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{{Short description|Multiplayer video game with a large number of players}} {{redirect|MMOG|industrial assessment|Automotive Industry Action Group#MMOG/LE}} {{distinguish|Multiplayer online game}} {{Use dmy dates|date=February 2016}} {{Multiple issues|{{more citations needed|date=March 2009}} {{Original research|date=January 2017}}}} {{Video Games}} A '''massively multiplayer online game''' ('''MMOG''' or more commonly '''MMO''') is an [[online video game]] with a large number of players to interact in the same online game world.<ref>{{cite book |last1=Gose |first1=Edward |title=A Dissertation Submitted to the Graduate Division of the University of Hawai'i at Manoa In Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Education |date=August 2014 |publisher=University of Hawaiβi at Manoa |location=Manoa, Hawai'i |page=76 |url=https://scholarspace.manoa.hawaii.edu/bitstream/10125/100511/Gose_Edward_r.pdf |access-date=17 July 2020 |archive-url=https://web.archive.org/web/20200718011950/https://scholarspace.manoa.hawaii.edu/bitstream/10125/100511/Gose_Edward_r.pdf |archive-date=18 July 2020 |url-status=dead }}</ref> MMOs usually feature a huge, [[persistent world|persistent]] [[open world]], although there are games that differ. These games can be found for most network-capable platforms, including the [[personal computer]], [[video game console]], or [[Mobile app|smartphones]] and other mobile devices. MMOs can enable players to cooperate and compete with each other on a large scale, and sometimes to interact meaningfully with people around the world. They include a variety of gameplay types, representing many [[video game genre]]s. ==History== {{Main|History of massively multiplayer online games}} The most popular type of MMOG, and the subgenre that pioneered the category, is the [[massively multiplayer online role-playing game]] (MMORPG), which descended from university [[mainframe computer]] [[Multi-user dungeon|MUD]] and adventure games such as ''[[Rogue (video game)|Rogue]]'' and ''[[Dungeon (video game)|Dungeon]]'' on the [[PDP-10]]. These games predate the commercial gaming industry and the Internet, but still featured persistent worlds and other elements of MMOGs still used today. The first graphical MMOG, and a major milestone in the creation of the genre, was the multiplayer flight combat simulation game ''[[Air Warrior (video game)|Air Warrior]]'' by [[Kesmai]] on the [[GEnie]] online service, which first appeared in 1986. Kesmai later added 3D graphics to the game, making it the first 3D MMO. Commercial MMORPGs gained acceptance in the late 1980s and early 1990s. The genre was pioneered by the [[GemStone IV|''GemStone'']] series on GEnie, also created by Kesmai, and ''[[Neverwinter Nights (AOL game)|Neverwinter Nights]]'', the first such game to include graphics, which debuted on [[AOL]] in 1991.{{citation needed|date=April 2015}} As [[video game developer]]s applied MMOG ideas to other [[computer and video game genres]], new acronyms started to develop, such as [[Massively multiplayer online real-time strategy game|MMORTS]]. ''MMOG'' emerged as a generic term to cover this growing class of games. The debuts of ''[[The Realm Online]]'', ''[[Meridian 59]]'' (the first 3D MMORPG), ''[[Castle Infinity]]'' (the first kid-focused MMORPG),''[[Ultima Online]]'', ''[[Underlight]]'' and ''[[EverQuest]]'' in the late 1990s popularized the MMORPG genre. The growth in technology meant that where Neverwinter Nights in 1991 had been limited to 50 simultaneous players (a number that grew to 500 by 1995), by 2000 a multitude of MMORPGs was each serving thousands of simultaneous players and led the way for games such as ''[[World of Warcraft]]'' and ''[[EVE Online]]''. Despite the genre's focus on multiplayer gaming, [[game AI|AI]]-controlled characters are still common. [[Non-player character|NPC]]s and [[mob (video gaming)|mob]]s who give out quests or serve as opponents are typical in MMORPGs. AI-controlled characters are not as common in action-based MMOGs. The popularity of MMOGs was mostly restricted to the computer game market until the [[History of video game consoles (sixth generation)|sixth-generation consoles]], with the launch of ''[[Phantasy Star Online]]'' on the [[Dreamcast]], as well as the emergence and growth of the online service [[Xbox Live]]. There have been a number of console MMOGs, including ''[[EverQuest Online Adventures]]'' ([[PlayStation 2]]), and the multi-console ''[[Final Fantasy XI]]''. On PCs, the MMOG market has always been dominated by successful [[fantasy]] MMORPGs. MMOGs have only recently{{when|date=June 2015}} begun to break into the mobile phone market. The first, [[Samurai Romanesque]] set in feudal [[Japan]], was released in 2001 on [[NTT DoCoMo]]'s [[iMode]] network in Japan.