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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!

  • 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.

  • MMO Blender: Beau's portable, accessible, and casually immersive mashup

    by 
    Beau Hindman
    Beau Hindman
    07.13.2012

    I've been pretty excited to take my turn at the MMO Blender wheel. Sure, we all have ideas about how we would build our dream MMOs by mixing up different parts from favorite games, but honestly, I wanted to use my time here to make a point: MMO gaming needs to climb outside of the box, soon. Since there is more and more emphasis on mobile and casual gaming, my game will take that in into consideration. But games have to be fun too, right? I think they can be fun, immersive, and casual all at the same time. I'm hoping that my examples will show how other developers have combined the three such that players can access the game from anywhere. It's also important to me that my game be simple to play and accessible for players with disabilities, so let's just say that I have included all of the proper features like adjustable colors for the color-blind, resizable text, and maybe even audio cues to help those with sight issues. I've been given a budget of one million-billion internet bucks, so let's get to it... this game is not going to build itself!

  • Rise and Shiny: Aardwolf MUD

    by 
    Beau Hindman
    Beau Hindman
    07.08.2012

    This week I dove into yet another MUD in the hopes of finding even better gameplay than I found in titles like Gemstone IV and Threshold RPG. It's a bit of a daring attempt for me, especially considering that I often suffer from migraines when I have to concentrate on text on my monitor so much. Funny enough, when I get a MUD client set up just how I want, I have no issues and can play for a few hours at a time. MUDs are relaxing much of the time and don't feel as rushed as standard MMOs do. That relaxation must help with the migraines! At first, I was bit hesitant in saying Aardwulf MUD is akin to the titles I have covered in the past. Something about the site, and the fact that the game did not force roleplay, turned me off, and I was determined to find it lacking. Luckily, I was proven wrong and even suckered fellow Massivelyite (Massivelyian?) Jeremy Stratton into the game; he's contributed a few of his thoughts today too.

  • Rise and Shiny: Divina

    by 
    Beau Hindman
    Beau Hindman
    07.01.2012

    Ah, another week; another Anime-inspired free-to-play game, right? Well, not so fast. I've become pretty dismissive lately in my minimalist-gamer haze, but games like Divina, the title I looked at over the past week, are some of the only titles that are quite reliable. Sure, there are hundreds of these games now and hundreds more coming soon. It's important to take each one individually, just as I would any title, and judge it on its own (mostly) unique parameters. In other words, sure it looks similar to other games I've seen before and plays like a lot of other games I've seen before, but it's a free game with a cash shop on top, a reliable formula especially in this day and age of complicated tiered programs and "semi" subscription games. Also, games like Divina can be plain fun -- and fun to look at. Of course, I'm simplifying, so allow me to tell you about my week and you can judge for yourself.

  • Free for All: How MUDs can stay relevant in today's 3-D world

    by 
    Beau Hindman
    Beau Hindman
    06.13.2012

    My latest passion is MUDs, or multi-user-dungeons. Essentially, they are text-based MMOs. Imagine a choose-your-own-adventure book that is played with hundreds or thousands of other players. I have found more freedom in the text-based worlds of some titles, freedom to make the character I want to make. I've also found many of the common, underlying problems with MMOs in MUDs as well. These are issues that might have started with MUDs, being that they are some of the oldest multiplayer games in existence today. I wanted to take a look at how many of these MUDs could keep themselves in the game. It's not as though they need the help; many of them have been steadily chugging along for a decade or more. What I would like to see is many of them add more players, add to their developer teams, and actually stick around for 10 more years. Is it possible? I think so.

  • Free for All: Making the perfectly flawed character

    by 
    Beau Hindman
    Beau Hindman
    06.06.2012

    Whenever I play a new MMO, the first thing I want to know is who I am supposed to be inside this particular game world. I would like to have as much control over the conception of my character as possible, but let's be honest: Great customization is not as common as many of us would like. This might explain my attraction to games that offer the ability to craft a true, unique character, even if only in looks. I love a good cash shop and the ability to make my character essentially me -- if I were the me inside that other world. I don't play MMOs to be the hero, at least not most of the time. I don't want to kill the largest boss or get the best armor. I'll leave that to gamers who like that sort of thing. I play an MMO to sort of lose myself inside the world of a character of my own making. Over the years I've noticed a pattern in how I establish a great character, one that I want to continue playing. Originally, I wanted to refine this process into a list in case other players wanted to compare, but the list keeps evolving, so instead, I'll give some examples of how I have been creating unique and wonderfully flawed main characters in some of my favorite MMOs.

