i thought merdian 59 was the very first but now that I think of it i heard some of my mmorpg buds say Neverwinter Nights was the first...never heard about the MMORPG one so maybe and perhaps their right on this 1
Originally posted by sandlot i thought merdian 59 was the very first but now that I think of it i heard some of my mmorpg buds say Neverwinter Nights was the first...never heard about the MMORPG one so maybe and perhaps their right on this 1
Again, I provided dates for the games in a previous post in this thread.
'Massively' is extremely relative. As in it can contain thousands upon thousands of players. So I'd have to go with Meridian 59 even though others are trying to wave their e-peen upon 'miniscule' MORPG's.
Originally posted by Zhanghia 'Massively' is extremely relative. As in it can contain thousands upon thousands of players. So I'd have to go with Meridian 59 even though others are trying to wave their e-peen upon 'miniscule' MORPG's.
so 25.000 denotes "massive" and not 2,000 or 3,000?
(real question BTW for opinion baiting, not a flame, yet...)
Originally posted by Munki Meridian 59 was the first mmorpg. Before that was just muds, which charged by the minuite and brought many people to the poor house.
So if it cost alot it can't be a MMO? NWW was very much a MMORPG.
The first graphical MMORPG was Neverwinter Nights by designer Don Daglow and programmer Cathryn Mataga, which went live on AOL in 1991 and ran through 1997. The project was personally championed and green-lighted by AOL President Steve Case, and cost $6.00 per hour to play.
Following Neverwinter Nights was The Shadow of Yserbius, an MMORPG within The Sierra Network, which ran from 1992 through 1996. The game was produced by Joe Ybarra. TSN was an hourly service, although it also offered unlimited service for $119.99 per month, until AT&T acquired TSN and rendered it strictly an hourly service.
Originally posted by disstress Originally posted by Zhanghia 'Massively' is extremely relative. As in it can contain thousands upon thousands of players. So I'd have to go with Meridian 59 even though others are trying to wave their e-peen upon 'miniscule' MORPG's.
so 25.000 denotes "massive" and not 2,000 or 3,000?
(real question BTW for opinion baiting, not a flame, yet...)
Originally posted by disstress Originally posted by Zhanghia 'Massively' is extremely relative. As in it can contain thousands upon thousands of players. So I'd have to go with Meridian 59 even though others are trying to wave their e-peen upon 'miniscule' MORPG's.
so 25.000 denotes "massive" and not 2,000 or 3,000?
(real question BTW for opinion baiting, not a flame, yet...)
MMORPG.com: From the Gold Box games to more recent releases from BioWare and Black Isle Studios, Dungeons & Dragons has a rich computer gaming tradition. Are there any ideas or concepts from these prior Dungeons & Dragons CRPGs you want to make certain you include in Dungeons & Dragons Online? Ken Troop:
Oh boy. Here are some of our favorites, off of the top of my head:
* The original Pool of Radiance for ushering in the modern era of D&D CRPGs. * Eye of the Beholder for capturing the tension and atmosphere of the classic dungeon crawl. * The original Neverwinter Nights (on AOL) for being the first-ever online D&D game. * Baldur's Gate and Baldur's Gate II for reviving the entire genre. * Planescape:Torment for having possibly the best writing and story of any D&D game to date. * Baldur's Gate: Dark Alliance for capturing the spirit of D&D in a console action game. * Bioware's Neverwinter Nights for creating a thriving, dedicated online community. * Temple of Elemental Evil for converting a truly classic module, and providing an almost letter-perfect conversion of the 3.5e rules.
We're probably forgetting some, but there you go.
-=-=-=-=-
From MMORPG.com.. ONLINE D&D, no where does it say MMORPG. Case in point.
Originally posted by Zhanghia Originally posted by disstress Originally posted by Zhanghia 'Massively' is extremely relative. As in it can contain thousands upon thousands of players. So I'd have to go with Meridian 59 even though others are trying to wave their e-peen upon 'miniscule' MORPG's.
so 25.000 denotes "massive" and not 2,000 or 3,000?
