Buck-Rogers

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  • The Game Archaeologist: Dark Sun Online

    by 
    Justin Olivetti
    Justin Olivetti
    05.15.2012

    Computer RPG players in the late '80s and early '90s were surely familiar with Strategic Simulations, Inc. (SSI) and its now-infamous Gold Box series. The series, so named because of their distinctive gold packaging, ran on a solid engine that helped the company churn out over a dozen titles within a five-year span. From Dungeons & Dragons' Pool of Radiance to Buck Rogers: Countdown to Doomsday, these titles quickly became revered among the gaming community. I personally have very fond memories of playing both Buck Rogers titles, despite not having ever watched the show. While the Gold Box series has not become as timeless or replayable as late '90s classics like Baldur's Gate and Fallout, they definitely had a huge impact on the PC scene and helped elevate the CRPG genre. Following the Gold Box engine, SSI went on to produce another engine that it used for a completely new series set in the D&D campaign setting of Dark Sun. Dark Sun: Shattered Lands (1993) and Dark Sun: Wake of the Ravager (1994) were both modest hits, and when it came time for a third game in the series, SSI decided to make the leap to the then-untested realm of online gaming. What followed was a wild two-year experiment in MMOs that happened prior to the Ultima Online and EverQuest generation. While ultimately unsuccessful in achieving its potential or gaining a large audience, Dark Sun Online: Crimson Sands made a valiant attempt at achieving the inevitable future of gaming.

  • The Game Archaeologist and the Nights of Old Winter

    by 
    Justin Olivetti
    Justin Olivetti
    11.23.2010

    Here's a question for you: How much do you really, really have to love a game to pay $8.00 an hour to play it? Considering how much we tend to whine about a flat $15/month fee, I'm guessing the answer is, "Only if it loved me long time." And yet, in 1991 this wasn't considered crazy extortionist practices -- it was dubbed "Being a pioneer." While online RPGs were nothing new by then, nobody had tackled the jump from text-based RPGs (MUDs and BBS doors) to graphical games due to the technology (limited modem speeds and access) and funding involved. It took the efforts of a Superfriends-style team to make this happen with Neverwinter Nights: Stormfront Studios developed the game, TSR provided the Dungeons & Dragons license, SSI published it under its Gold Box series, and Aol handled the online operations. Thus, 19 years ago -- six years before Ultima Online and 13 before World of Warcraft -- the first multiplayer graphical RPG went online and helped forge a path that would lead to where we are today. With only 50 to 500 players per server, Neverwinter Nights may not have been "massively," but it deserves a spot of honor as one of the key ancestors to the modern MMO.