by jajamoo

Today’s topic was about virtual worlds. This is something I’m familiar with, as I’ve been playing MMO (Massively Multiplayer Online) games for a good few years. For me, it all started with the MUDs (Multi User Dungeons), which were text-based virtual worlds with which you could interact using basic commands, as well as communicating with other users within the same “dungeon.” http://www.british-legends.com/ is a site that takes you to a MUD called British Legends, one of the older text-based virtual worlds still around now. As you can see, these MUDs are very simplistic and imagination is a must.

People are more familiar with the advent of such virtual worlds as Everquest. Everquest is one of the oldest virtual worlds which players had an advanced graphical user interface (GUI) with which to interact with the world around them.

This is a picture of the graphics interface of Everquest. Although simplistic by modern standards, this game allowed users (players) to join together in groups (parties), guilds (like clans), and raids (a group consisting of many players) to overcome various challenges. Eventually, crafting of virtual items became common-place and an in-game economy was established. Everquest set the standard for online gaming and many precedents in the online gaming world. It is still going strong, with over ten “expansion packs” (content add-ons to the original game) since its launch in March of 1999. You can check out more information about it here at http://everquest.station.sony.com/, the home site of the game.

The current phenomenon in virtual worlds is the ubiquitous World of Warcraft, a high-fantasy MMORPG (Massively Multiplayer Online Role-Playing Game). I won’t spoil all the fun for you this time. I’ll let you guys check it out for yourself and see if it interests you or even gets you to play it: http://www.worldofwarcraft.com/index.xml


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