(real question BTW for opinion baiting, not a flame, yet...)
MMORPG.com: From the Gold Box games to more recent releases from BioWare and Black Isle Studios, Dungeons & Dragons has a rich computer gaming tradition. Are there any ideas or concepts from these prior Dungeons & Dragons CRPGs you want to make certain you include in Dungeons & Dragons Online? Ken Troop:
Oh boy. Here are some of our favorites, off of the top of my head:
* The original Pool of Radiance for ushering in the modern era of D&D CRPGs. * Eye of the Beholder for capturing the tension and atmosphere of the classic dungeon crawl. * The original Neverwinter Nights (on AOL) for being the first-ever online D&D game. * Baldur's Gate and Baldur's Gate II for reviving the entire genre. * Planescape:Torment for having possibly the best writing and story of any D&D game to date. * Baldur's Gate: Dark Alliance for capturing the spirit of D&D in a console action game. * Bioware's Neverwinter Nights for creating a thriving, dedicated online community. * Temple of Elemental Evil for converting a truly classic module, and providing an almost letter-perfect conversion of the 3.5e rules.
We're probably forgetting some, but there you go.
-=-=-=-=-
From MMORPG.com.. ONLINE D&D, no where does it say MMORPG. Case in point.
Thats some guy reciting some games off the top of his head. That is not a difinitive list... case in point lol
The original version of Neverwinter Nights ran on AOL from 1991 through 1997, and was a co-development of SSI, TSR (acquired by Wizards of the Coast in 1997), AOL and Stormfront Studios. The Stormfront game design team was already working with SSI on Dungeons & Dragons games using the Gold Box engine that had debuted with Pool of Radiance in 1988. At the same time, they had been working since 1987 with AOL on original online games, in both text-based and graphical formats. Graphics at the time were severely restricted by the need to support modem data transfer rates as slow as 300 bit/s.
In late 1989 the Stormfront team realized that it was technically feasible to combine the Dungeons & Dragons Gold Box engine with the community-focused gameplay of online titles to create an online RPG with graphics. Although Air Warrior had been online since 1987, all prior online RPGs had been based on text.
In a series of meetings with AOL's Steve Case and Kathi McHugh, TSR's Jim Ward and SSI's Chuck Kroegel, Stormfront's Don Daglow and Cathryn Mataga convinced the other three partners that the project was indeed possible. Set in the same Forgotten Realms area as the current NWN game, Neverwinter Nights went live in the spring of 1991 and originally cost USD$6.00 per hour to play. Some users bragged about monthly game bills of $500 or more. As the years progressed, connection costs dropped, AOL and NWN membership grew, the servers became faster and the hourly cost charged players declined. As a result of these upgrades, the capacity of each server grew from 50 players in 1991 to 500 players by 1995.
The original Neverwinter Nights was expanded once, in 1992. At about this time AOLs subscriber growth started to expand exponentially, as the adoption of email by everyday Americans drove new sign-ups. AOL diverted all its efforts into keeping up with the exploding demand for modem connections and online capacity. All other game development at AOL other than NWN was suspended, and the game's player capacity was enhanced through server-side improvements but not through the addition of new playable areas. Nevertheless, the original game remained one of AOL's most active areas until its then-ancient technology forced its retirement in 1997.
Much of the game's popularity was based on the presence of active and creative player guilds, who staged many special gaming events online for their members. It is this committed fan base that BioWare sought when they licensed the rights to Neverwinter Nights from AOL and TSR as the basis for the modern game.
Following Neverwinter Nights in 1991, the early major graphical MMORPGs were The Shadow of Yserbius in 1993, Ultima Online in 1997 and Everquest in 1999.
No matter how much you guys want M59 to be the first, it wasn't. There were two before it, and probably more that never made it big enough to be remembered.
Keep in mind too, that the term MMORPG wasn't "coined" at the inception of NwN. It didn't come untill later, and I'm not sure as to the exact origin of the term.
