achaea

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  • Massively's Third Annual Frindie Awards

    by 
    Beau Hindman
    Beau Hindman
    01.01.2014

    It's time once again for me to throw out my awards for the best of free-to-play, indie, and oddball MMOs, a real niche-within-a-niche. It might seem that I am assigned many of these titles as though I were some modern day Mikey, but the truth is that I get a huge thrill out of finding a new game but get even more of a thrill when I realize that no one is covering it. I had to really think hard about the criteria for the awards this year, mainly because "indie" is quickly becoming one of those often hard-to-define words, alongside "MMORPG" and "free-to-play." Fortunately, I think I know it when I see it. I kept my choices to games that I have actually played this year. I wanted to avoid games that appear to be really cool. If you want a more broad batch of prizes, check out Massively's best of awards. (Side note: I voted for Defiance as my game of the year.) These awards are for games that are being created on a shoestring or independent of massive budgets. Some of them are connected to some money, of course, but instead of trying to define "indie," I will only repeat: You'll know it when you see it.

  • Free for All: Interviewing Achaea's Matt Mihaly for MUD May

    by 
    Beau Hindman
    Beau Hindman
    05.29.2013

    MUD May has been a very enjoyable experience, but the main thing I learned is that a month is not long enough to cover all of MUDdom. Not by a long shot. The fact is that MUDs have a much longer history than graphical, 3-D MMOs, and here we are on an entire site dedicated mainly to those! We owe a lot to MUDs, but I always try to point out to current or former players that we should not refer to these games only in the past-tense. They are still alive, filled with players and ongoing. That means they are just as viable and worthy of mention as World of Warcraft. How many of our favorite 3-D MMOs will be around for two or more decades? These wonderful games do need to improve in many areas, though. Some MUD developers are attempting to bring these text-based MMOs into the future, none better than Iron Realms Entertainment's Achaea. I sat down with Matt Mihaly, the CEO and Founder of Iron Realms since 1995, for an interview to talk about Achaea and the future of MUDs.

  • Free for All: An interview with ThresholdRPG's Michael Hartman

    by 
    Beau Hindman
    Beau Hindman
    05.22.2013

    The last time I explored ThresholdRPG, I had a blast. It was one of a batch of MUDs that I used to re-introduce myself to the ancient gaming genre, and I enjoyed its simplicity and friendly community. MUDs can seem to be very similar to each other, so in order to enjoy them, you must be able to pick out the finer details that separate them. In ThresholdRPG, I particularly enjoyed fishing, roleplay, customization, and a free-to-play model that was years ahead of its time when first released 17 years ago. The game can be a bit odd, like any MUD. During MUD May I've discovered just how confusing many of these titles can be, but I have also grown to enjoy solving the "mystery" of each game's particular set of code-words that unlock actions. ThresholdRPG is like other MUDs and introduces players to basic commands, but once out in the world a player is on her own. The good news is that an out-of-character help chat is always available and sits right on top of the standard roleplay-enforced chat. That juxtaposition of both channels actually helps immerse me in the game, allowing me to see literally where and when I can use out-of-character speech. I asked Michael Hartman, president and CEO of Frogdice, to talk about MUD development and branching out into other styles of gaming.

  • Free for All: An intro to basic combat in MUDs

    by 
    Beau Hindman
    Beau Hindman
    05.08.2013

    Welcome back to the second installment of MUD May! Almost any time I write an article, I try to keep new players in mind. It's fun to see the reaction from readers when I talk about MUDs or other "classic" MMO models and how these games can pull in fresh blood. Many people seem to forget that there are new players coming into MMO gaming all the time, and MUDs should be no different. Over the next few columns, I will be pulling examples from five games: Gemstone IV, Dragonrealms, Threshold RPG, BatMUD, and Achaea to explain how some basic MUD systems work. With that in mind, I'd like to use this week's installment to explain -- in a very simple way -- how combat might feel in a MUD. One of the biggest hurdles for a new MUD player is often the massive amount of information that is built from decades of development. MUD players often sneer at the thought of simplifying the entry for new players. To be fair, this unwelcoming attitude is common in gaming in general. I feel differently, however, and want to explain some of the basics of these fantastic MMOs -- simply -- in a way that illustrates just how cool MUDs can be.

