Many online games create their own online communities, while other games, especially social games, integrate the players' existing real-life communities.
The rapid availability of the Internet in the 1990s led to an expansion of online games, with notable titles including Nexus: The Kingdom of the Winds (1996), Quakeworld (1996), Ultima Online (1997), Lineage (1998), Starcraft (1998), Counter-Strike (1999) and Ever Quest (1999).
Lose your inhibitions online"It's your ability to live out your fantasy.
We allow users to do anything they could do in real life with their bodies," Utherverse's CEO and founder Brian Shuster told IBTimes UK."We decided that in the virtual world, everything should be as consequence-free as possible, so we programmed a button in that you could press to get rid of the hangover from smoking pot, when you're tired of the effect."Shuster is well known on the web as the "Prince of Pop-Ups" – he helped to monetise the internet in the 1990s by inventing banner and pop-up ads.
There is a copious amount of sexually explicit content on Utherverse, and the first world launched in 2004 was Red Light Center, a virtual replica of Amsterdam's red light district."In the beginning, adult content was wildly successful on the net and that was how so many people moved onto the internet," Shuster says."We weren't shy about focusing on the adult content when Utherverse began, as it helped to bring people onto the virtual world.
The virtual worlds that did not embrace adult content, aside from gaming worlds like World of Warcraft, have largely failed, for example Google Lively, and Blue "So who plays these games?
The assumption that online games in general are populated mostly by male has remained somewhat accurate for years.
Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games and massively multiplayer online role-playing games (MMORPG).
The prominence of online components within a game can range from being minor features, such as an online leaderboard, to being part of core gameplay, such as directly playing against other players.
The report Online Game Market Forecasts estimates worldwide revenue from online games to reach billion by 2017, up from billion in 2011.
During the 1990s, online games started to move from a wide variety of LAN protocols (such as IPX) and onto the Internet using the TCP/IP protocol.