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  • The Game Archaeologist and the year that was 2010

    by 
    Justin Olivetti
    Justin Olivetti
    12.28.2010

    Earlier in the year when I started this column, I realized two things. First, I'd be giving myself as much as any of you a crash-course education in older MMOs, particularly with some of the more fringe titles that I'd never really explored up to this point. And second, it would be a challenge to find the right mix of elements to do these MMOs justice. So before we look back at all the games this column covered in 2010, I'd like to ask each and every one of you to take a minute and drop a comment about what you'd like to see The Game Archaeologist do next. What titles would you love to see honored in 2011? What features are the most interesting to you -- dev interviews, player interviews, history overviews, photo galleries, first impression playthroughs, or links to community fansites and blogs? What could I add to make The Game Archaeologist even better? I also want to take a minute to thank the readers, players and developers who have contributed to this column so far. While there are MMOs that get a lion's share of the press these days, we at Massively are committed to spotlighting as many of these games as possible, particularly if there's a passionate community and dev team behind them. I've loved hearing your stories and hope that in passing them along, perhaps we've opened a door or two to games that you might've never considered before. So let's hop in our hot air balloon and soar over the year that was 2010!

  • The Game Archaeologist's fear and loathing in the Kingdom: Joshing with Jick

    by 
    Justin Olivetti
    Justin Olivetti
    11.16.2010

    Here at the Game Archaeologist Labs, we've been dissecting just what it takes to make a hit MMO that defies normal conventions -- a homemade startup that loves its wordplay long time even in an age when only about 12% of internet forum posters are fully literate. Kingdom of Loathing is an anomaly for all these reasons and more, and yet it's succeeded when MMOs boasting $100+ million budgets have bit the dust. Like Batman and Robin, Tweedledee and Tweedledum, Taco Bell and grease, and "That's what" and "she said," the two creators of Kingdom of Loathing are absolutely inseparable. Where there is Jick, there is Mr. Skullhead, and vice-versa. The pair comprise the public face of the game and are so adored by Kingdom of Loathing's fans that I received a ransom note the other day telling me that I'd never see my cat again if I didn't lavish enough praise on the duo. This was weird to me, as I don't own a cat, but that's neither here nor there. In our final week of plumbing the depths of Kingdom of Loathing, I had the pleasure of probing Zack "Jick" Johnson's mind, and I haven't quite recovered yet. I have looked into the abyss, and it looked into me -- and winked. Oh, you flirty abyss! So let's do this thing -- hit the jump and find out just what makes KoL tick from the inside out!

  • The Game Archaeologist's fear and loathing in the Kingdom: Interrogating Mr. Skullhead

    by 
    Justin Olivetti
    Justin Olivetti
    11.09.2010

    I'm sure that after last week's introduction to our Kingdom of Loathing retrospective, many of you out there were going, "What? What is this tomfoolery? Where are my three-dee em em ohs?" Yet I guard a tiny flicker of hope in my heart that a reader or two out there felt their curiosity tingle, then burn, then spontaneously combust as he or she gave KoL a shot. In contrast to many of the other MMOs we play today, Kingdom of Loathing is downright old-school in terms of development and staff. There's no huge company here, no six floors of cubicles or corporate softball leagues. There's just a handful of gamers and writers who turned a pet project into a long-running success. Today I got the privilege of putting Josh "Mr. Skullhead" Nite to the question, and it was a treat to end all treats. An armageddon treat, if you will. So what's it like being one of the masterminds behind the most insane MMO in the world? And are the stories of its boozy origins true? Hit the jump and find out!

  • The Game Archaeologist's fear and loathing in the Kingdom: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    11.02.2010

    It is, in so many ways, the antithesis of a modern MMORPG. It has crude stick figure drawings instead of lush 3-D graphics. It limits your daily activities to a handful of encounters. It often mocks, belittles and berates you for your stupidity. It uses meat for currency and has a character class that dabbles in pasta-based magic. It's been in open beta for the better part of a decade now. And its endgame is actually an end-of-the-game instead of an eternal raiding grind. I speak, of course, about The Kingdom of Loathing, one of the oddest online RPGs on the net -- and one of the most beloved. When I mulled over the game for this month's retrospective, I found myself really wanting to talk about KoL but a little unsure whether it truly belongs in the pantheon of accepted MMOs. At best, it's on the fringe; while you do play in a world populated by hundreds, if not thousands, of other players at any given time, it's mostly a solo exercise apart from the chat channel. However, it is a persistent world, it does hold many of the trappings of MMORPGs, and the creators have come up with clever ways for players to interact within a turn-based RPG. I'm also a huge fan, having dabbled in KoL off and on for over four years now, and I love recommending it to friends. So what the heck -- we're doing it. Kingdom of Loathing is a great success story in its own right and has a lot to teach the rest of the MMO industry about unconventional methods of structuring and presenting these games. Hit the jump and we'll run down eight highlights that separate KoL from the rest of the pack and make it a game well worth your spare time.