<ref>{{Cite journal | last1 = Krikke | first1 = J. | doi = 10.1109/MCG.2003.1159608 | title = Samurai Romanesque, J2ME, and the battle for mobile cyberspace | journal = IEEE Computer Graphics and Applications | volume = 23 | pages = 16β00 | year = 2003 }}</ref> More recent developments are [[CipSoft]]'s ''[[TibiaME]]'' and Biting Bit's ''MicroMonster'', which features online and bluetooth multiplayer gaming. [[SmartCell Technology]] is in development of ''Shadow of Legend'', which will allow gamers to continue their game on their mobile device when away from their PC. [[Science fiction]] has also been a popular theme, featuring games such as ''[[Mankind (video game)|Mankind]]'', ''[[Anarchy Online]]'', ''[[Eve Online]]'', ''[[Star Wars Galaxies]]'' and ''[[The Matrix Online]]''. MMOGs emerged from the hard-core gamer community to the mainstream strongly in December 2003, with an analysis in the ''Financial Times'' measuring the value of the virtual property in the then-largest MMOG, ''EverQuest'', to result in a per-capita GDP of 2,266 dollars, which would have placed the virtual world of ''EverQuest'' as the 77th wealthiest nation, on par with Croatia, Ecuador, Tunisia or Vietnam. ''[[World of Warcraft]]'' is a dominant MMOG with 8-9 million monthly subscribers worldwide.{{when|date=June 2015}}{{citation needed|date=June 2015}} The subscriber base dropped by one million after the expansion [[World of Warcraft: Wrath of the Lich King|''Wrath of the Lich King'']], bringing it to nine million subscribers in 2010,<ref>{{cite web|url=http://us.blizzard.com/en-us/company/press/pressreleases.html?id=2847881 |title=Blizzard Entertainment:Press Releases |publisher=Us.[[blizzard.com]] |date=7 October 2010 |access-date=28 August 2013}}</ref> though it remained the most popular Western title among MMOGs. In 2008, Western [[consumer spending]] on ''World of Warcraft'' represented a 58% share of the subscription MMOG market in 2009.<ref name="Hardy-Rolls 2009">{{cite book|last=Hardy-Rolls|first=Piers|url=http://www.screendigest.com/press/releases/pdf/PR-LifeBeyondWorldOfWarcraft-240309.pdf|title=Subscription MMOGs: Life Beyond World of Warcraft|publisher=Screen Digest|year=2009|location=Lyndon, UK|access-date=30 March 2009|archive-url=https://web.archive.org/web/20091229033421/http://www.screendigest.com/press/releases/pdf/PR-LifeBeyondWorldOfWarcraft-240309.pdf|archive-date=29 December 2009|url-status=dead}}</ref> The title has generated over $2.2 billion in cumulative consumer spending on subscriptions from 2005 through 2009.<ref name="Hardy-Rolls 2009" /> ==Virtual economies== {{Main|Virtual economy}} Within a majority of the MMOGs created, there is virtual currency where the player can earn and accumulate money. The uses for such virtual currency are numerous and vary from game to game. The [[Virtual economy|virtual economies]] created within MMOGs often blur the lines between real and virtual worlds. The result is often seen as an unwanted interaction between the real and virtual economies by the players and the provider of the virtual world. This practice ([[Virtual economy#Controversy: "Real" Economy Interaction|economy interaction]]) is mostly seen in this genre of games. The two seem to come hand in hand with even the earliest MMOGs, such as ''[[Ultima Online]]'' having this kind of trade: real money for virtual things. The importance of having a working virtual economy within an MMOG is increasing as they develop. A sign of this is [[CCP Games]] hiring the first real-life economist for its MMOG ''[[Eve Online]]'' to assist and analyze the virtual economy and production within this game. The results of this interaction between the virtual economy, and our real economy, which is really the interaction between the company that created the game and the third-party companies that want a share of the profits and success of the game. This battle between companies is defended on both sides. The company originating the game and the intellectual property argue that this is in violation of the terms and agreements of the game as well as copyright violation since they own the rights to how the online currency is distributed and through what channels{{Citation needed|date=July 2007}}. The case that the third-party companies and their customers defend, is that they are selling and exchanging the time and effort put into the acquisition of the currency, not the digital information