There was a time when entering an online world was novel, playing with strangers seemed magical, and spending the late night hours in an internet cafe or LAN House playing a match of Counter-Strike was an almost ritualistic event.
From the first MMORPGs on modest PCs to global phenomena like Fortnite, League of Legends, and Genshin Impact, online games have completely changed the way people play, socialize, and even consume entertainment.
Some created entire genres, others popularized ideas that now seem basic, and several transcended the gamer bubble to become part of pop culture. Let's talk about these online games that marked the history of multiplayer games, and if you have any questions, just leave a comment.
Ultima Online
Ultima Online is an innovative MMORPG for its time and, on its official website, was described as "an expansive sandbox world, with crafting, house building, and freedom for the player to shape their own story". Today, houses, crafting, and an open world are the rules for a good MMORPG, but it wasn't always that way. And Ultima Online was one of the first to bring all of that together in a massively multiplayer online game.

Its synopsis is simple, yet enormous in consequence: you enter Britannia and begin to exist within a medieval fantasy world where your path depends on exploration, trade, combat, and interaction with other players. It's not a self-contained, single-player story; it's a parallel life fantasy, and that's exactly what paved the way for what came after.
Back in 1997, it introduced a persistent world where the character's life continued even when the player disconnected from the game—something that remains the basis of virtually every large-scale online game today. What makes Ultima Online one of the most relevant MMOs in history was the idea of living in a shared world, with an economy, housing, profession, and social interaction as central parts of the experience.
In practice, Ultima Online was one of the names that helped define what the modern MMO would be.
Tibia
During the late 1990s and early 2000s, when LAN houses were the primary way for most of the Brazilian public to access the internet and speeds weren't as high as they are today, online games with simple graphics that consumed little data were the main way for players to have fun online. And Tibia was one of the kings in this regard: the graphical limitations were one of the factors that gave the game a very unique visual identity.

The characters, which appeared to be lying down, and the simple, colorful graphics made Tibia an MMO unlike anything else at the time. While games were becoming three-dimensional, taking advantage of increasingly advanced technologies, Tibia remained true to its style, focusing on content and things to be discovered.
Tibia's story is set in a medieval fantasy world where the player creates their character and gains strength through exploration, hunting, and survival. It doesn't rely on a grand cinematic campaign; the plot lies within the world itself, in the cities, the creatures, and the feeling of existing in a hostile place where losing your character means losing a lot of time and effort. This is what helped the game create an almost ritualistic relationship with its player base.
League of Legends
If there's one online game that has made history and popularized a genre loved by many and hated by many others, that game is League of Legends. The game wasn't the first MOBA in history, but it was largely responsible for transforming the genre into a worldwide phenomenon. Ask someone who doesn't follow video games that closely if they know any MOBAs, and the answer will probably be League.

Although the genre has another giant vying for space, Dota 2, Riot Games has managed to transform League of Legends into something much bigger than just an online game. Today, the franchise includes a fighting game, an isometric RPG, a virtual band, an idol group, and even a hugely successful Netflix series, Arcane.
If you ask around, many people know characters like Jinx, Vi, or Caitlyn—even people who’ve never played League—while only the most hardcore MOBA players know the name of someone from Dota 2.
League of Legends has also become one of the biggest names in esports and has helped popularize professional championships worldwide, creating for many people the dream of making a living from competitive gaming in the same way that previous generations dreamed of becoming football players.
StarCraft
StarCraft wasn't just a popular RTS. It was a cornerstone of modern online competitive culture. Originally released in 1998, the game became huge, primarily in South Korea, where it helped shape the birth of professional esports as we know it today. Television broadcasts, celebrity players, sponsored teams, and packed arenas began to gain momentum precisely during the StarCraft era.

The key difference in StarCraft lay in the almost absurd balance between the races. Each faction played in a completely different way, demanding its own styles of strategy, management, and execution. This transformed the game into a competitive phenomenon, because mechanical skill, tactical awareness, and speed of thought made a huge difference in matches.
Its historical impact goes far beyond RTS. StarCraft helped establish concepts that are now part of the structure of modern esports. The very idea of watching professional players compete at a high level gained immense strength thanks to the game's success in Asia. Furthermore, Warcraft III, also from Blizzard, served as the basis for the Defense of the Ancients mod, the origin of the MOBA genre. In other words, part of the modern online competitive DNA passes directly through the era of Blizzard's RTS games.
Fortnite
Fortnite is another game that, while not the first, is one of the biggest and most prominent in the world of online multiplayer games, exploding in popularity both among gamers and non-gamers. The original campaign, Save the World, is a cooperative PvE experience where the player faces hordes of monsters, builds fortifications, collects materials, and rescues heroes. The Battle Royale mode, however, has become the game's most famous aspect.

Fortnite is the kind of game that even those who don't play have heard of, seen a video of, or heard about some mega-event. And Fortnite is practically the Super Bowl of gaming when it comes to events and crossovers.
Think of a major franchise or character from pop culture. They've probably been in Fortnite! Think of a world-renowned celebrity, virtual or real. They've probably been—or at least there's been speculation about them—in Fortnite.
The names that have been involved in the game and made it the huge phenomenon it is today range from Sabrina Carpenter, Mariah Carey, and Lady Gaga to Star Wars, God of War, The Simpsons, Family Guy, Rick and Morty, Dragon Ball, Naruto, Marvel and DC, Hatsune Miku, and many more. And if you thought of singers like The Beatles, Michael Jackson, and Madonna: they haven't been in Fortnite yet, but don't be surprised if one day you see them jumping off the Battle Bus.
Overwatch
Another one on the "not the first, but the biggest" list. Blizzard once again managed to take concepts from various games, such as Team Fortress, mix the logic of MOBAs with FPS, create a bunch of charismatic characters with unique powers and ultimates, and give such a fresh face to a genre that this face became the official face of Hero Shooters. Even with Marvel Rivals, Valorant, Paladins and others, Overwatch is still one of the biggest and most recognizable games of this style.

