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  • The Game Archaeologist seals up 2011

    by 
    Justin Olivetti
    Justin Olivetti
    01.03.2012

    You know what I love about the end of each year? The lists. Man, but I'm a sucker for lists, especially when they come in "best of" varieties. In the lull between Christmas and New Year's, there typically isn't a lot happening in the world of entertainment, so it's a good time to look back before we head forward. And so it is for The Game Archaeologist. 2011 marks the second year I've been doing this column, and it's been one of my personal favorite series to write. Every week I'm learning more and more about the history of the MMO genre, and I'm encouraged to see just how much passion and interest there are for the titles that started it all and got us to where we are today. So before we head into 2012, let's take one last glimpse back at the road we've traveled. If you've missed out on any of these columns or want to revisit your favorite classic MMO, I've compiled a huge list of everything I talked about this year, from histories to interviews to player stories. There's also a special request for you (yes, you) at the end of this column, so do me a favor and hit that jump!

  • The Game Archaeologist crosses Meridian 59: An interview with Brian Green (part 1)

    by 
    Justin Olivetti
    Justin Olivetti
    12.20.2011

    Last week we began to examine one of the most significant MMOs in history: Meridian 59. While it never rose to the level of fame and subscriber numbers as its successors did, Meridian 59 was a daring pioneer that paved the way for all that followed. Its story is almost like a movie, with the title born from the fruits of two amateur programmers, surviving studio shutdowns and huge competition, and persevering from 1996 through today. As I'll recount over the next two episodes of The Game Archaeologist, I sat down with Brian Green, a blogger and game developer who oversaw the resurrection of Meridian 59 in the early 2000s and ran it for the better part of a decade. Green graciously agreed to participate, saying that he always loves talking about games -- and this one in particular. The Game Archaeologist: Hi! Please introduce yourself and your current position and project. Brian Green: I'm Brian "Psychochild" Green, a long-time MMO designer and programmer. I'm known for my professional blog and my work on Meridian 59. I'm currently working on the Storybricks project as the MMO Wizard. We're a startup, so that means I do whatever needs to be done at the moment.

  • The Game Archaeologist crosses Meridian 59: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    12.13.2011

    A colony founded through a magical nexus, Meridian 59 had it all going on -- until, that is, the portal to the colony collapsed and it was left to fend for itself. Monsters swarmed over the land, politics split the community into factions, and adventurers were called to rise up and become the heroes that were desperately needed. And all it took was $10.95 a month and an internet connection. Welcome to 1996 and one of the very first -- if not the first (more on that later) -- graphical MMOs to hit the scene. Meridian 59 may not have been one of the biggest games in the genre, but it was arguably one of the most important, the John Adams to World of Warcraft's Abraham Lincoln. If you were wondering, Darkfall was Chester A. Arthur. It seems fitting to end 2011 by touching upon this significant title that, against all odds, continues to operate today. Meridian 59 weathered studio shutdowns, newbie developers in every sense of the word, and a world that wasn't quite sure what to make of these fancy-schmancy massively interactive roleplaying games. MIRGs! Oh, that would've been such a better acronym, but I digress. Let's set the wayback machine to 1978 to see how one amateur game led to another that led to the birth of an industry.

  • Video series chronicles the evolution of MUDs to MMOs

    by 
    Jef Reahard
    Jef Reahard
    12.01.2011

    If you're looking for a reasonably short video primer on the history of MMOs, look no further than a series of clips recently uploaded to YouTube. According to some genre heavyweights, though, you shouldn't take all the info presented at face value. Former sandbox (and current social games) developer Raph Koster weighs in on the clips at his personal blog, and he offers up a laundry list of "oddities, errors, and omissions." MUD pioneer Richard Bartle shows up in Koster's comment thread, and he's even more direct. "I wonder why so few of those who make this kind of documentary actually ask the people they're talking about whether what they're saying about them is factually correct? It's not like we're dead or anything," Bartle muses. Why watch the vids, then? Mainly for the exposure to pre-2004 MMORPGs, according to Koster. The clips are "worth a look, even if only to get a rare glimpse of actual video footage from some of the older games that many folks today don't even know existed," he says. Check out all three installments after the break.