The first text-based MMORPG (although what constitutes "massive" requires some context when discussing mid-1980's mainframes) was Islands of Kesmai by Kelton Flinn and John Taylor, which went live in 1984 at the cost of $12.00 per hour. Meanwhile, commercial online games were becoming extraordinarily popular in South Korea. Nexus: The Kingdom of the Winds, designed by Jake Song, began commercial service in 1996 and eventually gained over one million subscribers. Song's next game, Lineage (1998), was an even bigger success. Lineage reached millions of subscribers in Korea and Taiwan, and gave developer NCsoft the strength to gain a foothold in the global MMORPG market for the next few years.
Check out this book
Kent, Steven (September 23, 2003). "Alternate Reality: The history of massively multiplayer online games
Originally posted by Dartje Meridan 59 was the first MMORPG I believe this is correct. First graphical MUD = MMORPG
If you read my post, it clearly states which was first and in what order. Thanks for your input though.
EDIT: I just saw the info in your latest post.
Given that, why are you soooo adamant with your replies? Take it easy. MMOG to me means the ability to host thousands of players at the same time..not whether or not they had 2000 subscribers. How many could actually play on the same server at the same time. From the information I have read so far, it seams that NWN(AoL) was a MULTIPLAYER game. Much like Guild Wars is now.
BTW, if you want to dig deep into the minutia, Confirmed Kill could have been labeled a MMOG. Obviously not a RPG though. I think CK has a earlier start date.
A massive(ly) multiplayer online role-playing game or MMORPG is a multiplayer computer role-playing game that enables thousands of players to play in an evolving virtual world at the same time over the Internet. MMORPGs are a specific type of massive(ly) multiplayer online game (MMOG).
First, it says THOUSANDS, so technicaly, at least 2000 (or maybe justa 1000? any lawyers wanna comment on this one) is needed to qualify.
Second, note "at the same time" part. This can be treated as playing simultaneously and doing things (roleplaying, trading, harvesting ...) simultaneously, so turn based games do not qualify because technicaly, each person has to wait a turn in order to continue playing.
So, you have to look into the following: The game has to have at least 2000 (or a 1000?) and it cannot be turn based. There is no indication it has to be in graphics, so text based games should qualify.
Personaly, I discovered MMO market with UO, then EQ then bunch of other games.
I am the type of player where I like to do everything and anything from time to time.
Originally posted by disstress Originally posted by Zhanghia Originally posted by disstress Originally posted by Zhanghia 'Massively' is extremely relative. As in it can contain thousands upon thousands of players. So I'd have to go with Meridian 59 even though others are trying to wave their e-peen upon 'miniscule' MORPG's.
so 25.000 denotes "massive" and not 2,000 or 3,000?
(real question BTW for opinion baiting, not a flame, yet...)
MMORPG.com: From the Gold Box games to more recent releases from BioWare and Black Isle Studios, Dungeons & Dragons has a rich computer gaming tradition. Are there any ideas or concepts from these prior Dungeons & Dragons CRPGs you want to make certain you include in Dungeons & Dragons Online? Ken Troop:
Oh boy. Here are some of our favorites, off of the top of my head:
* The original Pool of Radiance for ushering in the modern era of D&D CRPGs. * Eye of the Beholder for capturing the tension and atmosphere of the classic dungeon crawl. * The original Neverwinter Nights (on AOL) for being the first-ever online D&D game. * Baldur's Gate and Baldur's Gate II for reviving the entire genre. * Planescape:Torment for having possibly the best writing and story of any D&D game to date. * Baldur's Gate: Dark Alliance for capturing the spirit of D&D in a console action game. * Bioware's Neverwinter Nights for creating a thriving, dedicated online community. * Temple of Elemental Evil for converting a truly classic module, and providing an almost letter-perfect conversion of the 3.5e rules.
We're probably forgetting some, but there you go.
-=-=-=-=-
From MMORPG.com.. ONLINE D&D, no where does it say MMORPG. Case in point.
