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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 Kesmai legacy

    by 
    Justin Olivetti
    Justin Olivetti
    03.13.2012

    Most studios would be overjoyed to have pioneered one significant advancement in video game history, but then again, most studios aren't Kesmai. While it's not a household name today, it's reasonable to say that without the heavy lifting and backbreaking coding that this company shouldered in the '80s and '90s, the MMO genre would've turned out very different indeed. Last week we met two enterprising designers, Kelton Flinn and John Taylor, who recognized that multiplayer was the name of the future and put their careers on the line to see an idea through to completion. That idea was Island of Kesmai, an ancestor of the modern MMO that used crude ASCII graphics and CompuServe's network to provide an interactive, cooperative online roleplaying experience. It wasn't the first MMO, but it was the first one published commercially, and sometimes that makes all the difference. Flinn and Taylor's Kesmai didn't stop with being the first to bring MMOs to the big time, however. Flush with cash and success, Kesmai turned its attention to the next big multiplayer challenge: 3-D graphics and real-time combat. Unlike the fantasy land of Island of Kesmai, this title would take to the skies in aerial dogfighting and prove even more popular than the team's previous project.

  • The Game Archaeologist and the Quest for Camelot: Interview with Mythic

    by 
    Justin Olivetti
    Justin Olivetti
    08.10.2010

    After last week's expedition into the dark Dark Age of Camelot, the Game Archaeologist uncovered the mightiest weapon of them all: the Hammer of Nostalgia. The hammer may be battle-worn, but it has never seen better days. Everywhere it strikes, fond memories of epic keep battles surface, and former players feel compelled to sign up for another tour of duty. The Game Archaeologist proceeded to take the hammer back to its makers, the sweat-stained smithies at Mythic Entertainment (now BioWare Mythic), to see whether they thought there was any magic left in the game. Two burly men put down their steel tools and stepped forward to testify, and their names were Colin of the Hicks and Jeff "Soulstriker" Hickman. The air became thick with memories as the duo recalled the early days of the hammer's history, when players were initially adding to its strength with each victory and each crushing defeat. Pull up a stool to hear their tale, and when you are done, send in your own favorite DAoC memories (100 words max, please) to justin@massively.com for next week's column!