  • The Game Archaeologist's excellent EverQuest Online Adventures: The memories

    by 
    Justin Olivetti
    Justin Olivetti
    11.22.2011

    It's been a good month looking back at EverQuest Online Adventures, wouldn't you agree? Educational, almost. While this title is just about as far from the mainstream MMO eye as can be these days, it's heartening to know it's still out there, still running, and still capable of evoking fond memories from current and former players. While we did attempt to contact SOE for an interview to see if we could find out anything new -- or even old -- about EQOA, it failed to materialize. As a wonderful consolation prize, however, this week we'll hear from three players who have extensive experience in the game. So let's hit this column running and equip our +2 Ears of Paying Attention!

  • MMObility: The clever design behind War of Dragons

    by 
    Beau Hindman
    Beau Hindman
    11.11.2011

    Ah, the things that rev up the imagination of gamers. Right now I can almost feel the excitement as players all over the world are waiting to jump into games like Skyrim or Star Wars the Old Republic. I'm a bit excited as well, but honestly none of those titles tantalizes me like some of the browser-based goodies I have been playing lately. It could be the model railroad world of RuneScape or the epic scale of Illyriad that is inspiring me, making me spend hours of dog walking or drinking tea while daydreaming of game creation. I've also stumbled across this newish world of semi-graphical, browser-based, MUD-like MMOs. They have shown me that text and description can still be very powerful tools, especially mixed with graphics or even basic animation. Then I stumbled upon War of Dragons, a wonderful browser-based MMO that shows me just how amazing browser-based gaming can be. Click past the cut and I'll explain.

  • Rise and Shiny recap: MagicDuel

    by 
    Beau Hindman
    Beau Hindman
    10.23.2011

    My job is to hunt down unique and hopefully exciting new games for my readers to try. Some actually try them, and others just enjoy reading about their choices and might try them later. Either way, I am proud to show off some of the gems I find, but I am a little sad when I have to say, "This game sucks." And MagicDuel, an odd browser-based MUD sort of game, sucks. Of course I will need to explain this to you or I'll risk coming off of some sort of buffoon who does not know how to navigate a simple point-and-click adventure, so click past the cut and I will tell you why.

  • The Game Archaeologist uncovers Shadowbane: The battle-scarred blogger

    by 
    Justin Olivetti
    Justin Olivetti
    08.09.2011

    I've long since enjoyed doing this column because, to me, it feels like the next best thing to having been there back in the day, playing these games. No one MMO player can occupy all titles at once, so experiences are bound to pass us by. Fortunately, the gamers who were there have long memories and are often more than willing to share a story or two if given half the chance. After last week's initial foray into our Shadowbane retrospective, I fished around for a hearty veteran of the minotaur wars who was willing to step up and answer a few questions without succumbing to post-traumatic stress disorder. Within a minute, my good friend Grimnir bit into the topic, and I reeled him in as he flopped and gasped for air. At some point, this metaphor got away from me, but no worries. Hit that jump and let's cast our nets down memory river and see what we can dredge up!

  • The Game Archaeologist uncovers Shadowbane: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    08.02.2011

    Way back when I used to haunt the corridors of Gamestop and not shun the place due to its stinky evil, I remember being enticed with these fancy-pantsy "MMORPG" boxes when I'd see them on the shelf. I must have picked up Shadowbane a dozen or so times to check out the blurbs on the back, mentally weighing whether or not this would be the one to introduce me to online gaming, but ultimately it was not to be. It's probably for the best, considering that Shadowbane was primarily PvP and I'm a PvE guy at heart. Plus, the title never really took off the way that publisher Ubisoft had hoped, spending most of its six years of operation lurking in the background of the MMO industry instead of sharing the spotlight. But still, six years! That's far longer than any of the titles we've been talking about these past couple months, and considering that Shadowbane won last week's poll to become this month's topic, there are obviously strong feelings lurking among you. What did Shadowbane try to do differently, how did it stay alive as long as it did, and what was its downfall? Hit the jump to find out!