itself. They also express that the nature of many MMOGs is that they require time commitments not available to everyone. As a result, without external acquisition of virtual currency, some players are severely limited to being able to experience certain aspects of the game. The practice of acquiring large volumes of virtual currency for the purpose of selling to other individuals for tangible and real currency is called [[gold farming]]. Many players who have poured in all of their personal effort resent that there is this exchange between real and virtual economies since it devalues their own efforts. As a result, the term 'gold farmer' now has a very negative connotation within the games and their communities. This slander has unfortunately also extended itself to racial profiling and to in-game and forum insulting. The reaction from many of the game companies varies. In games that are substantially less popular and have a small player base, the enforcement of the elimination of 'gold farming' appears less often. Companies in this situation most likely are concerned with their personal sales and subscription revenue over the development of their virtual economy, as they most likely have a higher priority to the games viability via adequate funding. Games with an enormous player base, and consequently much higher sales and subscription income, can take more drastic actions more often and in much larger volumes. This account banning could also serve as an economic gain for these large games, since it is highly likely that, due to demand, these 'gold farming' accounts will be recreated with freshly bought copies of the game. The virtual goods revenue from online games and social networking exceeded US$7 billion in 2010.<ref>{{cite web |url=https://www.zdnet.com/article/online-games-social-networks-drive-virtual-goods/ |title=Online games, social networks drive virtual goods |newspaper=ZDNet |date= 12 July 2011 |author=Kevin Kwang |access-date= 27 November 2014}}</ref> In 2011, it was estimated that up to 100,000 people in China and Vietnam are playing online games to gather gold and other items for sale to Western players.<ref>{{cite web |url=https://www.bbc.com/news/technology-13012041 |title=Virtual sales provide aid to poorer nations |newspaper=BBC |date= 8 April 2011 |access-date= 27 November 2014}}</ref> While this 'gold farming' is considered to ruin the game for actual players, many rely on 'gold farming' as their main source of income.{{citation needed|date=January 2018}} However, single player in MMOs is quite viable, especially in what is called 'player vs environment' gameplay. This may result in the player being unable to experience all content, as many of the most significant and potentially rewarding game experiences are events that require large and coordinated teams to complete. ==Technical aspect== Most MMOGs also share other characteristics that make them different from other multiplayer online games. MMOGs host many players in a single game world, and all of those players can interact with each other at any given time. Popular MMOGs might have hundreds of players online at any given time, usually on company-owned servers. Non-MMOGs, such as ''[[Battlefield 1942]]'' or ''[[Half-Life (video game)|Half-Life]]'', usually have fewer than 50 players online (per server) and are usually played on private servers. Also, MMOGs usually do not have any significant [[mod (computer gaming)|mod]]s, since the game must work on company servers. There is some debate if a high head-count is a requirement to be an MMOG. Some say that it is the size of the game world and its capability to support many players that should matter. For example, despite technology and content constraints, most MMOGs can fit up to a few thousand players on a single game server at a time. To support all those players, MMOGs need large-scale game worlds, and [[Game server|servers]] to connect players to those worlds. Some games have all of their servers connected so all players are connected in a [[shared universe]]. Others have copies of their starting game world put on different servers, called "shards", for a sharded universe. Shards got their name from ''Ultima Online'', where in the story, the shards of Mondain's gem created the duplicate worlds. Still, others will only use one part of the universe at any time. For example, ''[[Tribes (video game)|Tribes]]'' (which is not an MMOG) comes with a number of large maps, which are played in rotation (one at a time). In contrast, the similar title ''[[PlanetSide (video game)|PlanetSide]]'' allows all [[overworld|map]]-like areas of the game to be reached via flying, driving, or teleporting. [[MMORPG]]s usually have sharded universes, as they provide the most flexible solution to the server load problem, but not always. For example, the space simulation ''[[Eve Online]]'' uses only one large cluster server peaking at over 60,000 simultaneous players. It is challenging to develop the database engines that are needed to run a successful MMOG with millions of players.