# MMORPGs

- Genre: Digital genre
- Date: 1991 (first graphical online RPG); named c. 1997
- Canonical: https://www.lanternhall.org/atlas/mmorpg/

> The massively multiplayer online role-playing game: a graphical world shared by thousands at once, where a guild, a raid schedule and a virtual economy can matter as much as the story.

**Why it matters:** MMORPGs turned the MUD into a mass medium and a business, and at World of Warcraft's peak put more than 12 million paying subscribers in a single fantasy world. They made online community, virtual economies and games-as-a-service central to modern gaming.

## Quick answers

**What is MMORPGs?**
The massively multiplayer online role-playing game: a graphical world shared by thousands at once, where a guild, a raid schedule and a virtual economy can matter as much as the story.

**What are the hallmarks of MMORPGs?**
A persistent world that keeps running, and changing, when you log off; Thousands of players sharing each server, with hundreds of thousands or millions across the game; Character progression by levels, gear and skills, with an endgame beyond the level cap; Guilds, group roles and raids that require coordinated teams; Player economies, trade and crafting, often spilling into real-money markets; A live service sustained by subscriptions, expansions or microtransactions.

**When did MMORPGs emerge?**
1991 (first graphical online RPG); named c. 1997.

**Where does the name “MMORPGs” come from?**
The term MMORPG is commonly credited to Richard Garriott around the launch of Ultima Online (1997); earlier games were called graphical MUDs.

**What are the key works of MMORPGs?**
Neverwinter Nights, Meridian 59, Ultima Online, Lineage, EverQuest, World of Warcraft, RuneScape and Final Fantasy XIV.

## What it is

A massively multiplayer online role-playing game is a graphical role-playing world hosted on a publisher's servers and shared by thousands of players at once. You make a character, and you level it through quests and combat as in any [computer RPG](https://www.lanternhall.org/atlas/computer-rpg/). But the orc you are fighting may be contested by a stranger, the sword you want is sold by another player, and the dungeon at the end requires twenty or forty people who have agreed on a Tuesday night. The world is persistent: it existed before you logged in and carries on after you leave.

The genre's hallmarks are social machinery as much as rules. Guilds organize players into standing communities. Group content assigns roles, the so-called [holy trinity](https://www.lanternhall.org/lexicon/holy-trinity/) of tank, healer and damage dealer, glued together by the logic of [Aggro](https://www.lanternhall.org/lexicon/aggro/). [Instanced dungeons](https://www.lanternhall.org/lexicon/instance/) and [raids](https://www.lanternhall.org/lexicon/raid/) give each group a private copy of a challenge. Economies of crafted goods and [Loot & loot tables](https://www.lanternhall.org/lexicon/loot/) emerge, and with them gold farmers and real-money trading. The business model is continuous: monthly subscriptions, expansions or, increasingly, free-to-play with microtransactions.

## Origins

The MMORPG is the graphical child of the [MUD](https://www.lanternhall.org/atlas/mud/). From [*MUD1*](https://www.lanternhall.org/works/mud1/) (1978) onward, text worlds had shown that strangers would inhabit a shared fantasy for years, and the [PLATO](https://www.lanternhall.org/culture/plato-system/) game [*Avatar*](https://www.lanternhall.org/works/avatar-plato/) had put parties into a graphical dungeon. Commercial online services then gave the idea a price tag. In 1991 AOL launched [*Neverwinter Nights*](https://www.lanternhall.org/works/neverwinter-nights-aol/), built by Stormfront on [SSI](https://www.lanternhall.org/houses/strategic-simulations-inc/)'s Gold Box engine and set in the [Forgotten Realms](https://www.lanternhall.org/works/forgotten-realms/), generally credited as the first graphical online RPG. It ran until 1997.

