Overview
MMORPGs (Massively Multiplayer Online Role-Playing Games) evolved from text-based MUDs through graphical virtual worlds to become one of gaming’s largest genres. The journey from MUD1 (1978) to World of Warcraft (2004) and beyond represents four decades of persistent online world development.
Fast Facts
- Origin: MUD1 (1978)
- First graphical: Habitat (1986)
- Mass market: Ultima Online (1997)
- Peak: World of Warcraft (2004+)
- Subscribers: Millions at peak
Evolution Timeline
| Era | Key Games |
|---|
| 1978-1989 | MUDs (text-based) |
| 1986-1996 | Graphical MUDs (Habitat, NWN) |
| 1997-2003 | Early MMORPGs (UO, EQ) |
| 2004+ | Mass market (WoW) |
Key Milestones
| Game | Year | Innovation |
|---|
| MUD1 | 1978 | Multi-user virtual world |
| Habitat | 1986 | Graphical virtual world |
| Neverwinter Nights | 1991 | AOL graphical MMO |
| Ultima Online | 1997 | Commercial MMORPG |
| EverQuest | 1999 | 3D MMORPG |
| World of Warcraft | 2004 | Mass market success |
Business Model Evolution
| Model | Era |
|---|
| Subscription | UO, EQ, WoW (monthly fee) |
| Free-to-play | 2000s onwards |
| Freemium | Modern standard |
Design Patterns
MMORPGs established:
| Element | Purpose |
|---|
| Persistent world | Continues without player |
| Character progression | Levels, skills, gear |
| Social systems | Guilds, parties |
| Economy | Trading, crafting |
Cultural Impact
| Phenomenon | Example |
|---|
| Virtual economies | Real-money trading |
| Social communities | Guilds as social groups |
| Professional play | Gold farming, boosting |
| Addiction concerns | Play time debates |
Legacy
MMORPGs pioneered persistent online worlds, virtual economies, and social gaming at scale. Their influence extends to modern live-service games, virtual worlds, and online community design.
See Also