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Massively multiplayer online real-time strategy

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Massively multiplayer online real-time strategy (MMORTS) is a genre of online computer game that combines real-time strategy (RTS) with a large number of simultaneous players over the Internet. Players will often assume the role of a general, king or figurehead of some kind, leading an army into battle, while at the sametime maintaining the resources needed for such warfare. The titles are often based in a sci-fi or fantasy universe and are distinguished from single or small-scale multiplayer RTSs by the number of players and common use of a persistent world, generally hosted by the game's publisher, which continues to evolve even when the player is not currently playing.

Contents

History

Unlike MMORPGs, the MMORTS genre is still in its infancy with only a handful of active games, none of which have come from a large publisher. Vibes, a French developer, created the first MMORTS, Mankind, in 1998 starting the genre rolling. Mankind (not to be confused with Face of Mankind) defined what the MMORTS persistent nature means. Even when players are not online, their mines extract ores, factories create equipment, ships continue commerce, and combat units continue to do battle. In 2001 Nexon Inc., now known as KRU Games, released Shattered Galaxy. It is very different from Mankind in that it focuses on squads of units fighting in 15 minute intervals.

Current Problems

There currently exists a large problem in dealing with offline players. While MMORPGs typically have a user's character disappear from the game world upon logout, the same idea can not apply to an MMORTS. Most MMORTS titles place the player as the leader of some sort of nation-state, whose disappearance would not make sense. Therefore, when a player logs out, the nation would be largely unguarded. Developers have been trying to compensate for this problem with advanced artificial intelligence to control a player's army, restrictions on destructive acts against offline users, and placing the player in control of a handful of units rather than an empire. MMORTSs must also deal with resource competition. In a single player real-time strategy, resources are mostly limited. The genre almost forces the game designers to use an unlimited resource system as in Total Annihilation, but this forces each successive new player to have to build more quickly than the last. A possible solution is a periodic server-reset of resources alloted to players. MMORTS also poses several technical problems. Because the player controls not just an avatar but tens if not hundreds of units simultaneously, this puts an enormous price tag on bandwidth if the level of interaction is to compete with modern single or multiplayer RTSs. Most MMORTSs reduce the level of simulation that needs to be synced with the server which puts serious limitations on the types of simulation that can be preformed. The limitations include limited view rules such as radar and terrain blocking algorithms, limited physics simulations such as artillery arcs and shock waves, limited air and undersea combat. Simulation has to rely on simple mechanisms to stay in budget which by the player of the RTS genre might be considered outdated.

Examples of MMORTSes

See also

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Massively multiplayer online real-time strategy from Wíkipedia. ©2006 by Wíkipedia. Licensed under the GNU Free Documentation License. View a list of authors or edit this article.

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