  • Free for All: Introduction to MUD May

    by 
    Beau Hindman
    Beau Hindman
    05.01.2013

    For the month of May, I will be using this column to cover the world of MUDs aka multi-user-domains or dungeons. MUDs are text-based MMORPGs, and playing one is sort of like playing through a choose-your-own-adventure book with potentially thousands of other players. I'm not so arrogant to think that I could cover the decades of MUD development within the span of five articles, but I've had a go at it in the past and want to examine the topic more. Why? There are many reasons, and to kick off this series, I'd like to talk about them. After today, my columns will concentrate on interviews with developers and players to explain how and why MUDs still work, and I hope that all of this will encourage many of you who have never tried a MUD to pick one out now. The recent buzz surrounding Twine-based games and interactive storytelling is perfect fuel for MUDs to come back into the spotlight. Unless, of course, many of the issues with the insulated community of MUDers sabotage the perfect timing. Let's get started.

  • MMObility: Fourteen MMOs that you can play anywhere

    by 
    Beau Hindman
    Beau Hindman
    07.13.2012

    I thought it'd be fun to make a list of go-anywhere MMOs this week. It's not really hard to find portable MMOs that run on laptops or netbooks. The real issue is locating MMOs that can be played on your desktop while you're at work (while the boss isn't looking, of course!), then on your phone at lunch, and then on your laptop while you sit in bed later that night. The technology to make constantly accessible MMOs is there, namely in the form of HTML5. Adobe recently announced that not only is it moving away from Flash for mobile devices, but it is also specifically targeting Android Jelly Bean. There is a new wave of web technologies coming that will hopefully, once and for all, put an end to the need for special lists like this one. Not all of my choices are HTML5-based, but I tried to keep all of them open for all devices. If you notice any oddities while playing them on a certain device, let me know in the comments section so I can note it. I get a lot of requests for lists like this, so I want to keep things tight. In the meanwhile, enjoy the list. There are others out there, but I wanted to pick out some that give pretty much the same result across whichever device you use.

  • Player vs. Everything: What if WoW sold its code base?

    by 
    Cameron Sorden
    Cameron Sorden
    04.27.2008

    I could bore you all today by starting my article with a lengthy story about the pre-history of your beloved MMORPGs, but I'll cut to the important part: Once upon a time there was a little game called DikuMUD. Similar in nature to the popular Dungeons and Dragons tabletop roleplaying game, it quickly took off with the geek crowd and became something of a phenomenon. In 1991, the source code for the game was made public and it grew into the most popular code base out there for the creation of multi-user dungeons, largely attributed to the ease with which the code could be set up and run. This led to an explosion of rather similar games that eventually gave rise to the more modern virtual fantasy worlds like Ultima Online, EverQuest, and World of Warcraft (each of these have been compared to DikuMUDs at various times). What's the point of rehashing all of this? Simply this: While many people would probably disagree with me, the proliferation of a popular, established code base that was proven to attract players and was easy to set up "out of the box" allowed enormous innovation and creativity to flourish. At one point, there were so many MUDs available on the web that you could go to a website designed specifically to sort out what features you wanted in yours (and play it free of charge, most of the time). Given the wild popularity of World of Warcraft today, I can't help but wonder what would happen to the online gaming industry if Blizzard decided to start selling their source code to people interested in starting up their own game.

  • Iron Realms births Sparkplay Media, new 3D-focused company

    by 
    Chris Chester
    Chris Chester
    11.06.2007

    Iron Realms Entertainment, who you you might (or might not, more than likely) remember from such text-based MMOs as Achaea: Dreams of Divine Lands, Lusternia: Age of Ascension, and Imperian: The Sundered Heavens, has taken their brand in a new direction, creating a separate company named Sparkplay Media from the division working on their upcoming browser-based 3D property, Earth Eternal. That's right folks, 3D!Evidently, they didn't feel as though text-based adventures and the new 3D IPs should exist under the same banner, so the Sparkplay Media name will be used for Earth Eternal, which is scheduled for 2008, in addition to all subsequent games in the same three dimensional vein and Iron Realms will continue to be used for their text-based games. If your interest is piqued at all, check out the video after the jump for some early in-game footage of Earth Eternal.[Via Warcry]