Thats some guy reciting some games off the top of his head. That is not a difinitive list... case in point lol
The original version of Neverwinter Nights ran on AOL from 1991 through 1997, and was a co-development of SSI, TSR (acquired by Wizards of the Coast in 1997), AOL and Stormfront Studios. The Stormfront game design team was already working with SSI on Dungeons & Dragons games using the Gold Box engine that had debuted with Pool of Radiance in 1988. At the same time, they had been working since 1987 with AOL on original online games, in both text-based and graphical formats. Graphics at the time were severely restricted by the need to support modem data transfer rates as slow as 300 bit/s.
In late 1989 the Stormfront team realized that it was technically feasible to combine the Dungeons & Dragons Gold Box engine with the community-focused gameplay of online titles to create an online RPG with graphics. Although Air Warrior had been online since 1987, all prior online RPGs had been based on text.
In a series of meetings with AOL's Steve Case and Kathi McHugh, TSR's Jim Ward and SSI's Chuck Kroegel, Stormfront's Don Daglow and Cathryn Mataga convinced the other three partners that the project was indeed possible. Set in the same Forgotten Realms area as the current NWN game, Neverwinter Nights went live in the spring of 1991 and originally cost USD$6.00 per hour to play. Some users bragged about monthly game bills of $500 or more. As the years progressed, connection costs dropped, AOL and NWN membership grew, the servers became faster and the hourly cost charged players declined. As a result of these upgrades, the capacity of each server grew from 50 players in 1991 to 500 players by 1995.
The original Neverwinter Nights was expanded once, in 1992. At about this time AOLs subscriber growth started to expand exponentially, as the adoption of email by everyday Americans drove new sign-ups. AOL diverted all its efforts into keeping up with the exploding demand for modem connections and online capacity. All other game development at AOL other than NWN was suspended, and the game's player capacity was enhanced through server-side improvements but not through the addition of new playable areas. Nevertheless, the original game remained one of AOL's most active areas until its then-ancient technology forced its retirement in 1997.
Much of the game's popularity was based on the presence of active and creative player guilds, who staged many special gaming events online for their members. It is this committed fan base that BioWare sought when they licensed the rights to Neverwinter Nights from AOL and TSR as the basis for the modern game.
Following Neverwinter Nights in 1991, the early major graphical MMORPGs were The Shadow of Yserbius in 1993, Ultima Online in 1997 and Everquest in 1999.
No matter how much you guys want M59 to be the first, it wasn't. There were two before it, and probably more that never made it big enough to be remembered.
Keep in mind too, that the term MMORPG wasn't "coined" at the inception of NwN. It didn't come untill later, and I'm not sure as to the exact origin of the term.
The first text-based MMORPG (although what constitutes "massive" requires some context when discussing mid-1980's mainframes) was Islands of Kesmai by Kelton Flinn and John Taylor, which went live in 1984 at the cost of $12.00 per hour. Meanwhile, commercial online games were becoming extraordinarily popular in South Korea. Nexus: The Kingdom of the Winds, designed by Jake Song, began commercial service in 1996 and eventually gained over one million subscribers. Song's next game, Lineage (1998), was an even bigger success. Lineage reached millions of subscribers in Korea and Taiwan, and gave developer NCsoft the strength to gain a foothold in the global MMORPG market for the next few years.
Check out this book
Kent, Steven (September 23, 2003). "Alternate Reality: The history of massively multiplayer online games
500 players in 1996 doesn't exactly constitute 'massively'. I stand by my point.
Your definition of massively is wrong. I consider multiplayer to be two or more players, wouldn't you agree? So if 500 isn't massively, what word would you use to describe it?
And while we are discussing oNWN I would like to mention a couple other tidbits. oNWN has been around for 14 years now. There are two replica games out there right now with a lot of play. Forgotten World www.forgottenworld.com, made by a private developer and Neverwinter consortium, www.nwnserver.net built using the toolset from the second NWN.
It also has a very in depth PvP system, more like a chess match than a point and click as fast as you can system.