  • Rise and Shiny: Threshold RPG

    by 
    Beau Hindman
    Beau Hindman
    05.27.2012

    It's the third week in a row I have decided to spend with a MUD, or multi-user-dungeon. I've explained it before, but in case you are not familiar, a MUD is a text-based MMO. That's right: you play by typing commands and exploring environments, all in text form. I started this exploration with Gemstone IV, an amazing MUD that seems to be the gold standard for MUDs. I am still playing it and finding out how amazing it is. I moved on to BatMUD, a slightly more basic MUD that offered a great client but frustrated me. Honestly though, my time with BatMUD was a little unfair and I need to revisit the game. It really has some wonderful elements. Now that I have moved on to Threshold RPG, another ancient MUD from before the time of mostly graphical MMOs, I feel as though I have finally reached an understanding as to how MUDs work and what makes them incredible adventures still to this day. Threshold is more basic than all of them so far, but that's a good thing in many ways. There's also a lot that is lacking, and several tweaks that need to be made.

  • The Game Archaeologist: Richard Garriott's haunted cache

    by 
    Justin Olivetti
    Justin Olivetti
    05.22.2012

    Whenever you get really into a new hobby, it's natural to want to blab about it to anyone who drifts into your gravitational field. That's why we all talk about MMOs, right? It's also why any friends, family members, and coworkers have had to put up with excited rambling about my discovered love for Geocaching. Some of you probably know Geocaching, as it's been around for over a decade now. For those of you who haven't, it's a worldwide treasure hunt that involves over a million and a half "caches" of various sizes that are hidden and then marked with GPS coordinates. Players head to the official site or one of the open-source projects to get the coordinates and go hunting for them. There's a useful two-minute introduction to this hobby on YouTube if you're curious. I noted on our Massively Speaking podcast that Geocaching has a lot in common with MMOs: Both encourage questing and exploration, both have treasure to be found, and both plug you into a community of adventurers. Listener Terrence heard this and send in an email with an interesting revelation that ties these two hobbies even closer together, as a game developer brought his online world to a real-world location. Ladies and gentlemen, may I present to you Richard Garriott's haunted cache.

  • Rise and Shiny: BatMUD

    by 
    Beau Hindman
    Beau Hindman
    05.20.2012

    Here I am making myself crazy once again. Why? Why do I insist on visiting games that I know will provoke issues both physical and mental? I guess it's because lately I have been fascinated with MUDs, or multi-user-dungeons. They are better described as text-based MMOs or choose-your-own-adventure books written with thousands of other players. It's a fascinating concept, especially when you consider how dissimilar it is to today's modern, easy-to-play offerings. The ancient design of the MUD now feels fresh, so much so that I have decided to dedicate a future article about the possibility of MUDs' viability in today's three-dimensional world. I have found some good and some very bad over the last several weeks. I've also stumbled across brand-new versions of the migraines that often bother me when I concentrate way, way too hard on PC text. I have to admit that my issues do not seem that common, but it is important to look at a game from all angles, even from the angle of someone who has specific issues. BatMUD has tested my patience over the last few weeks and several hours. It's also shown me some wonderful adventure and sparked my imagination.

  • Previously on MV TV: The week of May 12th

    by 
    Beau Hindman
    Beau Hindman
    05.20.2012

    What a week of livestreaming! We've got quite the variety and tons of hours of video to watch. What's that? You had to work and missed half of the cool streams we showed? Don't worry! I gather all of the best streams from the week's collection and list them for you right here. Still, you need to bookmark our livestream page so you can see which videos are going to be shown during the week, but if you miss any, you can check out the recap here. That's why we do it. This week we had a lot to offer. First we had good old Mike jumping into EVE Online for some space action, then into TERA for some scantily clad combat! He then explores some of the great browser-based game Drakensang Online. MJ brought a ton of goodies to the streaming table, goodies like a run-through in EverQuest II, some base-jumping in City of Heroes, a bit of hardcore survival in Xsyon, and a flight around the beautiful lands of Aion. I rounded out the end by streaming some BatMUD, a cool MUD that has been around since many of you have been in diapers! Click past the cut and grab some popcorn. Keep the butter light but add some salt. Thanks.

  • 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.

  • Rise and Shiny: Dark Legends

    by 
    Beau Hindman
    Beau Hindman
    05.13.2012

    Dark Legends, the new title from mobile MMO king Spacetime Studios, is already creating a buzz with its liberal use of an energy pool that is sapped as players go through standard gameplay. If this mechanic were packaged any differently and inside a sandbox, it's possible that people would call it "realistic" or "hardcore." Unfortunately, problems set in as soon as players realized that playing the game for hours on end would require some infusion of real-life funds or the ability to kill pretty large chunks of time in non-combat areas. I would argue that the gameplay does not have to be designed for marathon gaming sessions. It's very possible that the "casual" part of the game's description actually means "casual." I still had issues with the mechanic; don't get me wrong. But if I was bothered by anything it would be Dark Legends' lack of borrowing features from Pocket Legends, Spacetime's flagship mobile MMO, which offers actual persistent areas and other MMO staples. Of course, it's possible that Spacetime is simply trying something new. Heaven forbid it should attempt a new design!