When the internet opened to commercial traffic in the mid-1990s, the scale changed. Archetype Interactive's [*Meridian 59*](https://www.lanternhall.org/works/meridian-59/) (1996), a first-person 3D world published by 3DO, proved players would pay a flat monthly fee. In South Korea, *Nexus: The Kingdom of the Winds* (1996) began an equally important lineage. Then in 1997 [Origin](https://www.lanternhall.org/houses/origin-systems/) released [*Ultima Online*](https://www.lanternhall.org/works/ultima-online/), [Richard Garriott](https://www.lanternhall.org/makers/richard-garriott/)'s Britannia made shared, designed by [Raph Koster](https://www.lanternhall.org/makers/raph-koster/) and produced by [Starr Long](https://www.lanternhall.org/makers/starr-long/). It passed 100,000 subscribers within months and is the game most often credited with popularizing the form. The acronym MMORPG is usually credited to Garriott in this period, though accounts of *Meridian 59*'s development say the phrase "massively multiplayer" took shape at 3DO a little earlier; before these coinages, such games were simply graphical MUDs.

## Evolution

In 1998 NCSoft's [*Lineage*](https://www.lanternhall.org/works/lineage/), designed by [Jake Song](https://www.lanternhall.org/makers/jake-song/), rode Korea's PC-bang internet cafes to millions of subscribers. In 1999 [Verant](https://www.lanternhall.org/houses/sony-online-entertainment/)'s [*EverQuest*](https://www.lanternhall.org/works/everquest/), co-designed by DikuMUD veteran [Brad McQuaid](https://www.lanternhall.org/makers/brad-mcquaid/), and [Turbine](https://www.lanternhall.org/houses/turbine/)'s [*Asheron's Call*](https://www.lanternhall.org/works/asherons-call/) brought fully 3D worlds to the West. *EverQuest* codified the genre's grammar of camped spawns, corpse runs, class roles and raids, and earned the nickname "EverCrack." [*Dark Age of Camelot*](https://www.lanternhall.org/works/dark-age-of-camelot/) (2001) organized PvP into realm-versus-realm war; [*Final Fantasy XI*](https://www.lanternhall.org/works/final-fantasy-xi/) (2002) brought the form to consoles.

[Blizzard](https://www.lanternhall.org/houses/blizzard-entertainment/)'s [*World of Warcraft*](https://www.lanternhall.org/works/world-of-warcraft/) (2004), with [Rob Pardo](https://www.lanternhall.org/makers/rob-pardo/) as lead designer, made the MMORPG a mainstream entertainment. It smoothed away *EverQuest*'s punishments, added a steady trail of quests and made instanced dungeons the heart of the endgame. It peaked at 12 million subscribers in October 2010 and generated its own folklore, from the [Corrupted Blood plague](https://www.lanternhall.org/culture/corrupted-blood-incident/) to [Leeroy Jenkins](https://www.lanternhall.org/culture/leeroy-jenkins/). Rivals chased it with licensed worlds such as [*The Lord of the Rings Online*](https://www.lanternhall.org/works/the-lord-of-the-rings-online/) (2007) and [*The Elder Scrolls Online*](https://www.lanternhall.org/works/the-elder-scrolls-online/) (2014); [*Guild Wars*](https://www.lanternhall.org/works/guild-wars/) (2005) dropped the monthly fee altogether.

Business models then fractured. [*RuneScape*](https://www.lanternhall.org/works/runescape/) ran in a web browser with free play and paid membership; Korean games pioneered free-to-play with item sales. Square Enix's [*Final Fantasy XIV*](https://www.lanternhall.org/works/final-fantasy-xiv/) failed at launch in 2010, was rebuilt and relaunched as *A Realm Reborn* in 2013, and became one of the genre's great comebacks. The genre's ideas, from daily quests to seasonal content, now run through [gacha and live-service RPGs](https://www.lanternhall.org/atlas/gacha-rpg/) and online [action RPGs](https://www.lanternhall.org/atlas/action-rpg/).

## How to tell it apart

**MMORPG vs [MUD](https://www.lanternhall.org/atlas/mud/).** Same family tree, different branch. MUDs are text worlds, usually free and hobbyist, hosting dozens or hundreds of players; MMORPGs are graphical, corporately run and built for tens of thousands per server cluster and millions overall. Many MMORPG designers learned their trade in MUDs.

