A virtual world is a computer-simulated environment intended for its users to inhabit and interact via avatars. This habitation usually is represented in the form of two or three-dimensional graphical representations of humanoids (or other graphical or text-based avatars). Some, but not all, virtual worlds allow for multiple users.
The world being simulated typically appears similar to the real world, with real world rules such as gravity, topography, locomotion, real-time actions, and communication. Communication has been in the form of text in current examples of an online world. This type of virtual world is now most common in massively multiplayer online games (Second Life, The Sims Online, There), particularly massively multiplayer online role-playing games such as EverQuest, Ultima Online, Lineage or World of Warcraft.
As virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from true massively multiplayer online role-playing games, and massively multiplayer online real-life/rogue-like games -- the distinction being that in RPGs, the fact of the user playing a specific character is a main feature of the game, whereas in RLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or mulitple roles.
One perception of virtual worlds requires an online persistent world, active and available 24 hours a day and seven days a week, to qualify as a true virtual world. Although this is possible with smaller virtual worlds, especially those that are not actually online, no massively multiplayer game runs all day, every day. All the online games listed above include downtime for maintenance that is not included as time passing in the virtual world. While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds. For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game time.
The virtual worlds found in video games are often split into discrete levels.
Some early prototyptes were WorldsAway, a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape, and The Palace, a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursur to America Online).
Computer and video game gameplay | Virtual reality communities
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"Virtual world".
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