History of Massively Multiplayer Online Role-Playing Games.
What is MMORPG?
MMORPG aka the Massively Multiplayer Online Role-Playing Game is an online game played by hundreds and even thousands of players interacting with each other using the Internet connection. Mostly the game faces the “pay-for-play” principle implemented, in other words players register their accounts and then buy game time on a monthly basis.
MMORPG has appeared relatively recently, which was, in its turn, associated with certain developments in computer technology and software. For the first time, the term MMORPG was used by Richard Garriott in 1997, after the launch of one of the most successful games, Ultima Online.
Initially, the history of massively multiplayer online role-playing games originates from games, in which university students who used local networks were involved. MMORPG also owes a lot to offline games; for example, Dungeons & Dragons, a game that came into use in the distant 1974. The game involved heroes, inspired by J.R.R. Tolkien’s Lord of the Rings. Throwing a set of dice, players sent their characters to quests and adventures led by “dungeon master“.
Over time, game characters received experience, skills and weapons, elements that are so common in many modern MMORPGs, such as World of Warcraft and EverQuest.
Today, the history of massively multiplayer online role-playing games names the most commercially successful game of all the existing, the World of Warcraft. WoW boasts more than 10 million players, who buy monthly paid subscriptions from $ 12 to $ 15. For clarity, WoW can be compared with the equally famous game EverQuest (the most popular MMORPG from 2002 to 2004), which, at the peak of glory, numbered about 500 thousand players. Unlike all other MMORPG using Windows only, WoW also supported Microsoft Windows and Mac OS X.
What is so special about WoW that it managed to take an exceptionally leading position? In our opinion, first of all, this was due to an amazing user interface. Before the advent of WoW, MMORPG players often had to deal with malfunctions and errors, and the game process itself could be repeatedly interrupted by zoning, a process created to address server lag problems. WoW, from the very beginning, showed an incredible contrast in all game processes and could easily eclipse everything that had been created before it, making it more accessible to casual and younger gamers.