VW vs. MMOG
Are Virtual Worlds and Massively Multiplayer Online Games distinct from one another? If so, what are the distinctions? We’re in the thick of a discussion at the tavern trying to discover just what VWs and MMOGs are, by definition. Since this is my blog, I get to post my opinions on the shiny front page. I’ll start by providing my definition of each:
- Massively Multiplayer Online Game: A persistent-state game that is played online with hundreds, if not thousands, of people.
- Virtual World: A persistent-state computer-simulated world that is generally occupied by hundreds, if not thousands, of characters.
First, let’s investigate the intentional differences in the wording of the two:
First off, I’ve stated that Virtual Worlds are computer-simulated worlds. That means that the computer is doing something to make the environment live and breathe. Creatures are spawning, NPCs are interacting with each other (for example, guards will attack monsters that wander too close to a city), and there is simply something going on in the the world that the computer is controlling, and this is happening without the necessary involvement of players. MMOGs, on the other hand, don’t have to have a simulated world ticking on the part of the computer. In PlanetSide, for example, it is (by my definition) an MMOG and not a VW, because the computer isn’t simulating a living, breathing world.
Next, I say MMOGs are “played” where VWs are “occupied.” This is important because to be a game, it implies interaction from people (or monkeys, or whatever sentient lifeforms enjoy games) who play the game. Virtual Worlds, in my opinion, don’t have to be occupied by sentient beings. I would consider a game that simulated interactions between NPCs a Virtual World as long as it fits the other criteria. This ties into the last difference, which is “people” vs. “characters,” which is a distinction made for the same reason.
The next difference is my use of “online” in the definition of MMOGs, yet I left it out of VWs. This one I’m not sure I want to leave out, but if I’m going to maintain that a Virtual World can exist without the interaction of players and merely on the nature of its persistence, I better stick to my guns. As longs as the VW is persistent, it doesn’t necessarily have to be hooked up to the internet. MMOGs, however, have to be online in order to qualify for the very term the acronym stands for.
My final difference is that Virtual Worlds are “generally” occupied by hundreds, if not thousands, of characters. The hundreds and thousands part may be inherently flawed, but for some reason I don’t consider “dozens” massive. I’ve stated “generally” in VW rather than MMOG because they don’t necessarily have to be occupied by many characters, or indeed any (as long as the world persists and changes in some way, such as seasons continue, glaciers move, etc.).
Now that I’ve covered the important part, on to the rest. Virtual Worlds are distinct from Massively Multiplayer Online Games, and vice versa. One can be the other, but that isn’t always the case. For example, PlanetSide is an MMOG, but it is not a Virtual World. Without the players, it would no longer resemble a VW.
If you take the players out of a normal MMORPG–say, EverQuest II or Dark Age of Camelot–the world would still be there. The NPCs would still have their jobs, and there would still be creatures roaming the landscape. The environment would continue to be a persistent simulated world.
Remove the players from a game like PlanetSide (can’t come up with another good example here, so if you can figure one out, point it out), and it’s empty and nothing is going on at all or being simulated by the computer. It (PlanetSide) requires the interaction of players to become anything beyond a complex 3D rendering of a landscape. MMOG implies size and persistence, Virtual World implies a simulated world usually in addition to what makes an MMOG.
Can Virtual Worlds exists without being games? I think so, but it’s hard to describe. The easiest way for me to think of it is as a completely simulated world with no human players in it. It’s still a Virtual World, but by no means a game since it is not interactive. That’s on the far end of the spectrum, though. According to the thread in the tavern, not too many people agree with me. Check out that thread for more on the VW vs. MMOG discussion.

“The NPCs would still have their jobs, and there would still be creatures roaming the landscape.”
Given that creatures usually only spawn when there’s someone to see them, i’d dispute that.
That begs the question,
If a creature spawns in the middle of a forest and no one sees it, did it really spawn?
. The possibilities are limitless. There are many more, but I’m trying to keep this post somewhat shorter than a novel. After all this talk one would think that a MMOG is a Virtual World. I tend to think so, buthere is an opposite take on it and here. Now that we have created this virtual world and are doing real work…….. wait….. this is starting to sound a lot like The Matrix. Are we actually batteries or doing work for someone else. Are we the super computer to find the
I’ve always thought of Virtual Worlds as something along the lines of Alien Planet. (I believe it still on the air but they also put it out on DVD, if you haven’t seen it already it’s worth watching) Here’s a link : http://dsc.discovery.com/convergence/alienplanet/alienplanet.html
‘Virtual World’ being something that is created by a programmer with ‘the basic laws of nature’ set in place. A world set up with its own virtual Eco system(s) where many ‘programs’ or virtual organisms within these virtual environment(s) will interact with each other with no outside influence from we who are observing it. A world that is capable of evolving along many paths. The above example was so intricate that the programmers themselves even learned new things while just watching it.
I’ve always dreamed of playing a game that would be a merging of the two concepts – a Virtual World that not only responds to it’s own sub programs (so it could conceivably evolve and grow without any outside influence at all such as the previous example) but also reacts and interacts with people entering that virtual world; perhaps even shaping that worlds future. Can you imagine a game such as this where once it leaves the programmers hands it grows and changes all on it’s own so that even the programmer that gave it birth won’t know what it will ultimately become…
Wow, that’s some interesting stuff. I think I’ll pop over to the forum and chime in. I have a few sticking points with your definitions though.
I think VW’s can exist without being games, however I think many users have difficulty occupying VW’s without trying to play them as a game. Second Life or Project Entropia, for example, are probably the two prime examples of “game-less” (or “goal free”) VW’s out there. Yet “games” grow out of the very process of simply existing in the VW with your avatar. You are trying to achieve *something*, aren’t you?
I’ll Netflix Alien Planet if they have it. On the comment about creatures not spawning unless someone’s nearby, they do. At least in EverQuest II, there are creatures around even if nobody is in the zone.
s on the far end of the spectrum, though. According to the thread in the tavern, not too many people agree with me. Check out that thread for more on the VW vs. MMOG discussion. posted by Ryan “Blackguard” Shwayder @ 8:50 pm Comments Off
[IMG ] In the past few days when I’ve had time enough to sit down and enjoy EQ2 I have pondered about NPC’s and various actions. It kind of hit me even more when reading aboutNerfbats Virtual worlds vs. MMO’s. I won’t get into the little debate I just brought it up because it made me think about my MMO world. I like emersion and the feeling as if something is going on. Like the feeling the first time you go into Nektulos castle or
that asks the question “Are Virtual Worlds and MMOGs distinct from one another? If so, what are the distinctions?” …I know, I know.. that’s a flurry of links all at once there, but I think you can handle it. TheNerfbat article is probably a good place to start this journey since it provides a solid introduction to the topic followed by Ryan’s opinions. He starts with his definitions of each and rolls from there: Massively Multiplayer Online Game