<ref>[http://www.ibm.com/developerworks/library/ar-powerup1/ Building a simple yet powerful MMO game architecture, Part 1: Introduction]. Ibm.com (8 September 2008). Retrieved on 2014-05-25.</ref> Many developers have created their own, but attempts have been made to create ''[[Game middleware|middleware]]'', software that would help game developers concentrate on their games more than technical aspects. One such piece of middleware is called [[Bigworld Technology|BigWorld]]. An early, successful entry into the field was VR-1 Entertainment, whose Conductor platform was adopted and endorsed by a variety of service providers around the world including Sony Communications Network in Japan; the Bertelsmann Game Channel in Germany; British Telecom's [[Wireplay]] in England; and DACOM and Samsung SDS in South Korea.<ref>{{cite web|url=http://www.allbusiness.com/technology/software-services-applications-software-makers/6835665-1.html |title=VR-1 Conductor Technology Suite Endorsed by LeadingOnline Service Providers. | Consumer Products > Computing Products from |publisher=AllBusiness.com |date=28 April 1998 |access-date=16 March 2009}}</ref> Games that were powered by the Conductor platform included ''Fighter Wing'', ''Air Attack'', ''Fighter Ace'', ''Evernight'', Hasbro Em@ail Games (''Clue'', ''NASCAR'' and ''Soccer''), ''Towers of Fallow'', ''The SARAC Project'', ''VR1 Crossroads'' and ''Rumble in the Void''. Typical MUDs and other predecessor games were limited to about 64 or 256 simultaneous player connections; this was a limit imposed by the underlying operating system, which was usually Unix-like. One of the biggest problems with modern engines has been handling the vast number of players. Since a typical server can handle around 10,000β12,000 players, 4000β5000 active simultaneously, dividing the game into several servers has up until now been the solution. This approach has also helped with technical issues, such as [[lag (video games)|lag]], that many players experience. Another difficulty, especially relevant to real-time simulation games, is time synchronization across hundreds or thousands of players. Many games rely on time synchronization to drive their physics simulation as well as their scoring and damage detection. Although there is no specific limit to where an online multiplayer online game is considered '''massive''', there are broad features that are often used as a metric. Garriott's famed 1997 definition referred to the fundamental architecture shift required to support tens of thousands of concurrent players, which required shifting from individual servers to data centers on multiple continents. Games may have MMO features like large worlds with online persistence but still not generally be considered an MMO, such as ''[[Grand Theft Auto V]]''{{'}}s online play, while other games like ''[[League of Legends]]'' have small individual sessions but the global infrastructure requirements often allow for classification as an MMO.<ref>{{cite web|url=https://mmos.com/editorials/what-defines-an-mmo |title=What defines an MMO? |date=24 July 2015 |access-date=23 June 2020}}</ref> The term is often used differently by players who tend to refer to their play experience versus game developers who refer to the engineering experience. MMO game developers tend to require tremendous investments in developing and maintaining servers around the globe, network bandwidth infrastructure often on the order of terabytes per second, and large engineering problems relating to managing data spread between multiple computer clusters.<ref>{{cite web|url=https://www.gamasutra.com/view/feature/130738/massively_multiplayer_game_.php |archive-url=https://web.archive.org/web/20120511035759/http://www.gamasutra.com/view/feature/130738/massively_multiplayer_game_.php |url-status=dead |archive-date=11 May 2012 |title=Massively Multiplayer Game Development 2: Architecture and Techniques for an MMORTS |date=13 June 2005 |access-date=23 June 2020}}</ref><ref>{{cite web|url=https://www.iis.sinica.edu.tw/~swc/pub/game_traffic_analysis.html |title=Game Traffic Analysis: An MMORPG Perspective |date=16 Nov 2006 |access-date=23 June 2020}}</ref> ==Game types== There are several types of massively multiplayer online games. ===Role-playing=== <!