Don't believe me, take a minute and read this PvP manual from oNWN. There was a lot of thinking involved with this primative MMO www.falseprophecies.com/oldindex.html
On a post near the bottom of the page...pvpman.doc
Oh yeah, one other thing...all of the oldest guilds in gaming stem from oNWN
My definition is a game with a server that can hold a minimum of 10 billion players at one time. Therefore, theres no such thing as an MMORPG yet. This site shouldn't exist!
Originally posted by jimmyman99 Read definition of MMORPG 3 posts above...
And your point is? Here is a definition that I found.
An online roleplaying game in which hundreds or even thousands of players participate in the same game simultaneously. These games typically include a persistent virtual world and charge monthly fees for access, although there are a growing number of free MMORPGs available. In the usual RPG fashion, you create a character and undertake quests for "experience," which often involves killing monsters
Originally posted by brenn Originally posted by jimmyman99 Read definition of MMORPG 3 posts above... And your point is? Here is a definition that I found. An online roleplaying game in which hundreds or even thousands of players participate in the same game simultaneously. These games typically include a persistent virtual world and charge monthly fees for access, although there are a growing number of free MMORPGs available. In the usual RPG fashion, you create a character and undertake quests for "experience," which often involves killing monsters
I dunno, google seem to be a more respected soource then internetgames.about.com Google definition comes from the online encyclopedia. I put more stock into that then some gaming site.
Comments
there is a good Original Never Winter Nights nostalgia page at
www.bladekeep.com/nwn/index2.htm
First graphical MMORPG. 500 players could play this game at a time which I would say qualifies it as a MMORPG.
If you are an old ONWN player check out www.forgottenworld.com
this game is very similar
i thought merdian 59 was the very first but now that I think of it i heard some of my mmorpg buds say Neverwinter Nights was the first...never heard about the MMORPG one so maybe and perhaps their right on this 1
'Massively' is extremely relative. As in it can contain thousands upon thousands of players. So I'd have to go with Meridian 59 even though others are trying to wave their e-peen upon 'miniscule' MORPG's.
(real question BTW for opinion baiting, not a flame, yet...)
Meridian 59 was the first mmorpg.
Before that was just muds, which charged by the minuite and brought many people to the poor house.
after 6 or so years, I had to change it a little...
So if it cost alot it can't be a MMO? NWW was very much a MMORPG.
(real question BTW for opinion baiting, not a flame, yet...)
I just said thousands.
(real question BTW for opinion baiting, not a flame, yet...)
MMORPG.com: From the Gold Box games to more recent releases from BioWare and Black Isle Studios, Dungeons & Dragons has a rich computer gaming tradition. Are there any ideas or concepts from these prior Dungeons & Dragons CRPGs you want to make certain you include in Dungeons & Dragons Online?
Ken Troop:
Oh boy. Here are some of our favorites, off of the top of my head:
* The original Pool of Radiance for ushering in the modern era of D&D CRPGs.
* Eye of the Beholder for capturing the tension and atmosphere of the classic dungeon crawl.
* The original Neverwinter Nights (on AOL) for being the first-ever online D&D game.
* Baldur's Gate and Baldur's Gate II for reviving the entire genre.
* Planescape:Torment for having possibly the best writing and story of any D&D game to date.
* Baldur's Gate: Dark Alliance for capturing the spirit of D&D in a console action game.
* Bioware's Neverwinter Nights for creating a thriving, dedicated online community.
* Temple of Elemental Evil for converting a truly classic module, and providing an almost letter-perfect conversion of the 3.5e rules.
We're probably forgetting some, but there you go.
-=-=-=-=-
From MMORPG.com.. ONLINE D&D, no where does it say MMORPG. Case in point.
(real question BTW for opinion baiting, not a flame, yet...)
MMORPG.com: From the Gold Box games to more recent releases from BioWare and Black Isle Studios, Dungeons & Dragons has a rich computer gaming tradition. Are there any ideas or concepts from these prior Dungeons & Dragons CRPGs you want to make certain you include in Dungeons & Dragons Online?
Ken Troop:
Oh boy. Here are some of our favorites, off of the top of my head:
* The original Pool of Radiance for ushering in the modern era of D&D CRPGs.
