep crafting system and full out PvP for anyone who wanted to give it a go. Crime was also a viable way of living, but it was nearly impossible in cities with the guards stationed along the streets.

March 1999 saw the release of Everquest, the game that made MMORPG’s what they are today. Many of the current MMO game play mechanics were first seen in Everquest. During the years since its release 12 expansions were released for it, each delivering new lands and quests. These expansions also brought several graphical overhauls with them, the latest just recently – in 2006. To this day the success of Everquest is amazing, topped only by the figures of World of Warcraft. 1999 was also the year Asheron’s Call came out. It wasn’t as successful as Everquest or Ultima, but it is nonetheless considered as a good MMO (that just had the misfortune to come out right after Everquest).

At the beginning of the new millennium the “big three” (Ultima Online, Everquest and Asheron’s Call) were still going strong and new MMO’s were having a hard time stealing their player-base. Anarchy Online, released in June 2001 had big problems at launch, as the game servers were unable to cope with the surprisingly big player base. A large number of bugs which were later slowly patched prevented the game from being more popular. It has to be noted that Anarchy Online was the first Sci-Fi MMORPG that saw the light of day (the rest were all fantasy based).

A few months after Anarchy Online came out another big MMO was born – Dark Age of Camelot. Its launch was not problematic and the introduction of Realm PvP made the game quite popular. Regardless of these facts it never managed to beat any of the big three. At the time market analysts believed it was due to market saturation (World of Warcraft proved them wrong).

2002 was the year Final Fantasy XI hit the market. It was the first cross-platform MMO, as both PS2 and PC users could play it. It introduced random server selection at character creation – the player could change the server later for an amount of in-game money. To this day Final Fantasy XI remains one of the best MMO’s with a notable market share.

In 2003 three bigger MMO games came out: Eve Online, Star Wars Galaxies and Lineage 2.
Eve Online was the first space-based MMO to be released and because of its nature (empty space) it allowed huge numbers of players to be playing on the same server. The game is still going strong and is expecting a major graphical update with the release of DirectX 10.

Star Wars Galaxies was very successful at launch (mostly due to the Star Wars lore it contained). However, since then the population has fallen drastically – this can be accredited to the major changes SoE (Sony online Entertainment) made with the game. They changed the entire game play mechanics of the title with modifications to how combat works, the scraping of the old player classes and the overall simplification of how the game works. Old players criticized the ongoing changes, but SoE didn’t seem to care much about the complaints. Today, SWG is only a shadow of the original game, both in terms of game play as well as the number of subscribers.

The sequel to Lineage (a very successful MMORPG for the eastern market) was developed with the help of Richard Garriott (the father of the Ultima universe). The game used the Unreal engine (a first for a MMO) to create a fantasy world filled with PvP combat. Because of the grinding nature of gameplay Lineage 2 was never very successful outside of Asia (although the game is still going strong, especially on “private” servers).

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