graphical-mud

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  • The Game Archaeologist: Steve Nichols' The Realm Online debriefing, part 2

    by 
    Justin Olivetti
    Justin Olivetti
    12.01.2012

    This week we continue our interview with Steve Nichols, one of the original lead developers on The Realm Online. After his work on this pioneering title, Nichols expanded his MMO resume with projects such as the never-seen Middle-earth Online (MEO), the seminal Freelancer, the PvP-centric Shadowbane, and the cult classic Dungeon Runners. These days, Nichols is with Retired Astronaut Collective, continuing to create games for all of us nutty players to enjoy. In this riveting conclusion to our talk on The Realm Online, Nichols discusses the difficulties of the game's promotions, lessons learned from his time on the project, and the sundry secrets of hanky-panky in this early MMO.

  • The Game Archaeologist: Steve Nichols' The Realm Online debriefing, part 1

    by 
    Justin Olivetti
    Justin Olivetti
    11.17.2012

    It's been called one of "the internet's forgotten games," and yet there are those who will never forget the impact that The Realm Online had in their gaming lives. For some gamers in the mid-'90s, it was the very first taste of a graphical MMO. Though it was little more than two-dimensional cartoon graphics added to the then-standard MUD setup, The Realm Online nevertheless helped to forge a path to the brave new world of MMOs. The Realm, as it was originally called, was a project of Sierra On-Line. Development on the title began in late 1995, with a 1996 beta and launch following soon after. As with other early graphical MMOs, Sierra had little experience or comparisons to draw from while making The Realm but somehow made it work anyway. The resulting game featured a strong emphasis on roleplay, trade, and turn-based combat, although a robust questing experience this was not. Sierra On-Line never fully got behind The Realm, eventually selling it off to Codemasters in the early 2000s, which then turned around and handed off the title to its current operator, Norseman Games. To date, it's one of the longest continuously operating graphical MMOs in existence and can still be enjoyed by today's gamers. We reached out to one of the lead developers on The Realm Online, Stephen Nichols, who agreed to an interview on the condition that we give him a very big horn in a tent. Just kidding; the horn is from his private stock. Let's get to it!

  • Free for All: Looking for the near-perfect MUD-like browser MMO

    by 
    Beau Hindman
    Beau Hindman
    04.11.2012

    I need your help. If you are a reader, then I need you to open your memory boxes and take a look around at the bottom. Shuffle around where all the remnants of favorite past MMOs settle and see if you can find me something. If you are a developer who is reading this, then you might indeed have some special insight into my issue. I need a game. A special game. It must fit a certain mold that is very particularly fitted to my very specific needs and wants. It's a tall order, to say the least. Now, I understand how to use Google. At least once a week I am asked something along the lines of "Where do you find these weird games you cover?" I am always tempted to link the questioner to Google and walk away, but generally I tell him it is a combination of different efforts: some searching, some tipping from readers, and more than a smidge of good luck. Also understand that I have a lot of good titles keeping me busy, but I tend to become sort of obsessed with little projects along the way. So what do I need this week? I need a semi-graphical, browser-based MUD-like MMO that features great customization for characters, text, and interface, that's what.

  • The Game Archaeologist moves into Lucasfilm's Habitat: Part 1

    by 
    Justin Olivetti
    Justin Olivetti
    01.10.2012

    For some of you reading this, you may simply never have known a world before the internet existed by virtue of your age. It's not your fault, but as generational divisions go, this was a biggie. The internet saturates so much of our lives now that it's even difficult for those of us born prior to the '90s to remember how we functioned without smartphones, Google searches, and terabytes of cheap entertainment on demand. I think there were video game arcades in the mall or something. Because of this, some of you will not understand the import of how it felt when technology advanced to the point that people could reach out online and interact with others, first through written communication and later through applications and games. What we take for granted in today's MMOs -- the constant presence of thousands of real humans interacting with us in a virtual space -- simply blew the minds of those who first encountered it. And way back when, those encounters depended on the person and technology available. Some folks had access in the '60s and '70s to the early form of the internet and email in universities and government offices, but these close encounters of the virtual kind only started to make its way into households in the '80s (and even then, mostly to those plugged into the geek community). The developers of these programs -- the MUDs, the BBSes, CompuServe, etc. -- were truly pioneers forging a path while trying to figure things out on the fly. So it amazed me to hear that I've been missing out on a key part of MMO history by overlooking Lucasfilm's Habitat, which wasn't quite an MMO by modern standards and yet created a graphical virtual world with many of the elements that were adopted into later projects. In our two-week look at Habitat, we'll see just how eerily similar this 1986 title is to what we know today -- even though it came out on the Commodore 64.