**Massively multiplayer vs single-player.** A single-player [CRPG](https://www.lanternhall.org/atlas/computer-rpg/) such as [*Baldur's Gate*](https://www.lanternhall.org/works/baldurs-gate/) exists for one player and pauses at will; its story centers on you. In an MMORPG the world does not pause, the villain is killed every night by a different raid, and your story is written in relation to other people.

**MMORPG vs online co-op RPG.** [*Diablo II*](https://www.lanternhall.org/works/diablo-ii/) on Battle.net or [BioWare's *Neverwinter Nights*](https://www.lanternhall.org/works/neverwinter-nights/) (2002) let small groups play together, but each game session is a private, temporary space. An MMORPG's world is persistent and shared by everyone on the server.

**MMORPG vs gacha and live-service RPGs.** Mobile [gacha](https://www.lanternhall.org/atlas/gacha-rpg/) games share the MMO's endless updates and monetization, but players mostly progress alone, meeting others through leaderboards, guild perks and borrowed characters rather than a shared, walkable world.

## Where to start

- [*Ultima Online*](https://www.lanternhall.org/works/ultima-online/) (1997): the sandbox that popularized the genre and exposed its problems, from [player killing](https://www.lanternhall.org/lexicon/player-killer/) to [the death of Lord British](https://www.lanternhall.org/culture/lord-british-assassination/).
- [*EverQuest*](https://www.lanternhall.org/works/everquest/) (1999): the template for group roles, raids and the [grind](https://www.lanternhall.org/lexicon/grinding/).
- [*World of Warcraft*](https://www.lanternhall.org/works/world-of-warcraft/) (2004): the genre at mass scale and still the reference point.
- [*Final Fantasy XIV: A Realm Reborn*](https://www.lanternhall.org/works/final-fantasy-xiv/) (2013): a story-rich modern example and a lesson in rebuilding a failed launch.
- [*Old School RuneScape*](https://www.lanternhall.org/works/runescape/): the browser-born MMO preserved in its 2007 form.
- For theory, Richard Bartle's 1996 player-types paper and his book *Designing Virtual Worlds* (2003).

## Hallmarks

- A persistent world that keeps running, and changing, when you log off
- Thousands of players sharing each server, with hundreds of thousands or millions across the game
- Character progression by levels, gear and skills, with an endgame beyond the level cap
- Guilds, group roles and raids that require coordinated teams
- Player economies, trade and crafting, often spilling into real-money markets
- A live service sustained by subscriptions, expansions or microtransactions

## Facts

- Before 'MMORPG' caught on, games like EverQuest were simply called 'graphical MUDs.'
- [Neverwinter Nights](https://www.lanternhall.org/works/neverwinter-nights-aol/) on AOL (1991) held 50 players per server at launch and 500 by 1995.
- [Ultima Online](https://www.lanternhall.org/works/ultima-online/)'s team reportedly expected about 15,000 subscribers; it passed 100,000 within roughly six months.
- Economist Edward Castronova's 2001 study put [EverQuest](https://www.lanternhall.org/works/everquest/)'s Norrath, measured by GNP per capita, between Russia and Bulgaria.
- [World of Warcraft](https://www.lanternhall.org/works/world-of-warcraft/) peaked at 12 million subscribers in October 2010.
- [Final Fantasy XI](https://www.lanternhall.org/works/final-fantasy-xi/) (2002) was the first MMORPG to let PlayStation 2 and Windows players share a world.
- [Lineage](https://www.lanternhall.org/works/lineage/) reported more than three million subscribers at its peak, most of them in South Korea.

## Sources and further reading

- [Wikipedia](https://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game)
- [Bartle taxonomy of player types (Wikipedia)](https://en.wikipedia.org/wiki/Bartle_taxonomy_of_player_types)

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From The Lantern Hall (https://www.lanternhall.org/), a museum of fantasy literature and roleplaying games.