  • Your future iPhone's parts could come from the ocean floor

    by 
    Michael Grothaus
    Michael Grothaus
    07.08.2011

    I'm always blown away when I remember that every single one of the raw materials that goes into making an iPhone or iPad has existed on this planet for hundreds of millennia. Just think about that for a second. When Neanderthals roamed the earth, and when the Roman emperors ruled -- all the raw materials needed for an iPhone or iPad were already available. However, just because you have the raw materials available, doesn't mean you have the knowledge or technology to build such wondrous devices -- that's what time and progress are for (and Steve Jobs). But once you have the knowledge and materials, look what you can create: solar panels, iPads, MRI machines. Oh, the wonders! Of course the problem with raw materials is consumption. As our technology advances and we consume more raw materials, there's less of them left on the earth to keep making cool devices like the iPhone. This is especially true for a group of raw materials -- mainly certain types of metal -- known as rare earths. Rare earths are used in any number of electronic devices from iPhones to batteries to lasers. And they're called "rare" for a reason -- they aren't abundant and we are running out of them. China currently controls 97% of rare earth production, but the US, Russia, and Australia also produce rare earths. Despite who controls the production, the simple fact is that we are running our of rare earth metals and once gone, say goodbye to future electronic devices. It's great if Apple comes up with a way to make the iPad 6 have a tactile 3D holographic display, but if there's no more rare earths left to build the parts it needs everyone is gonna be stuck using the iPad 5 -- forever. Even though we are running out of rare earths on land, Nature Geoscience is reporting that rare earth materials are abundant in the mud of the Pacific ocean floor. Best of all, mining and extracting the rare earth metals from the sea floor mud is apparently actually easier than extracting the metals from terrestrial sources. That's great news for everyone who likes technology. So in a few years when you pick up your new iPhone, stop to think for a moment and wonder at the fact that parts of that iPhone were once buried in mud on the bottom of the sea floor. [via Ars Technica]

  • Rise and Shiny recap: Pockie Ninja

    by 
    Beau Hindman
    Beau Hindman
    06.19.2011

    Well, it's nice to finally get back to my regularly scheduled columns after attending E3 last week. I have to say, I loved all of the new games and gadgets that I got to check out at the event, but I missed the rhythm of my columns. So this week I decided to get back to Rise and Shiny in full force by attacking Pockie Ninja, an odd-looking little game that I have been hearing about for quite a while. In fact, it doesn't take much to see that it has grown pretty popular, but I still wasn't sure why. So I signed up (thank you, Facebook connect!) and jumped into the game. It should be noted that a lot of the game has not been translated very well. This is a real problem when you consider some of the learning curve involved in Pockie Ninja. Sure, the English is there, and there are words that I know, but they are often arranged in such a strange order or just come out sounding so... odd that I have no idea what is going on. Click past the cut and let's see if I can explain what I found.

  • 15 Minutes of Fame: MIT Media Lab director Joichi Ito on WoW

    by 
    Lisa Poisso
    Lisa Poisso
    06.02.2011

    From Hollywood celebrities to the guy next door, millions of people have made World of Warcraft a part of their lives. How do you play WoW? We're giving each approach its own 15 Minutes of Fame. Let's get Joichi Ito's professional credentials out of the way first. The 44-year-old Japanese venture capitalist is the incoming director of the avant-garde MIT Media Laboratory. A self-professed "informal learner" (he dropped out of college twice and never finished a degree) now shines as one of the stars of the digital age, serving on the board of directors for Creative Commons, Technorati, ICANN, and Mozilla, and catching the wave as an early-bird investor in Last.fm, Flickr, and Twitter. Currently a resident of Dubai (he moved there so he could get a better feel for the people and the region), he circumnavigates the globe a full two times every month in the course of his international pursuits. According to his Twitter stream, he's been scuba diving in Japan this week taking underwater radioactivity samples; after catching the bug to learn how to dive, he promptly became a master diver and now is a PADI open water instructor. He's the godson of psychedelic explorer Timothy Leary ... ... and a guild leader in World of Warcraft. "My feeling is that what we are doing in WoW represents in many ways the future of real time collaborative teams and leadership in an increasingly ad hoc, always-on, diversity intense and real-time environment," he wrote in his blog back in 2006. In fact, one of his presentations on WoW made it into an early incarnation of our Moviewatch feature in 2007. So yeah, we're going to talk about WoW ... Need anything else to cement his gaming cred? Two more tidbits: Ito's GMed a WoW raiding guild since the original days of Molten Core, and he owns an actual handwritten map drawn by Richard Bartle, creator of the first MUD -- it's like the Magna Carta of gaming.

