There are several types of massively multiplayer online games.
Role-playing Massively multiplayer online
role-playing games, known as
MMORPGs, are the most common type of MMO. Some MMORPGs are designed as a
multiplayer browser game in order to reduce infrastructure costs and utilise a
thin client that most users will already have installed. The acronym BBMMORPGs has sometimes been used to describe these as "browser-based".
Bulletin board role-playing games Many games are categorized as MMOBBGs,, Massively Multiplayer Online Bulletin Board Games, also called MMOBBRPGs. These particular types of games are primarily made up of text and descriptions, although images are often used to enhance the game.
First-person shooter MMOFPS is an online gaming genre which features many simultaneous players in a
first-person shooter fashion. These games provide large-scale, sometimes team-based combat. The addition of persistence in the game world means that these games add elements typically found in RPGs, such as
experience points. However, MMOFPS games emphasize player skill more than player statistics, as no number of in-game bonuses will compensate for a player's inability to aim and think tactically.
Real-time strategy Massively multiplayer online
real-time strategy games, also known as "MMORTS", combine
real-time strategy (RTS) with a
persistent world. Players often assume the role of a general, king, or other types of figurehead leading an army into battle while maintaining the resources needed for such warfare. The titles are often based in a
sci-fi or
fantasy universe and are distinguished from single or small-scale multiplayer RTSes by the number of players and common use of a persistent world, generally hosted by the game's publisher, which continues to evolve even when the player is offline.
Turn-based strategy Steve Jackson Games'
UltraCorps is an example of an MMO turn-based strategy game. Hundreds of players share the same playing field of conquest. In a "mega" game, each turn fleets are built and launched to expand one's personal empire. Turns are usually time-based, with a "tick" schedule usually daily. All orders are processed, and battles resolved, at the same time during the tick. Similarly, in
Darkwind: War on Wheels, vehicle driving and combat orders are submitted simultaneously by all players and a "tick" occurs typically once per 30 seconds. This allows each player to accurately control multiple vehicles and pedestrians in racing or combat.
Simulations Some MMOs have been designed to accurately simulate certain aspects of the real world. They tend to be very specific to industries or activities of very large risk and huge potential loss, such as rocket science, airplanes, trucks, battle tanks, submarines etc. Gradually as simulation technology is getting more mainstream, so too various simulators arrive into more mundane industries. The initial goal of
World War II Online was to create a map (in northwestern Europe) that had real-world physics (gravity, air/water resistance, etc.), and ability for players to have some strategic abilities to its basic FPS/RPG role. While the current version is not quite a true simulated world, it is very complex and contains a large persistent world. The MMO genre of air traffic simulation is one example, with networks such as
VATSIM and
IVAO striving to provide rigorously authentic
flight-simulation environments to players in both pilot and air traffic controller roles. In this category of MMOs, the objective is to create duplicates of the real world for people who cannot or do not wish to undertake those experiences in real life. For example, flight simulation via an MMO requires far less expenditure of time and money, is completely risk-free, and is far less restrictive (fewer regulations to adhere to, no medical exams to pass, and so on). Another specialist area is the mobile telecoms operator (carrier) business where billion-dollar investments in networks are needed but market shares are won and lost on issues from segmentation to handset subsidies. A specialist simulation was developed by Nokia called
Equilibrium/Arbitrage to have over a two-day period five teams of top management of one operator/carrier play a "wargame" against each other, under extremely realistic conditions, with one operator an incumbent fixed and mobile network operator, another a new entrant mobile operator, a third a fixed-line/internet operator, etc. Each team is measured by outperforming their rivals by market expectations of that type of player. Thus, each player has drastically different goals, but within the simulation, any one team can win. Also to ensure maximum intensity, only one team can win. Telecoms senior executives who have taken the
Equilibrium/Arbitrage simulation say it is the most intense, and most useful training they have ever experienced. It is typical of business use of simulators, in very senior management training/retraining. Examples of MMO simulation games include
World of Tanks,
War Thunder,
Motor City Online,
The Sims Online, and
Jumpgate.
