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Culture & Community

MMORPG History

From MUDs to millions

The evolution of massively multiplayer online role-playing games from text-based MUDs through graphical worlds like Ultima Online and EverQuest to the phenomenon of World of Warcraft.

cross-platform mmorpgonlinemultiplayervirtual-world 1978–present

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

EraKey Games
1978-1989MUDs (text-based)
1986-1996Graphical MUDs (Habitat, NWN)
1997-2003Early MMORPGs (UO, EQ)
2004+Mass market (WoW)

Key Milestones

GameYearInnovation
MUD11978Multi-user virtual world
Habitat1986Graphical virtual world
Neverwinter Nights1991AOL graphical MMO
Ultima Online1997Commercial MMORPG
EverQuest19993D MMORPG
World of Warcraft2004Mass market success

Business Model Evolution

ModelEra
SubscriptionUO, EQ, WoW (monthly fee)
Free-to-play2000s onwards
FreemiumModern standard

Design Patterns

MMORPGs established:

ElementPurpose
Persistent worldContinues without player
Character progressionLevels, skills, gear
Social systemsGuilds, parties
EconomyTrading, crafting

Cultural Impact

PhenomenonExample
Virtual economiesReal-money trading
Social communitiesGuilds as social groups
Professional playGold farming, boosting
Addiction concernsPlay 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