  • Rise and Shiny: Gemstone IV

    by 
    Beau Hindman
    Beau Hindman
    04.29.2012

    This article was a long time coming. Not only have I avoided taking a look at any sort of pure MUD for many years, but I meant to write this up last week but real life interrupted my plans. I just didn't think it was fair to write up a first impressions based on only a few hours of play. I was quite hesitant to take a deeper look at Gemstone IV mainly because I knew that the non-stop reading would surely create more migraines that might derail my work again. I was very worried, actually. Luckily, the Gemstone IV client is customizable enough to allow me to create a "book-style" experience: black text on a white background. I don't think I'm alone in my inability to view bright, colored text on a dark background comfortably. If I were, popular websites would still look like they were from 1996. We've moved past ugly fonts and horrible color combinations. Unfortunately it took me most of the time with Gemstone IV just to learn how to play, make the text comfortable to read, and understand what my character was supposed to be doing. Once I got comfortable, though, I honestly had one of the most enchanting times in a game yet.

  • Rise and Shiny: Stronghold Kingdoms

    by 
    Beau Hindman
    Beau Hindman
    04.15.2012

    There are certain designs in the MMORTS genre that have frankly started to burn me out. I was a bit worried that I had reached my tolerance point and would not be able to stomach another city-builder until I had put some time between me and my latest preview or first impressions. It's an amazing genre, and as I have argued before, it's more MMO than most MMOs. As in many genres, successful design is copied. The ironic thing is that all of these copies often dilute the market, making it worse on everyone. As much as I love the genre, I am a bit sick of running into the same design, stereotypical settings, and mechanics. Of course, we cannot take these copies and paint the whole genre with a terrible brush; if we did that, all of MMOdom would be in trouble. Still, I'm sick of it. Luckily Firefly Worlds, maker of Stronghold Kingdoms, has a very persistent "PR ninja" who made a point to poke at me on Twitter. Usually, we funnel all PR contact to our lead editors for organization purposes, but hey, I can't resist a nice voice and a lovely looking game... and I have a high tolerance for fun people.

  • 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.

  • One Shots: A new dawn

    by 
    Bree Royce
    Bree Royce
    04.08.2012

    One Shots is making a tentative return in its new format and timeslot this weekend! Kicking off the screenshot-madness is Johanis, who's delivered a gorgeous shot of what looks suspiciously like a sparklepony in RIFT (and seriously makes me want to resub). He writes in, I wanted to share a picture of Samya, my level 20 Mathosian Mage in RIFT. This particular shot was taken just as she had received her achievement awarded for climbing to the highest mountain in Silverwood. I had to climb quite a few mountains before I hit this spot, and the view made the climb worth it. Just beautiful. She was also quite proud to be riding her newly acquired Nebula mount, which she earned during the current Carnival. Johanis' screenshot, along with a few other gems from this week, is just behind the cut!

  • The Game Archaeologist discovers the Island of Kesmai

    by 
    Justin Olivetti
    Justin Olivetti
    03.06.2012

    It was the mid-'80s, and I was just a kid in love with his family's IBM PC. Not having a wealth of capital at the time, I relied on hand-me-down copies of software that rolled in from friends and family and probably the Cyber-Mafia. Practically none of the disks came with instructions (or even labels, sometimes), and as such I felt like an explorer uncovering hidden gems as I shoved in 5 1/4" floppy after 5 1/4" floppy. Some titles were great fun, some were so obtuse I couldn't get into them, and some were obviously meant for those older and wiser than I. One game that fell into the latter category was a brutally difficult RPG that smelt of Dungeons & Dragons -- a forbidden experience for me at the time. It was just a field of ASCII characters, jumbled statistics, and instant death awaiting me around every corner. I gave it a few tries but could never progress past the first level, especially when I'd keep running out of arrows, so I gave up. Unbeknownst to me, I had my first brush with Rogue, an enormously popular dungeon crawler that straddled the line between the description-heavy RPGs and arcade titles like Gauntlet. Rogue defined the genre when it came out in 1980, spawning dozens of "Roguelikes" that sought to cash in on the craze. Not five years after its release, Rogue got a worthy successor that decided it could bring this addicting style of gameplay to the larva form of the Internet. It was called Island of Kesmai, but you may call it "Sir, yes sir!"

  • 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.