Sports A massively multiplayer online sports game is a title where players can compete in some of the more traditional major league sports, such as
football (soccer),
basketball,
baseball,
hockey,
golf or
American football. According to
GameSpot,
Baseball Mogul Online was "the world's first massively multiplayer online sports game". Other titles that qualify as MMOSG have been around since the early 2000s, but only after 2010 did they start to receive the endorsements of some of the official major league associations and players.
Racing MMOR means
massively multiplayer online racing. Currently there are only a small number of racing-based MMOs, including
iRacing,
Kart Rider,
Test Drive Unlimited,
Project Torque,
Drift City and
Race or Die. Other notable MMORs included
The Crew,
Upshift Strikeracer,
Motor City Online and
Need for Speed: World, all of which have since shut down. The
Trackmania series is the world's largest MMO racing game and holds the world record for "Most Players in a Single Online Race". Although
Darkwind: War on Wheels is more combat-based than racing, it is also considered an MMOR.
Casual Many types of MMO games can be classified as
casual, because they are designed to appeal to all computer users (as opposed to subgroup of frequent game buyers), or to fans of another game genre (such as
collectible card games). Such games are easy to learn and require a smaller time commitment than other game types. Other popular casual games include simple management games such as
The Sims Online or
Kung Fu Panda World. MMOPGs, or massively multiplayer online puzzle games, are based entirely on puzzle elements. They are usually set in a world where the players can access the puzzles around the world. Most games that are MMOPGs are hybrids with other genres.
Castle Infinity was the first MMO developed for children. Its gameplay falls somewhere between
puzzle and
adventure. There are also massively multiplayer collectible card games:
Alteil,
Astral Masters and
Astral Tournament. Other MMOCCGs might exist (
Neopets has some CCG elements) but are not as well known.
Alternate reality games (ARGs) can be massively multiplayer, allowing thousands of players worldwide to co-operate in puzzle trials and mystery solving. ARGs take place in a unique mixture of online and real-world play that usually does not involve a
persistent world, and are not necessarily multiplayer, making them different from MMOs.
Music/rhythm Massively multiplayer online music/rhythm games (
MMORGs), sometimes called massively multiplayer online dance games (
MMODGs), are MMOs that are also
music video games. This idea was influenced by
Dance Dance Revolution.
Audition Online is another casual massively multiplayer online game and it is produced by T3 Entertainment.
Just Dance 2014 has a game mode called World Dance Floor, which also structures like an MMORPG.
Social Massively multiplayer online social games (
MMOSGs) focus on socialization instead of objective-based gameplay. There is a great deal of overlap in terminology with "online communities" and "
virtual worlds". One example that has garnered widespread media attention is Linden Lab's
Second Life, emphasizing socializing,
worldbuilding and an in-world virtual economy that depends on the sale and purchase of user-created content. It is technically an MMOSG or
Casual Multiplayer Online (CMO) by definition, though its stated goal was to realize the concept of the
Metaverse from
Neal Stephenson's novel
Snow Crash. Instead of being based around combat, one could say that it was based around the creation of virtual objects, including models and scripts. In practice, it has more in common with
Club Caribe than
EverQuest. It was the first MMO of its kind to achieve widespread success (including attention from mainstream media); however, it was not the first (as
Club Caribe was released in 1988). Competitors in this subgenre (non-combat-based MMORPG) include
Active Worlds,
There,
SmallWorlds,
Furcadia,
Whirled,
IMVU and
Red Light Center.
Combat Massively multiplayer online combat games are realtime objective, strategy and capture the flag style modes.
Infantry Online is an example multiplayer combat video game with sprite animation graphics, using complex soldier, ground vehicle and space-ship models on typically complex terrains developed by Sony Online Entertainment. ==Research==