An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PC game, Console game and mobile game, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG).
The design of online games can range from simple text-based environments to the incorporation of complex graphics and . The existence of online components within a game can range from being minor features, such as an online Standings, to being part of core gameplay, such as directly playing against other players. Many online games create their own online communities, while other games, especially social games, integrate the players' existing real-life communities. Some online games can receive a massive influx of popularity due to many well-known Twitch Online streamer and playing them.
Online gaming has drastically increased the scope and size of video game culture. Online games have attracted players of a variety of ages, nationalities, and occupations. The online game content is now being studied in the scientific field, especially ' interactions within virtual societies in relation to the behavior and social phenomena of everyday life. As in other cultures, the community has developed a gamut of slang words or phrases that can be used for communication in or outside of games. Due to their growing online nature, modern video game slang overlaps heavily with internet slang, as well as , with many words such as "pwn" and "noob". Another term that was popularized by the video game community is the abbreviation "AFK" to refer to people who are not at the computer or paying attention. Other common abbreviations include "GL HF" which stands for "good luck, have fun," which is often said at the beginning of a match to show good sportsmanship. Likewise, at the end of a game, "GG" or "GG WP" may be said to congratulate the opponent, win or lose, on a "good game, well played". Many video games have also inspired and achieved a very large following online.
The culture of online gaming sometimes faces criticism for an environment that can promote , violence, and xenophobia. Some are also concerned about gaming addiction or social stigma. However, it has been argued that, since the players of an online game are strangers to each other and have limited communication, the individual player's experience in an online game is not necessarily different from playing with artificial intelligence players.
The rapid availability of the Internet in the 1990s led to an expansion of online games, with notable titles including (1996), Quakeworld (1996), Ultima Online (1997), Lineage (1998), StarCraft (1998), Counter-Strike (1999) and EverQuest (1999). Video game consoles also began to receive online networking features, such as the Family Computer Network System (1987), Sega Meganet (1990), Satellaview (1995), SegaNet (2000), PlayStation 2 (2000) and Xbox (2001).
Entering into the 2000s, the cost of technology, servers, and the Internet has dropped so far that fast Internet was commonplace, which led to previously unknown genres like massively multiplayer online games (MMOs) becoming well known. For example, World of Warcraft (2004) dominated much of the decade. Several other MMOs attempted to follow in Warcrafts footsteps, such as Star Wars Galaxies, City of Heroes, Wildstar, Warhammer Online, Guild Wars 2, and , but failed to make a significant impact in Warcrafts market share. Over time, the MMORPG community has developed a sub-culture with its own slang and metaphors, as well as an unwritten list of social rules and taboos.
Separately, a new type of online game came to popularity alongside World of Warcraft, Defense of the Ancients (2003) which introduced the multiplayer online battle arena (MOBA) format. DotA, a community-created mod based on , gained in popularity as interest in World of Warcraft waned, but since the format was tied to the Warcraft property, others began to develop their own MOBAs, including Heroes of Newerth (2009), League of Legends (2010), and Dota 2 (2013). Blizzard Entertainment, the owner of Warcraft property, released their own take on the MOBA genre with Heroes of the Storm (2015), emphasizing on numerous original heroes from Warcraft III and other Blizzard's franchises. By the early 2010s, the genre had become a big part of the esports category.
During the last half of the 2010s, hero shooter, a variation of shooter games inspired by multiplayer online battle arenas and older class-based shooters, had a substantial rise in popularity with the release of Battleborn and Overwatch in 2016 . The genre continued to grow with games such as Paladins (2018) and Valorant (2020).
A battle royale game format became widely popular with the release of PlayerUnknown's Battlegrounds (2017), Fortnite Battle Royale (2017), and Apex Legends (2019). The popularity of the genre continued in the 2020s with the release of the (2020). Each game has received tens of millions of players within months of its releases.
The report Online Game Market Forecasts estimates worldwide revenue from online games to reach $35 billion by 2017, up from $19 billion in 2011.
The development of web-based graphics technologies such as Adobe Flash and Java allowed browser games to become more complex. These games, also known by their related technology as "Browser game" or "Java games", became increasingly popular. Games ranged from simple concepts to large-scale games, some of which were later released on consoles. Many Java or Flash games were shared on various different websites, bringing them to wide audiences. Browser-based pet games are popular among the younger generation of online gamers. These games range from gigantic games with millions of users, such as Neopets, to smaller and more community-based pet games.
More recent browser-based games use web technologies like Ajax to make more complicated multiplayer interactions possible and WebGL to generate hardware-accelerated 3D graphics without the need for plugins.
Expansion of , a sub-genre of , happened in 2016 when several developers released or announced their hero shooter multiplayer online game. Hero shooters have been considered to have strong potential as an esport, as a large degree of skill and coordination arises from the importance of teamwork. Some notable examples include Battleborn, Overwatch, and Valorant.
Where online games supports an in-game chat feature, it is not uncommon to encounter hate speech, sexual harassment and cyberbullying. Players, developers, gaming companies, and professional observers are discussing and developing tools which discourage antisocial behavior. Alt URL There are also sometimes Gamemaster present, who attempt to prevent anti-Social behavior. Online games also often involve real-life illegal behavior, such as scam, financial crimes, invasion of privacy, and other issues.
Recent development of gaming governance requires all video games (including online games) to hold a rating label. The voluntary rating system was established by the Entertainment Software Rating Board (ESRB). A scale can range from "E" (stands for Everyone) inferring games that are suitable for both children and adults, to "M" (stands for Mature) recommending games that are restricted to age above 17. Some explicit online games can be rated "AO" (stands for Adult Only), identifying games that have content suitable for only adults over the age of 18. Furthermore, online games must also carry an ESRB notice that warns that any "online interactions are not rated by the ESRB".
Shutting down an online game can severely impact the players. Typically, a server shutdown means players will no longer be able to play the game. For many players, this can cause a sense of loss at an emotional level, since they often dedicate time and effort to making in-game progress, e.g., completing in-game tasks to earn items for their characters. In some other cases, the game might still be playable without the server, but certain important functionalities will be lost. For example, earning key in-game items often requires a server that can track each player's progress.
In some cases, an online game may be relaunched in a substantially different form after shutting down, in an attempt to increase the game's quality, remedy low sales, or reverse a declining player base, and see significantly greater success. Final Fantasy XIV was negatively received upon its 2010 release, and relaunched as A Realm Reborn in 2013 - the new version was met with considerable positive reception, and is still running as of 2022. Splitgate: Arena Warfare relaunched as Splitgate in 2021, switching to a free-to-play model and adding cross-platform multiplayer, and subsequently saw 2 million new players, with the servers being unable to handle the influx.
However, games may remain a commercial failure despite a planned relaunch. These include the 2015 asymmetrical first-person shooter Evolve, which transitioned to a free-to-play title known as Evolve Stage 2 a year after launch, after it was criticized for its significant amount of DLC despite being a full-priced game, but had its servers permanently shut down roughly two years later after its user base "evaporated" as a result of infrequent updates. The 2019 looter-shooter Anthem was also planned to be relaunched as Anthem Next, but the changes were never implemented, partially due to the impact of the COVID-19 pandemic and an unwillingness to further invest in the game by Electronic Arts.
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