* Eye of the Beholder for capturing the tension and atmosphere of the classic dungeon crawl.
* The original Neverwinter Nights (on AOL) for being the first-ever online D&D game.
* Baldur's Gate and Baldur's Gate II for reviving the entire genre.
* Planescape:Torment for having possibly the best writing and story of any D&D game to date.
* Baldur's Gate: Dark Alliance for capturing the spirit of D&D in a console action game.
* Bioware's Neverwinter Nights for creating a thriving, dedicated online community.
* Temple of Elemental Evil for converting a truly classic module, and providing an almost letter-perfect conversion of the 3.5e rules.
We're probably forgetting some, but there you go.
-=-=-=-=-
From MMORPG.com.. ONLINE D&D, no where does it say MMORPG. Case in point.
Thats some guy reciting some games off the top of his head. That is not a difinitive list... case in point lol
-->>http://www.bladekeep.com/nwn/index2.htm link allready provided showing info on the first mmorpg
No matter how much you guys want M59 to be the first, it wasn't. There were two before it, and probably more that never made it big enough to be remembered.
Keep in mind too, that the term MMORPG wasn't "coined" at the inception of NwN. It didn't come untill later, and I'm not sure as to the exact origin of the term.
The first text-based MMORPG (although what constitutes "massive" requires some context when discussing mid-1980's mainframes) was Islands of Kesmai by Kelton Flinn and John Taylor, which went live in 1984 at the cost of $12.00 per hour. Meanwhile, commercial online games were becoming extraordinarily popular in South Korea. Nexus: The Kingdom of the Winds, designed by Jake Song, began commercial service in 1996 and eventually gained over one million subscribers. Song's next game, Lineage (1998), was an even bigger success. Lineage reached millions of subscribers in Korea and Taiwan, and gave developer NCsoft the strength to gain a foothold in the global MMORPG market for the next few years.
Check out this book
If you read my post, it clearly states which was first and in what order. Thanks for your input though.
EDIT: I just saw the info in your latest post.
Given that, why are you soooo adamant with your replies? Take it easy. MMOG to me means the ability to host thousands of players at the same time..not whether or not they had 2000 subscribers. How many could actually play on the same server at the same time. From the information I have read so far, it seams that NWN(AoL) was a MULTIPLAYER game. Much like Guild Wars is now.
-Raenz-
-Raenz-
http://www.google.ca/search?hl=en&lr=&oi=defmore&q=define:MMORPG
A massive(ly) multiplayer online role-playing game or MMORPG is a multiplayer computer role-playing game that enables thousands of players to play in an evolving virtual world at the same time over the Internet. MMORPGs are a specific type of massive(ly) multiplayer online game (MMOG).
First, it says THOUSANDS, so technicaly, at least 2000 (or maybe justa 1000? any lawyers wanna comment on this one) is needed to qualify.
Second, note "at the same time" part. This can be treated as playing simultaneously and doing things (roleplaying, trading, harvesting ...) simultaneously, so turn based games do not qualify because technicaly, each person has to wait a turn in order to continue playing.
Simultaneous - http://m-w.com/cgi-bin/dictionary?book=Dictionary&va=+Simultaneous&x=13&y=15
1 : existing or occurring at the same time : exactly coincident
2 : satisfied by the same values of the variables <simultaneous equations>
So, you have to look into the following:
The game has to have at least 2000 (or a 1000?) and it cannot be turn based. There is no indication it has to be in graphics, so text based games should qualify.
Personaly, I discovered MMO market with UO, then EQ then bunch of other games.
I am the type of player where I like to do everything and anything from time to time.
http://en.wikipedia.org/wiki/Holodomor - pre-WW2 genocide.
(real question BTW for opinion baiting, not a flame, yet...)
MMORPG.com: From the Gold Box games to more recent releases from BioWare and Black Isle Studios, Dungeons & Dragons has a rich computer gaming tradition. Are there any ideas or concepts from these prior Dungeons & Dragons CRPGs you want to make certain you include in Dungeons & Dragons Online?
