
Massively multiplayer online games, also known as MMOs (Massive Multiplayer Online), are video games that allow thousands of players to interact with each other in a virtual world. These games are characterized by their ability to support a large number of players simultaneously and by the persistence of their virtual world, which continues to evolve even when the player is offline.
Some of the most popular MMOs include titles like “Final Fantasy XIV: Shadowbringers” and “World of Warcraft: Classic.” In “Final Fantasy XIV: Shadowbringers,” players can explore a world full of adventure and challenge, while in “World of Warcraft: Classic,” players experience the game as it was in its early days.
These games offer a variety of experiences, from exploration and adventure to building and resource management. Players choose from different character classes, each with their own abilities and roles, and can team up with other players to complete quests and defeat powerful enemies.
MMOs are also known for their active and engaged communities. Players can form guilds, participate in in-game events, and collaborate on large-scale projects. These social interactions are an important part of the MMO experience and can lead to lasting friendships and a sense of belonging to a community.
Massively multiplayer online games offer a rich and diverse gaming experience, with opportunities for exploration, adventure, collaboration, and community building. These games have evolved over the years to offer increasingly immersive and complex experiences, and they continue to be an important part of the gaming landscape.
These games are early examples of MMOs that had a huge impact on the video game industry. Here’s a little more information about each:
Neopets (1999), RuneScape (2001), MapleStory (2003
MapleStory is a 2D side-scrolling MMORPG that you can play without paying any fees. It presents Maple World as the place where you can improve your role-playing skills by defeating monsters and embarking on various adventures, all developed by Wizet, a South Korean company.
Communication and relationships between players form an important part of the game: from a simple chat to the conclusion of business agreements. Players also have the option to form groups with other players for monster-hunting expeditions; Through this, they will be able to share in the rewards gained from their collective efforts. Without stopping there, players can even establish guilds among themselves to facilitate interaction between members. Guild establishment creates additional features within the game system (such as guild wars), encouraging greater interactivity between players belonging to different groups.
These games were pioneering and offered an engaging and accessible online game for young people from low-income families. In other words, they were free; This meant that people had an alternative to piracy where they could enjoy playing without paying or infringing copyright laws. Although it has changed significantly, its legacy remains an imprint on today’s online gambling industry, which has transformed and thrived over the years.
The Internet allows video games to evolve, since launching a video game online allows for updates that are not transparent to the user. The developer can keep updating their game and every time the player starts a game, they can have new gameplay elements or new challenges to overcome.
But not only has the Internet made possible the success of MMOGs, but the very need of the video game industry in its advancement, has led to the need for 3D video games to be able to offer a dynamic experience that attracts players (increasingly demanding) leading universities and companies to invest in graphic research to advance in the important graphic developments in terms of lighting. resolution of elements that are in the foreground, versus elements that are in the background of our field of view, etc. It can be said that video games have led to the improvement of visualization algorithms, since it has been a necessity of the development of this industry to attract players with increasingly realistic graphics that allow a satisfactory experience for the player in order to repeat and get hooked on the video game that is presented to them.
5.1 MMOG History
The first MMOGs were aimed at a young audience without great resources. Games such as Neopets (1999), RuneScape (2001) and MapleStory (2003) sought to attract a more casual audience and avoid piracy as they were free-to-play games, that is, they were able to attract a wider audience as they were free-to-play games.
Figure: RunScape (2001)
The information on the three games considered as historical milestones in the beginning of the MMOG is expanded:
Neopets (1999): This was one of the first MMOGs to target a younger audience. Although it wasn’t an MMOG in the traditional sense, Neopets introduced many players to the concept of a persistent online world.
Neopets is a free virtual pet website that was first launched in 1999. Users can have virtual pets (“Neopets”) and explore a virtual world called “Neopia.” Players can win one of two virtual currencies. One coin, called Neopoints, can be obtained for free through on-site features such as games, events, and contests. Players can purchase digital food, toys, and other items for their Neopets to keep them happy. They can also customize the appearance of their Neopets by applying different colors, clothing, accessories, and styles.
RuneScape (2001) is one of the most enduring and successful MMOGs. It was one of the first games to adopt a freemium business model, where players can play for free, but have the option to pay for additional content. RuneScape was notable for its large, detailed world, complex skill system, and player-driven economy.
RuneScape is a fantasy massively multiplayer online role-playing game (MMORPG) developed and published by Jagex, released in January 2001. Gielinor’s world is where RuneScape unfolds its story; It is a medieval fantasy kingdom that has different regions and cities in addition to the kingdoms. Players can travel around Gielinor using various methods, such as on foot or even magic spells; Each region you visit will pose different challenges through monsters, resources, or quests.
MapleStory (2003) was one of the first successful MMOs to come out of South Korea. The game was notable for its side-scrolling 2D graphics, a departure from the 3D style that was common in other MMOs of the time. Like RuneScape, MapleStory adopted a freemium business model.
