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