Entering into the 2000s, the cost of technology, servers and the Internet has dropped so far that fast Internet was commonplace, which led to previously unknown genres like massively multiplayer online games (MMOs) becoming well-known. For example, "World of Warcraft" (2004) dominated much of the decade. Several other MMOs attempted to follow in "Warcraft"s footsteps, such as "Star Wars Galaxies", "City of Heroes", "Wildstar", "Warhammer Online", "Guild Wars 2", and "", but failed to make a significant impact in "Warcraft"s market share. Over time, the MMORPG community has developed a sub-culture with its own slang and metaphors, as well as an unwritten list of social rules and taboos.