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StarCitizen:MMO: Difference between revisions

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Foremost, was the concept of “massive”, meaning that truly thousands or more players could simultaneously connect and interact with each other live in the game world. <ref name=":0" />
Foremost, was the concept of “massive”, meaning that truly thousands or more players could simultaneously connect and interact with each other live in the game world. <ref name=":0" />


As ''Ultima Online'' had significantly more success than Electronic Access had projected, they still had to “[[StarCitizen:shard]]” the world.<ref name=":0" />
As ''[[StarCitizen:ULTIMATE (series)|Ultima Online]]'' had significantly more success than Electronic Access had projected, they still had to “[[StarCitizen:shard]]” the world.<ref name=":0" />


While ''Ultima Online'' was mostly a single flat world, Origin Systems did not intend to imply that the massive number of players in an MMO could not also have smaller [[StarCitizen:Instancing|instanced]] spaces, rather / mostly that all players in a shard can see and interact with each other.<ref name=":0" />
While ''Ultima Online'' was mostly a single flat world, Origin Systems did not intend to imply that the massive number of players in an MMO could not also have smaller [[StarCitizen:Instancing|instanced]] spaces, rather / mostly that all players in a shard can see and interact with each other.<ref name=":0" />
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* [[StarCitizen:Player count]]
* [[StarCitizen:Player count]]
* [[StarCitizen:Server meshing]]
* [[StarCitizen:Server meshing]]
* [[StarCitizen:Persistent Universe|PU]]


== References ==
== References ==
[[Category:Abbreviations]]
[[Category:Abbreviations]]

Latest revision as of 11:19, 4 August 2026

MMO means Massively Multiplayer Online.<ref name=":0">@RichardGarriott, Twitter, Jul 19, 2023</ref> Star Citizen is an MMO, while Squadron 42 isn't.

The term MMO was coined at StarCitizen:Origin Systems by Richard Gariott's team trying to differentiate Ultima Online from MUD’s and other dial up service multiplayer games.<ref name=":0" />

Foremost, was the concept of “massive”, meaning that truly thousands or more players could simultaneously connect and interact with each other live in the game world. <ref name=":0" />

As Ultima Online had significantly more success than Electronic Access had projected, they still had to “StarCitizen:shard” the world.<ref name=":0" />

While Ultima Online was mostly a single flat world, Origin Systems did not intend to imply that the massive number of players in an MMO could not also have smaller instanced spaces, rather / mostly that all players in a shard can see and interact with each other.<ref name=":0" />

See also


References