The story of Overwatch takes place in a future where humanity has faced a global crisis caused by robots known as Omnics. To combat this threat, Overwatch was created, an international force formed by soldiers, scientists, special agents, and adventurers from different parts of the world. Even after the end of the war, political conflicts, terrorism, and global disputes continue to threaten peace, leading former members of the organization to return to active duty.
The game's great differentiator lies in its heroes. Each character has unique abilities, a specific function, and a completely different gameplay style. Some are focused on healing, others on defense, mobility, explosive damage, or area control. This made Overwatch stand out because it wasn't just "an FPS"; it mixed elements of MOBA, team-based games, and traditional shooters in a more accessible and visually striking format.
Even though, with the release of Overwatch 2 (which only took the base of the first and refined some elements, even with certain adjustments that the public didn't approve of), the game lost some of its popularity, it's undeniable that it's still synonymous with Hero Shooter.
Dragon Collection
Dragon Collection is important because it wasn't just "another mobile game". It helped transform the gacha model into the dominant one. Before it, social mobile games existed, but they were still seen as simple and fleeting experiences.

The game's gigantic success showed that systems based on random collection, continuous progression, and constant events could captivate players for years and generate an absurd economy within the mobile market. Several studies on monetization in Japanese games use Dragon Collection as a central example of the explosion of "kompu gacha", a system that became so lucrative and controversial that it even generated regulatory changes in Japan.
The game's story revolves around adventurers who explore ruins, face monsters, and collect legendary creatures to strengthen their teams. The focus, however, was never on cinematic narrative. The true heart of the game was the social progression and collection loop. The player spent time gathering rare cards, evolving monsters, participating in temporary events, and facing other users in automatic battles. It seems simple today, but this format became the backbone of an entire industry.
Its historical impact is enormous because it practically established several of the foundations of modern gacha: lottery banners, character rarity, limited events, incentive for complete collection, and monetization based on random chances. Even today's giant games still follow structures very similar to those that Dragon Collection helped to consolidate.
Genshin Impact
Although the gacha genre was already relatively popular in the West, Genshin Impact certainly transformed gacha into a mainstream phenomenon outside the mobile niche. The game featured several launch factors typical of a AAA title: crossplay between mobile, PC, and console platforms, a gigantic infrastructure behind the game, simultaneous global release, and a level of production and technical quality that, until then, hadn’t been seen in games of this genre.

Genshin Impact is so impressive for a gacha game that, upon its release, it was heavily compared to The Legend of Zelda: Breath of the Wild. So much so that Sony fans even smashed their PlayStation 4s in front of the Hoyoverse booth in protest because of these similarities. However, protests or not, Genshin Impact is a success and has already won several awards at The Game Awards in categories such as Best Mobile Game and Player's Voice, not to mention numerous nominations.
Almost six years after its release, the game continues to expand the world of Teyvat, receiving new characters and events, game modes, and a dynamic and vibrant universe. The journey of Lumine, Aether, and Paimon, and the other eighty+ characters already released, may be coming to an end, but it's unlikely that Hoyoverse will let this universe die anytime soon.
Counter-Strike
Another one that was a huge hit during the LAN house era in Brazil. The so-called "night owl" gatherings, which brought players together to stay up all night playing CS, were the embryos of what would become esports championships in Brazil, with the creation of clans, a competitive scene, rivalries, and teams.

The premise is simple: terrorists and counter-terrorists clash in objectives such as planting bombs or rescuing hostages. There’s no elaborate narrative campaign; the story unfolds within the matches themselves. Even so, the game has built a huge identity through its maps, the tension of the rounds, and its extreme focus on skill.
What made Counter-Strike a defining generation was its combination of simplicity and absurd depth. Players learn the basics quickly, but mastering movement, retreat, positioning, economy, and map reading requires hundreds or thousands of hours. This helped the game create an extremely strong competitive scene, both professional and casual.
Its cultural impact was enormous. Counter-Strike helped solidify the culture of clans, local championships, cyber cafes, and esports in the West. Many people had their first contact with competitive multiplayer through CS.
Quake III Arena
Here, we'll make an important observation: although Quake III Arena was originally released in 1999 for PC, the Dreamcast version released in the 2000s was the first multiplayer experience on a home console similar to what we have today, with lobby, text chat, and real-time PvP combat with people from all over the world.

Before the Dreamcast, Sega and Nintendo had already experimented with connecting their consoles to the internet, such as the Mega Net, a cartridge that allowed players to use the internet to access emails and even their bank accounts. And the Famicom, Nintendo's 8-bit console, had an online function exclusively in Japan that allowed downloading games onto a reusable cartridge (so much so that some games are now inaccessible because they were made exclusively for this model).
After that, Phantasy Star Online, also on the Dreamcast, was one of the first multiplayer experiences in an MMORPG-style game similar to what we have today on a console. So, if today you have an online mode to play on your console, it was the Dreamcast—Sega's most audacious console—that paved the way for your PlayStation 5 to run.










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