-- Deleted image removed: [[File:LSPic2Smaller.png|thumb|250px|A group photo of a "Linkshell" guild in the roleplaying game ''[[Final Fantasy XI]]''.]] --> {{Main|Massively multiplayer online role-playing game}} {{See also|List of MMORPGs}} Massively multiplayer online [[role-playing video game|role-playing games]], known as '''MMORPG'''s, are the most common type of MMOG. Some MMORPGs are designed as a [[multiplayer browser game]] in order to reduce infrastructure costs and utilise a [[thin client]] that most users will already have installed. The acronym BBMMORPGs has sometimes been used to describe these as "browser-based". ====Bulletin board role-playing games==== Many games are categorized as MMOBBGs,{{citation needed| reason= who calls Forum Games and Quest Threads MMOBBGs?!|date=July 2016}}, Massively Multiplayer Online Bulletin Board Games, also called MMOBBRPGs.{{citation needed| reason= who calls Forum Games and Quest Threads MMOBBRPG?!|date=July 2016}} These particular types of games are primarily made up of text and descriptions, although images are often used to enhance the game. ===First-person shooter=== {{Main|Massively multiplayer online first-person shooter game}} {{See also|List of MMOFPSs}} MMOFPS is an online gaming genre which features many simultaneous players in a [[first-person shooter]] fashion.<ref>{{cite web|url=http://uk.games.ign.com/articles/400/400835p1.html |title=IGN: The Worlds First MMOFPS is nearly complete |publisher=Uk.games.ign.com |access-date=16 March 2009 |url-status=dead |archive-url=https://web.archive.org/web/20110713005112/http://uk.games.ign.com/articles/400/400835p1.html |archive-date=13 July 2011 }}</ref><ref name="Huxley PC">{{cite web|first=Thierry | last=Nguyen |url=http://uk.pc.gamespy.com/pc/huxley/774299p1.html |title=GameSpy: Huxley Preview |work=GameSpy |date=20 March 2007 |access-date=16 March 2009}}</ref> These games provide large-scale, sometimes team-based combat. The addition of persistence in the game world means that these games add elements typically found in RPGs, such as [[experience point]]s.{{Citation needed|date=March 2009}} However, MMOFPS games emphasize player skill more than player statistics, as no number of in-game bonuses will compensate for a player's inability to aim and think tactically.<ref name="beyondMMOG">{{ cite book | url = https://books.google.com/books?id=vOoDAAAAMBAJ&dq=%22MMOFPS%22&pg=PA29 | publisher = GameAxis Unwired | date = May 2007 | access-date = 15 March 2009 | pages = 27β31 | author = Leon Ryan | title = Beyond the Looking Glass of MMOG's }}</ref> ===Real-time strategy=== {{Main|Massively multiplayer online real-time strategy game}} {{See also|List of MMORTSs}} Massively multiplayer online [[real-time strategy]] games, also known as "MMORTS", combine [[real-time strategy]] (RTS) with a [[persistent world]]. Players often assume the role of a general, king, or other types of figurehead leading an army into battle while maintaining the resources needed for such warfare. The titles are often based in a [[sci-fi]] or [[fantasy]] universe and are distinguished from single or small-scale multiplayer RTSes by the number of players and common use of a persistent world, generally hosted by the game's publisher, which continues to evolve even when the player is offline. ===Turn-based strategy=== {{See also|List of MMOTBSs}} Steve Jackson Games' ''[[UltraCorps]]'' is an example of an MMO turn-based strategy game.<ref>{{cite web|url=https://www.gamespot.com/reviews/ultracorps-review/1900-2531693/|title=UltraCorps Review|first=Michael|last=E|date=3 November 1998|website=gamespot.com|access-date=6 November 2018}}</ref> Hundreds of players share the same playing field of conquest. In a "mega" game, each turn fleets are built and launched to expand one's personal empire. Turns are usually time-based, with a "tick" schedule usually daily. All orders are processed, and battles resolved, at the same time during the tick. Similarly, in ''[[Darkwind: War on Wheels]]'', vehicle driving and combat orders are submitted simultaneously by all players and a "tick" occurs typically once per 30 seconds. This allows each player to accurately control multiple vehicles and pedestrians in racing or combat. ===Simulations=== <!