  • The Game Archaeologist sees The Shadow of Yserbius

    by 
    Justin Olivetti
    Justin Olivetti
    05.31.2011

    Really, I blame my parents for not being filthy rich. If they were, we could've afforded the $130/month unlimited subscription fee to the ImagiNation Network (INN) back in the early '90s. Just think! All of the gaming, the socializing, and the roleplaying that you could handle -- for such a low price! I mean, sure, there were hourly options, but who'd want to play for a mere five hours a month? So instead of becoming part of a growing online community, I had to be content with my SNES and copy of Chrono Trigger -- hard times, indeed. Sometimes I think how my life would've been different if we had subscribed to Sierra's colorful online world, because I would've had a chance to get in on one of the first graphical MMOs: The Shadow of Yserbius. It was a step forward in graphic quality from the text-only MUDs of the day but perhaps a step backward from the complexity that many MUDs brought to the table. Still, for a few shining years, it entranced thousands who lined up to delve dungeons deeply alongside their friends (and a couple of complete strangers with odor disorders). Today we're going to take a quick peek at one of the first MMOs that stepped into the realm of lush color and animations and see what made The Shadow of Yserbius so enduring.

  • The Game Archaeologist plays with MUDs: Your journeys, part 2

    by 
    Justin Olivetti
    Justin Olivetti
    05.03.2011

    This is the end, my only friend, the end. Of our elaborate plans, the end. Of everything that MOOs, the end. No safety or aggro radius, the end. Man, listening to The Doors early in the morning does not put you in a happy state of writing, let me tell you! In any case, we've extended our MUD/MU* month here on the Game Archaeologist Channel to include a few more first-hand testimonies of Massively readers' favorite text-based MMOs. As much as anything else we've talked about in this column, it's vital that we not forget the roots from which our current MMOs were born nor neglect to take the opportunity to expose a whole new generation to a graphically simpler but textually richer experience. So let's kick the tires and light the fires of nostalgia as we talk with five of the baddest MUDders you'll ever know!

  • The Game Archaeologist plays with MUDs: Your journeys, part 1

    by 
    Justin Olivetti
    Justin Olivetti
    04.26.2011

    What a long, strange trip it's been back through the heyday of multi-user dungeons and the many, many spin-offs and variations thereof. We've looked at the history, talked with Richard Bartle, and promoted a few of the best titles out there -- but we're not done yet! The Game Archaeologist will not hang up his hat and call it a day well-lived until your stories are entered into the history books. Throughout this month, MUD and MU* players have deluged the inbox of the Game Archaeologist Institute for Text-Based Virtual Worlds, impressing us with hefty paragraphs of passionate experiences. These stories are so good, in fact, that we have little desire to choose between them, which is why we're going to annex the first week of May so that we can share all of them. May won't mind -- May's cool like that. So hit the jump and read the testimonies of the word warriors who were there on the front line of parser combat and grammatically correct roleplaying. These are their stories. This is your lunch break.

  • The Game Archaeologist plays with MUDs: The games

    by 
    Justin Olivetti
    Justin Olivetti
    04.19.2011

    Fair citizens of Massivelyville, believe me, I've heard your voices. After two weeks of giving an overview of MUDs and MU*s, not to mention talking to Dr. Bartle about the genre, I think I've held off talking about specific games long enough. No need for heads to explode on my watch! One of the reasons I stalled for time is that I was gathering as much information on the most popular and beloved MUDs of the past few decades. From the perspective of someone who is but a mewling infant when it comes to these games, it's a considerable task akin to asking someone to sum up all of the World War II movies out there. The selection field is big -- that's all I'm saying. So after polling a number of friends and hearing what you've had to say in the comments section, I've culled the list to six games that seem to pop up over and over again. Not only are each of these MUDs a wealth of history, but they're all going strong even in the futuristic year of 2011. If you've never played a game in this genre, then consider these a good place to start, and if you have, hopefully this will be an exciting stroll down memory lane. Watch out for the boojums and grues!

