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In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city.The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.The most common form of such games are fantasy worlds, whereas those based on the real world are relatively rare.Most MMORPGs have real-time actions and communication.Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.
While the designers have a great deal of control over the economy by the encoded mechanics of trade, it is nonetheless the actions of players that define the economic conditions of a virtual world.Users interact in role-playing or competitive games by typing commands and can read or view descriptions of the world and other players.Such early worlds began the MUD heritage that eventually led to massively multiplayer online role-playing games, more commonly known as MMORPGs, a genre of role-playing games in which a large number of players interact within a virtual world.Some prototype virtual worlds were Worlds Away, a two-dimensional chat environment where users designed their own avatars; Dreamscape, an interactive community featuring a virtual world by Compu Serve; Cityspace, an educational networking and 3D computer graphics project for children; 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 Lucas Film Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online).
The economy arises as a result of the choices that players make under the scarcity of real and virtual resources such as time or currency.