-- Deleted image removed: [[File: Memorial gathering-WW2 Online.jpg|thumb|250px|''[[World War II Online]]'' simulation game showing the numbers of players during a special event in June 2008. Some 400 people had spawned in for this gathering in this location in the game.]] --> Some MMOGs have been designed to accurately simulate certain aspects of the real world. They tend to be very specific to industries or activities of very large risk and huge potential loss, such as rocket science, airplanes, trucks, battle tanks, submarines etc. Gradually as simulation technology is getting more mainstream, so too various simulators arrive into more mundane industries. The initial goal of ''[[World War II Online]]'' was to create a map (in northwestern Europe) that had real-world physics (gravity, air/water resistance, etc.), and ability for players to have some strategic abilities to its basic FPS/RPG role. While the current version is not quite a true simulated world, it is very complex and contains a large persistent world. The MMOG genre of air traffic simulation is one example, with networks such as [[VATSIM]] and [[International Virtual Aviation Organization|IVAO]] striving to provide rigorously authentic [[flight simulation|flight-simulation]] environments to players in both pilot and air traffic controller roles. In this category of MMOGs, the objective is to create duplicates of the real world for people who cannot or do not wish to undertake those experiences in real life. For example, flight simulation via an MMOG requires far less expenditure of time and money, is completely risk-free, and is far less restrictive (fewer regulations to adhere to, no medical exams to pass, and so on). Another specialist area is the mobile telecoms operator (carrier) business where billion-dollar investments in networks are needed but market shares are won and lost on issues from segmentation to handset subsidies. A specialist simulation was developed by Nokia called ''Equilibrium/Arbitrage'' to have over a two-day period five teams of top management of one operator/carrier play a "wargame" against each other, under extremely realistic conditions, with one operator an incumbent fixed and mobile network operator, another a new entrant mobile operator, a third a fixed-line/internet operator, etc. Each team is measured by outperforming their rivals by market expectations of that type of player. Thus, each player has drastically different goals, but within the simulation, any one team can win. Also to ensure maximum intensity, only one team can win. Telecoms senior executives who have taken the ''Equilibrium/Arbitrage'' simulation say it is the most intense, and most useful training they have ever experienced. It is typical of business use of simulators, in very senior management training/retraining. Examples of MMO simulation games include ''[[World of Tanks]]'', ''[[War Thunder]]'', ''[[Motor City Online]]'', ''[[The Sims Online]]'', and ''[[Jumpgate: The Reconstruction Initiative|Jumpgate]]''. ====Sports==== A massively multiplayer online sports game is a title where players can compete in some of the more traditional major league sports, such as [[Association football|football (soccer)]], [[basketball]], [[baseball]], [[hockey]], [[golf]] or [[American football]]. According to ''GameSpot'', ''Baseball Mogul Online'' was "the world's first massively multiplayer online sports game".<ref>{{cite web|url=http://www.gamespot.com/pc/sports/baseballmogul2002/similar.html |title=Baseball Mogul Online: The World's First MMOSG|publisher=gamespot.com |access-date=23 July 2001}}</ref> Other titles that qualify as MMOSG have been around since the early 2000s, but only after 2010 did they start to receive the endorsements of some of the official major league associations and players. ====Racing==== MMOR means '''massively multiplayer online racing'''. Currently there are only a small number of racing-based MMOGs, including ''[[iRacing]]'', ''[[Kart Rider]]'', ''[[Test Drive Unlimited]]'', ''[[Project Torque]]'', ''[[Drift City]]'' and ''[[Race or Die]]''. Other notable MMORs included ''[[The Crew (video_game)|The Crew]]'', ''[[Upshift Strikeracer]]'', ''[[Motor City Online]]'' and ''[[Need for Speed: World]]'', all of which have since shut down. The ''[[Trackmania]]'' series is the world's largest MMO racing game and holds the world record for "Most Players in a Single Online Race".