A Brief History...


Ever wondered what MUD stood for? What about MMO? MMOG? MMOPW? MMORPG? RPG? PW? Well....

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First came MUD: Multi-User Dungeon which was MMO: Massively Multiplayer Online Then came MMOG: Massively Multiplayer Online Game Then came MMOPW: Massively Multiplayer Online Persistent World Then we have MMORPG: Massively Multiplayer Role-Playing Game

MUD Screenshot Massively Multiplayer Online Role Playing Games (MMORPGs) were previously part of a broader category of MMOGs or Massively Multiplayer Online Games. Prior to all these came MUDs: Multi-User Domains, Multi-User Dungeons or Multi-User Dimensions.

Now if this isn't enough to confuse you already, I'll throw you some more acronyms!!

Matrix Screenshot

MUDS are predominantly RPGs (role-playing games) that are text-based. MUDs are set in a virtual world populated by textually created 'people'. All interactions in this world are text-based, ie. you describe exactly what your character is doing, feeling etc. I like to think of MUDS more in terms of a story we might read, except you can't skip to the end and find out 'who did it'....

MMOGs, are multi-player like MUDs, but differ in that they use graphics and text. The graphics are used to customise one's appearance while text is mostly used in conversation. MMOGs were seen as the early RPGs, as strategy games or shoot-em-up type games. So what's the difference I hear you ask between MMOGs and MMORPGs?

Answer =
creativity and technology



Back in the 'olden days' of the technological world, MMOGs were characterised by static background art which then moved on to tile-based graphics, to polygons and to real-time 3D rendering. In 1996, NEXUS: The Kingdom of the Winds was released - a tile-based MMOG which was purported to have a peak of 12,263 simultaneous users in a single world online in 1999.

MMORPGs are a subset of MMOGs, ie. they add role-playing to the 'game' factor. Shak Ahmed of "Brave New Worlds" says "while combat was a popular aspect of UO, it was the fact that it allowed its participants to go mining, fishing, bake bread and sell it, tailor clothing after hunting the relevant animal, or even build a home in the middle of the wilderness that hooked new players. If you decided to fish for a living, your skills would improve as appropriate for fishing, but if you were to answer a call to arms, you'd quickly learn why practicing with a sword earlier might have been beneficial." (cited from McDowell, C. n.d.) It was this ability to be creative in design, character development, and the increasing social aspect of these games that set them apart from mere MMOGs.


References:
McDowell, C. n.d. Real Medieval: The way the medieval times really were. Retrieved from http://www.spcomm.uiuc.edu/classes/SP03/396-5/projects/jcmcdowe/history1.htm April 20th 2005.

Kent, S. n.d. Alternate Reality: The History of MMOGs. Retrieved from Alternate Reality April 20th 2005.

MMORPG - Wikipedia, the free encyclopedia. Retrieved from http://en.wikipedia.org/wiki/MMORPG April 20th 2005.

Filed Fri - April 15, 2005, 01:24 PM in

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