Ken Troop:
Oh boy. Here are some of our favorites, off of the top of my head:
* The original Pool of Radiance for ushering in the modern era of D&D CRPGs.
* Eye of the Beholder for capturing the tension and atmosphere of the classic dungeon crawl.
* The original Neverwinter Nights (on AOL) for being the first-ever online D&D game.
* Baldur's Gate and Baldur's Gate II for reviving the entire genre.
* Planescape:Torment for having possibly the best writing and story of any D&D game to date.
* Baldur's Gate: Dark Alliance for capturing the spirit of D&D in a console action game.
* Bioware's Neverwinter Nights for creating a thriving, dedicated online community.
* Temple of Elemental Evil for converting a truly classic module, and providing an almost letter-perfect conversion of the 3.5e rules.
We're probably forgetting some, but there you go.
-=-=-=-=-
From MMORPG.com.. ONLINE D&D, no where does it say MMORPG. Case in point.
Thats some guy reciting some games off the top of his head. That is not a difinitive list... case in point lol
-->>http://www.bladekeep.com/nwn/index2.htm link allready provided showing info on the first mmorpg
No matter how much you guys want M59 to be the first, it wasn't. There were two before it, and probably more that never made it big enough to be remembered.
Keep in mind too, that the term MMORPG wasn't "coined" at the inception of NwN. It didn't come untill later, and I'm not sure as to the exact origin of the term.
The first text-based MMORPG (although what constitutes "massive" requires some context when discussing mid-1980's mainframes) was Islands of Kesmai by Kelton Flinn and John Taylor, which went live in 1984 at the cost of $12.00 per hour. Meanwhile, commercial online games were becoming extraordinarily popular in South Korea. Nexus: The Kingdom of the Winds, designed by Jake Song, began commercial service in 1996 and eventually gained over one million subscribers. Song's next game, Lineage (1998), was an even bigger success. Lineage reached millions of subscribers in Korea and Taiwan, and gave developer NCsoft the strength to gain a foothold in the global MMORPG market for the next few years.
Check out this book
500 players in 1996 doesn't exactly constitute 'massively'. I stand by my point.
Your definition of massively is wrong. I consider multiplayer to be two or more players, wouldn't you agree? So if 500 isn't massively, what word would you use to describe it?
And while we are discussing oNWN I would like to mention a couple other tidbits. oNWN has been around for 14 years now. There are two replica games out there right now with a lot of play. Forgotten World www.forgottenworld.com, made by a private developer and Neverwinter consortium, www.nwnserver.net built using the toolset from the second NWN.
It also has a very in depth PvP system, more like a chess match than a point and click as fast as you can system.
Don't believe me, take a minute and read this PvP manual from oNWN. There was a lot of thinking involved with this primative MMO www.falseprophecies.com/oldindex.html
On a post near the bottom of the page...pvpman.doc
Oh yeah, one other thing...all of the oldest guilds in gaming stem from oNWN
COR, ITB, GOC, SL....I could go on and on
My definition is a game with a server that can hold a minimum of 10 billion players at one time. Therefore, theres no such thing as an MMORPG yet. This site shouldn't exist!
Mind boggling...
Read definition of MMORPG 3 posts above...
I am the type of player where I like to do everything and anything from time to time.
http://en.wikipedia.org/wiki/Holodomor - pre-WW2 genocide.
And your point is? Here is a definition that I found.
An online roleplaying game in which hundreds or even thousands of players participate in the same game simultaneously. These games typically include a persistent virtual world and charge monthly fees for access, although there are a growing number of free MMORPGs available. In the usual RPG fashion, you create a character and undertake quests for "experience," which often involves killing monsters
http://internetgames.about.com/library/glossary/bldef-mmorpg.htm?terms=mmorpg
I dunno, google seem to be a more respected soource then internetgames.about.com
Google definition comes from the online encyclopedia. I put more stock into that then some gaming site.
http://en.wikipedia.org/wiki/MMORPG
I am the type of player where I like to do everything and anything from time to time.
http://en.wikipedia.org/wiki/Holodomor - pre-WW2 genocide.