{{Citation needed|date=March 2009}} Although ''[[Darkwind: War on Wheels]]'' is more combat-based than racing, it is also considered an MMOR. ===Casual=== Many types of MMO games can be classified as [[casual games|casual]], because they are designed to appeal to all computer users (as opposed to subgroup of frequent game buyers), or to fans of another game genre (such as [[collectible card games]]). Such games are easy to learn and require a smaller time commitment than other game types. Other popular casual games include simple management games such as ''[[The Sims Online]]'' or ''[[Kung Fu Panda World]].'' MMOPGs, or massively multiplayer online puzzle games, are based entirely on puzzle elements. They are usually set in a world where the players can access the puzzles around the world. Most games that are MMOPGs are hybrids with other genres. ''[[Castle Infinity]]'' was the first MMOG developed for children. Its gameplay falls somewhere between [[computer puzzle game|puzzle]] and [[adventure game|adventure]]. There are also massively multiplayer collectible card games: ''[[Alteil]]'', ''Astral Masters'' and ''Astral Tournament''. Other MMOCCGs might exist (''[[Neopets]]'' has some CCG elements) but are not as well known. [[Alternate reality game]]s (ARGs) can be massively multiplayer, allowing thousands of players worldwide to co-operate in puzzle trials and mystery solving. ARGs take place in a unique mixture of online and real-world play that usually does not involve a [[persistent world]], and are not necessarily multiplayer, making them different from MMOGs. ====Music/rhythm==== Massively multiplayer online music/rhythm games ('''MMORG'''s), sometimes called massively multiplayer online dance games ('''MMODG'''s), are MMOGs that are also [[music video game]]s. This idea was influenced by ''[[Dance Dance Revolution]]''. ''[[Audition Online]]'' is another casual massively multiplayer online game and it is produced by T3 Entertainment. ''[[Just Dance 2014]]'' has a game mode called World Dance Floor, which also structures like an MMORPG. ====Social==== Massively multiplayer online social games ('''MMOSG'''s) focus on socialization instead of objective-based gameplay. There is a great deal of overlap in terminology with "online communities" and "[[virtual world]]s". One example that has garnered widespread media attention is Linden Lab's ''[[Second Life]]'', emphasizing socializing, [[worldbuilding]] and an in-world virtual economy that depends on the sale and purchase of user-created content. It is technically an MMOSG or [[Casual Multiplayer Online]] (CMO) by definition, though its stated goal was to realize{{Citation needed|date=February 2007}} the concept of the [[Metaverse]] from [[Neal Stephenson]]'s novel ''[[Snow Crash]]''. Instead of being based around combat, one could say that it was based around the creation of virtual objects, including models and scripts. In practice, it has more in common with ''[[Club Caribe]]'' than ''[[EverQuest]]''. It was the first MMO of its kind to achieve widespread success (including attention from mainstream media); however, it was not the first (as ''Club Caribe'' was released in 1988). Competitors in this subgenre (non-combat-based MMORPG) include ''[[Active Worlds]]'', ''[[There (Internet service)|There]]'', ''[[SmallWorlds]]'', ''[[Furcadia]]'', ''[[Whirled]]'', ''[[IMVU]]'' and ''[[Red Light Center]]''. ====Combat==== Massively multiplayer online combat games are realtime objective, strategy and capture the flag style modes. ''[[Infantry Online]]'' is an example multiplayer combat video game with sprite animation graphics, using complex soldier, ground vehicle and space-ship models on typically complex terrains developed by Sony Online Entertainment. ==Research== Some recent attempts to build [[peer-to-peer]] (P2P) MMOGs have been made. ''Outback Online'' may be the first commercial one,<ref>{{cite web|url=http://www.theage.com.au/news/biztech/yoicks-its-another-virtual-world/2007/02/26/1172338546871.html |title=Yoicks! It's another virtual world - BizTech - Technology |publisher=theage.com.au |date=26 February 2007 |access-date=16 March 2009}}</ref> however, so far most of the efforts have been academic studies.<ref>{{cite web|url=http://vast.sourceforge.net/relatedwork.php |title=VAST - Related Work |publisher=Vast.sourceforge.net |date=26 November 2008 |access-date=16 March 2009}}</ref> A P2P MMOG may potentially be more scalable and cheaper to build, but notable issues with P2P MMOGs include security and consistency control, which can be difficult to address given that clients are easily hacked. Some MMOGs such as ''[[Vindictus]]'' use P2P networking and client-server networking together. In April 2004, the [[United States Army]] announced that it was developing a massively multiplayer training simulation called ''AWE'' ([[asymmetric warfare]] environment). The purpose of ''AWE'' is to train soldiers for [[urban warfare]] and there are no plans for a public commercial release. [[Forterra Systems]] is developing it for the Army based on the ''There'' [[game engine|engine]].