  • The Game Archaeologist plays with MUDs: A talk with Richard Bartle

    by 
    Justin Olivetti
    Justin Olivetti
    04.12.2011

    From talking with Richard Bartle, reading his blog, and looking over several interviews that he's done, I've concluded that the co-creator of the first multi-user dungeon is, in many ways, a card. A smart one, a perceptive one, and an outspoken one, but a card nonetheless. I say this in a good way, of course, because for all of the verbal pussyfooting that often goes on in this industry, it's refreshing to hear the voice of someone who knows what he thinks and isn't afraid to say it, even if it goes against the grain. Dr. Bartle's name often comes up in discussions of both MUDs and MMORPGs. His designs, work and scholarship have influenced MMOs in substantial ways, and it's possible that if our children end up learning about massively multiplayer RPGs in school some day, Bartle's name will be mentioned once or twice. While he's sometimes polarizing, it's hard to deny the incredible work he's done, which is why I was excited to get to talk to him about this month's subject on the Game Archaeologist. So hit that pesky jump and let's pick the mind of a guy who really earned the right to post "FIRST!!1!"

  • The Game Archaeologist plays with MUDs: The history

    by 
    Justin Olivetti
    Justin Olivetti
    04.05.2011

    You know that sinking feeling when you get into something that's way, waaaay over your head and you have no choice but to swim furiously or drown? That's exactly how I felt when I started to do research for this month's series on MUDs -- Multi-User Dungeons -- and their descendants. At first I was thrilled, because I knew that along with Dungeons & Dragons and Bulletin Board Systems, the MUD was one of the key predecessors to the MMORPG as we know it today. It was, and still is, vital gaming history that helped to shape the genre. The only problem was that for various reasons -- mostly a lack of good internet access in college and general ignorance -- I'd missed out on MUDs back in the day. But it's not like that stopped me from covering any of the other games in this series that I never experienced first-hand way back when; after all, there are few among us who can honestly say they did everything. So the problem wasn't the lack of first-hand knowledge but the sheer, overwhelming scope of this subject. One game alone is a manageable subject -- MUDs are an entire genre unto themselves. It's intimidating, to say the least. It doesn't still my excitement, however, nor will it stop us from diving into this topic no matter how deep the waters get. This week we'll take a look at the brief history of the MUD/MUSH/MOO/et al. and then get into specific games later this month. So hold your breath and jump on in with me!

  • The Game Archaeologist and the NeverEnding Quest: The vets

    by 
    Justin Olivetti
    Justin Olivetti
    01.11.2011

    We just had to start 2011 in style, didn't we? I knew that by invoking the sacred name of EverQuest, I'd be opening the door for thousands of collective years' worth of memories, opinions, frustrations, nostalgia, gushing and blocky screenshots. But the Game Archaeologist fears not even the greatest mountain in MMO legend; it had to be climbed sooner or later. And of course, who better to guide you up the mountain than a few EQ Sherpas who know the way? Sure, they might try to steal the idol and not throw me the whip in the end, but that was a very real risk I was willing to take to get the full story. So today I'd like to introduce you to three EverQuest veterans who are all now world-famous bloggers. If you sense a connection between these two facts, I will only hint at the possibility of a secret society in SOE's headquarters that bestows great blessings upon its faithful fans. Hit the jump to meet this EQ trio and hear what they had to say about the MMO that profoundly affected their playing careers!

  • The Game Archaeologist and the NeverEnding Quest: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    01.04.2011

    To many veteran MMO players, the opening horns of EverQuest's score are enough to trigger vivid memories, violent hallucinations, and an unstoppable desire to leap through the computer screen to return to Norrath. It all depends, of course, on which MMO you first cut your teeth, and while many gamers would claim titles like World of Warcraft as their first, there is a large contingent who will confess that EQ was their first MMO lover. In fact, before WoW came on the scene in 2004, EverQuest was the gold standard of MMOs for a half-decade -- it was insanely popular, perfectly addictive, and absolutely revolutionary. It was a giant that roamed the virtual lands of those days, a giant that continues to forge new grounds well over a decade from its inception. It was 1995 when John Smedley realized the potential for online gaming and roped in Brad McQuaid and Steve Clover to start putting together an online RPG for SOE. What began as a small project ballooned into a crazy endeavor as the growing team created a monster RPG the likes the world had never seen before -- a game that would forever shape the MMO genre. This month, the Game Archaeologist is going after one of the biggest treasures of recorded history as we unearth the secrets to EverQuest's popularity, legacy, and longevity. The first step on our journey is to look at some of the highlights that made EQ what it is today.