what-ifs

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  • The Game Archaeologist and the What Ifs: Imperator Online

    by 
    Justin Olivetti
    Justin Olivetti
    07.26.2011

    It's been a rollercoaster ride over these past two months bringing the maddening -- and fascinating -- topics of "what if?" MMOs to light. We've covered a wide range of promising titles that were cut down before their release, from True Fantasy Live Online to Mythica, and we've only scratched the surface. Unfortunately, the process of MMO development is rarely smooth and casualties can and do occur, which is why we now pay homage to these fallen games. While I'd love nothing more than to continue this series, I also feel that it's time to return to our normal format starting next week. So today marks the last "what if?" for now, and I've picked a mind-boggler of a game, one that not only frustrates us with its potential but one that asks a "what if?" question of its own. I'm talking about Imperator Online, the MMO from Mythic Entertainment that dared to ask "What if the Roman Empire never fell, but instead continued on to become a really radical futuristic online role-playing game setting?"

  • The Game Archaeologist and the What Ifs: True Fantasy Live Online

    by 
    Justin Olivetti
    Justin Olivetti
    06.14.2011

    As an extremely amateur historian -- and an extremely attractive archaeologist -- I've always been fascinated with the "what ifs" of gaming's timeline. What if Blizzard had pulled the plug on World of Warcraft during development as it did for Warcraft Adventures? What if Hellgate: London had a lot more time and resources before it launched? What if North America had embraced the free-to-play model much earlier instead of the subscription model? What if Shawn came to his senses before he hired me? Life would've been a lot better. Or worse. That's the problem with counterfactual history: We can make educated guesses, but we'll never really know. While it's sad to see MMOs shut down due to underperformance, it's especially maddening to contemplate MMOs canceled before they even made it to the starting gate. In a new periodic series here at The Game Archaeologist, I'm going to look at a few of the "what ifs" of prematurely terminated MMORPGs. And to kick us off, I'm tackling probably one of the most frustrating, painful subjects that still linger amongst potential fans. I'm talking, of course, of True Fantasy Live Online, the game that could've shown the true potential of console MMOs. Or, y'know, not.