<ref>{{cite web|last=Gonzalez |first=Lauren |url=http://www.gamespot.com/news/2004/04/21/news_6093860.html |title=Spot On: The US Army's There-based simulation - News at GameSpot |publisher=Gamespot.com |date=17 January 2008 |access-date=16 March 2009}}</ref> In 2010, [[Bonnie Nardi]] published an ethnographic study on ''World of Warcraft'' examined with [[Lev Vygotsky]]'s [[activity theory]]. As the field of MMOs grows larger each year, research has also begun to investigate the socio-informatic bind the games create for their users. In 2006, researchers Constance A. Steinkuehler and Dmitri Williams initiated research on such topics. The topic most intriguing to the pair was to further understand the gameplay, as well as the virtual world serving as a social meeting place, of popular MMOs. To further explore the effects of [[social capital]] and social relationships on MMOs, Steinkuehler and Williams combined conclusions from two different MMO research projects: sociocultural perspective on culture and cognition, and the other on media effects of MMOs. The conclusions of the two studies explained how MMOs function as a new form of a "third place" for informal social interactions much like coffee shops, pubs, and other typical hangouts. Many scholars, however, such as Oldenburg (1999), challenge the idea of a MMOs serving as a "third place" due to inadequate bridging social capital. His argument is challenged by Putnam (2000) who concluded that MMOs are well suited for the formation of bridging social capital, tentative relationships that lack in depth, because it is inclusive and serves as a sociological lubricant that is shown across the data collected in both of the research studies.<ref name="autogenerated2006">{{cite journal|doi=10.1111/j.1083-6101.2006.00300.x|title=Where Everybody Knows Your (Screen) Name: Online Games as "Third Places"|year=2006|last1=Steinkuehler|first1=Constance A.|last2=Williams|first2=Dmitri|journal=Journal of Computer-Mediated Communication|volume=11|issue=4|pages=885β909|doi-access=free}}</ref> MMOs can also move past the "lubricant" stage and into the "superglue" stage known as bonding social capital, a closer relationship that is characterized by stronger connections and emotional support. The study concludes that MMOs function best as a bridging mechanism rather than a bonding one, similar to a "third place". Therefore, MMOs have the capacity and the ability to serve as a community that effectively socializes users just like a coffee shop or pub, but conveniently in the comfort of their home.<ref name="autogenerated2006"/> ==Spending== British online gamers are outspending their German and French counterparts according to a study commissioned by Gamesindustry.com and TNS. The UK MMO-market is now worth Β£195 million in 2009 compared to the Β£165 million and Β£145 million spent by German and French online gamers.<ref>{{cite web|url=http://agencynews.wordpress.com/2010/03/11/mmo-big-in-britain-but-us-still-no-1/ |title=MMO Big in Britain But US Still No 1 |publisher=Agencynews.net |date=20 October 2003}}</ref> The US gamers spend more, however, spending about $3.8 billion overall on MMO games. $1.8 billion of that money is spent on monthly subscription fees. The money spent averages out to $15.10{{when|date=December 2022}} between both subscription and free-to-play MMO gamers. The study also found that 46% of 46 million players in the US pay real money to play MMO games.<ref>{{cite web|author=US Gamers spent $3.8 billion on MMO Gaming in 2009 |url=http://mmohuts.com/news/us-gamers-spent-3-8-billion-on-mmo-gaming-in-2009 |title=US Gamers spent $3.8 billion on MMO Gaming in 2009 - MMO Hut |publisher=Mmohuts.com |date= 11 March 2010|access-date=28 August 2013}}</ref> ''Today's Gamers MMO Focus Report'', published in March 2010, was commissioned by TNS and gamesindustry.com. A similar study for the UK market-only (''UK National Gamers Survey Report'')<ref>{{cite news|url=http://news.bbc.co.uk/2/hi/technology/8507813.stm |title=Millions Spent on Casual Gaming |publisher=BBC UK |date=10 February 2010}}</ref> was released in February 2010 by the same groups. ==See also== * [[Virtual reality]] * [[Game engine]] * [[List of massively multiplayer online games]] * [[Multiplayer video game]] * [[Online game]] * [[Social network game]] * [[Virtual world]] ==References== {{Reflist|colwidth=30em}} ==External links== {{Multiplayer online games}} {{Video game genre}} [[Category:Massively multiplayer online games| ]] [[Category:Multiplayer online games]] [[Category:Video game genres]] [[Category:Video game terminology]] [[Category:Social software]]
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