It presents Maple World as the place where you can improve your role-playing skills by defeating monsters and embarking on various adventures, all developed by Wizet, a South Korean company.
Communication and relationships between players form an important part of the game: from a simple chat to the conclusion of business agreements. Players also have the option to form groups with other players for monster-hunting expeditions; Through this, they will be able to share in the rewards gained from their collective efforts. Without stopping there, players can even establish guilds among themselves to facilitate interaction between members. Guild
establishment creates additional features within the game system (such as guild wars), encouraging greater interactivity between players belonging to different groups.
5.2 Evolution towards the Freemium Business Model
Fremium or Free to Play is a change in business model, from selling licenses to obtain the video game to offering it for free so that the player knows it and gets hooked.
An important change in the paradigm of video games is the establishment that the game is not played against “the machine”, there is no programming of game elements that adapts to what the player does in a game. Rather, the player faces other players, so the strategies are not really programmed, but are those that other players decide to perform. This change is relevant in that the game designer establishes a game board and rules, and players prepare their strategies according to these game rules. This is possible thanks to the Internet.
There is a paradigm shift, from selling licenses to offering the video game so that the player knows it and buys extras within the game itself. This is possible by reaching a large number of players, thanks to being able to play online. Small payments (micro payments) are made to access the next levels or pay to gain advantages in the game. ADDENDUM
The Freemium model has revolutionized the video game industry, allowing players to access high-quality games for free, while developers generate revenue through in-game purchases. This model has proven especially successful in the mobile gaming market, where players can download and try a game without any upfront cost.
In addition, it has allowed developers to experiment with new ways of monetization. For example, some games offer “season passes” that allow players to access exclusive content for a set period of time. Other games sell “loot boxes” that contain a variety of virtual items.
The shift towards playing against other players, rather than against the machine, has led to the creation of online gaming communities. These communities can be highly engaged and active, which can increase the longevity of a game. Players can compete against each other, collaborate on team challenges, or simply socialize in the virtual world.
However, the Freemium model also presents challenges. Developers must carefully balance the need to generate revenue with the desire to offer a fair and engaging gaming experience. If players feel that they are being pushed too hard to make in-game purchases, or if they feel that the game is biased in favor of those who spend money, they may stop playing.
The Freemium model has changed the way video games are developed and monetized. While it presents challenges, it also offers opportunities for innovation and has proven to be a viable business model for many games.
Examples of games that use the Freemium model include “Fortnite,” “Genshin Impact,” and “Dragon Ball Legends”1. These games have achieved great success by offering an engaging gaming experience for free, while generating revenue through in-game purchases. These games have proven that it is possible to offer high-quality gameplay at no upfront cost, while generating a sustainable revenue stream through in-game purchases
An important milestone is Clash of Clans, created by Supercell (2012).
5.2.1 TheClashofClansMilestone
The video game is free to download, you don’t pay license to play, but you buy items in your game.
Figure: Clash of Clans
5.2.2 TheFortniteMilestone
Fortnite culminates a Fremium model by evolving the previous model we’ve seen from Clash of Clans. In Fortnite you don’t have more resources when making payments, but you pay for visual add-ons, you pay for Skins or objects, which do not improve the game of those who own them. Players simply like to customize their avatar through small payments (micropayments) but they do not offer an improvement when playing, but simply change the appearance of the avatar that represents the player.
It’s a key element of Fortnite’s success that it doesn’t offer items that give a competitive advantage to the players who buy them. All players, regardless of whether they spend money in the game or not, have access to the same gameplay mechanics and features. Monetization focuses on customizing avatars that represent each player.
For this reason, Fortnite is monetized through the sale of “cosmetic” items that customize the avatars used by players and also through battle passes. It has also generated revenue through collaboration deals and sponsorships with brands and celebrities who appear in the video game in the different seasons.
These items can also be obtained by completing in-game challenges, forcing the player to complete these challenges in order to earn their decorative items. This business model breaks with all of the above, because it seeks that the MMOG Fremium model of Fortnite obtains its benefits not from the sale of license, not from the traditional Fremium to improve the player’s conditions, but from simple decorative elements that make the player gain a status based on their skin or costume and accessories. But everyone has the same chances in the game, regardless of their skin or avatar. This makes Epic Games (creator of Fortnite) announce that it reached more than 400 million registered players in 2021, giving the figure of 15 million players per day.
Figure: Fortnite (2018 season)
The company that created Fornite, Epic Games, which exploited and exploits this business model is worth 31,500 million dollars, while the owner and founder of Epic Games and Fortnite (Tim Sweeney), is one of the richest men in the world with a personal fortune estimated at more than 10,000 million dollars. As mentioned, its innovative business model has been a key factor.