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  • The Game Archaeologist jacks into The Matrix Online: Your memories

    by 
    Justin Olivetti
    Justin Olivetti
    05.24.2011

    What can you trust when your memories are merely the by-product of intelligent machines tinkering with your brain? When you come right down to it, who's to say that our alleged recollections of The Matrix Online weren't just computer viruses uploaded into our cerebral cortexes -- and that the game never existed at all? Real or not, The Matrix Online is in no danger of being forgotten. Whether it's because of the meta setting, the too-hip-to-stay-on-cows fashion, or the interactive stories, MxO never fails to evoke passionate testimonies. After speaking with developer Ben Chamberlain last week, today we're going to turn the tables on the players themselves to see what they have to say. Was The Matrix Online really all that and a bag of computer chips? Was it merely a good-looking graphical chat room or something more? And how will it be remembered many years from now when we sit our grandchildren on our laps and tell them about how we took the blue pill? Or was it red... I can never remember!

  • 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: 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 goes to Earth & Beyond: Final memories

    by 
    Justin Olivetti
    Justin Olivetti
    03.22.2011

    The question that lurks deep in the recesses of most MMO gamers' minds -- the question that they never really want to ask -- is what will happen when the lights go out? When your favorite game is finally sent to its resting place in that server farm in the sky, will we still care about it, and if so, what will we be able to take away? While most of us have yet to face this, considering the longevity of most launched MMOs, it does happen, and it will certainly happen to us sooner or later. And while you won't be able to take your max-leveled, uber-geared character out of the game and into another one, you hopefully have the memories, the friendships, the screenshots, and the bragging rights. With many canceled MMOs, the shutdown is fairly abrupt following the official announcement, although some games, like Earth & Beyond, give players enough time to say their goodbyes and get in those final experiences before everything goes dark. Like many of the games we've been exploring in The Game Archaeologist, Earth & Beyond may not have enjoyed stellar popularity, but it certainly did have a remnant of dedicated fans who have yet to let the flames of their adoration die down. Today we've got a buffet of E&B goodness: the background story from the manual, final memories from a few fans, and a photo album full of concept art and nostalgic screenshots. Sound good? Let's go!

  • The Game Archaeologist goes to Earth & Beyond: A talk with Rade Stojsavljevic

    by 
    Justin Olivetti
    Justin Olivetti
    03.15.2011

    I have to admit, it's bizarrely fascinating to cover a deceased MMO. The effort produces a bag of mixed emotions: fond memories, bitter resentment, wistful longing, and casual disinterest by those who weren't there. These games truly matter to some players, even though they're already in danger of being covered by the sands of history. In these events, our monthly expeditions into these games becomes a rescue operation of sorts as we try to preserve the past by digging it up. I found it a welcome challenge to hunt down former Earth & Beyond developers who were willing to talk about their time with the game (and who hadn't forgotten it entirely -- 2004 is, like, sooo long ago!). Fortunately, I got a few nibbles for my efforts, and this week I reeled in Jet Set Games President Rade Stojsavljevic, who took time out of his schedule to hand us a long-lost piece of the Earth & Beyond treasure map. Hit the jump to hear Stojsavljevic reminisce about the best -- and, yes, the worst -- that Earth & Beyond had to offer!

  • The Game Archaeologist goes to Earth & Beyond: The vet

    by 
    Justin Olivetti
    Justin Olivetti
    03.08.2011

    Space: the final frontier... except for 4chan, which is a lot scarier to explore. These are the voyages of the Starship Massively. Its five-year mission: to explore strange, new worlds; to seek out new life and blow it out of the sky; to boldly exploit trade routes like no one has done before! Erp, better stop there before I begin infringing on the Captain's Log's territory! In any event, we at The Game Archaeologist Institute for Fuzzy Nostalgia continue to forge ahead with the Earth & Beyond dig, carefully dusting off memories and screenshots to preserve in a blog-shaped museum. It's one thing to talk of a game, but another to speak with one who was there at the time, so I went on a hunt through the dark recesses of the internet to find seasoned Earth & Beyonders. This search took me about two minutes before one of my associates practically opened the floodgates of fanboy gushing to drown me in his enthusiasm for this title. One interview, hundreds of screenshots and an Electronic Arts dev bible later, and we at the institute knew that we hit the motherlode. Join us for a civilized discussion with an Earth & Beyond vet as he shares with us crumpets and recollections.

  • The Game Archaeologist goes to Earth & Beyond: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    03.01.2011

    For this month's Game Archaeologist expedition, I deliberately wanted to look at an older MMO that was -- for whatever reason -- no longer with us. After voting on a handful of these titles, Massively readers selected Earth & Beyond for March's focus, and I have to say that I'm intrigued. Personally, I prefer science fiction over fantasy nine times out of ten, even though most of the MMOs that grace my desktop (with the exception of Star Trek Online) are fantasy games. Sci-fi has had an awfully difficult time making headway into the field of MMOs, with plenty of underperforming or canceled titles littering the way. I've heard it explained that the fantasy genre is easier for the common person to grasp because it uses elements of our past -- primarily the medieval period -- to provide a familiar baseline, whereas sci-fi's futuristic setting requires world-building from scratch. Whatever the case may be, Earth & Beyond never really caught on the way that EVE Online did, and its miniscule population (GameSpot reported 20-25K subscribers six months before its shutdown) was not enough for Electronic Arts to keep it running. But between 2002 and 2004, Earth & Beyond reached for the stars and gave its own spin on how a sci-fi MMO could work. Let's take a look today at what made Earth & Beyond unique, what it gave the industry, and how it may help upcoming space MMOs avoid a similar fate.

  • The Game Archaeologist goes PlanetSide: The fansite

    by 
    Justin Olivetti
    Justin Olivetti
    02.15.2011

    Famous PvPer George S. Patton once said that "The object of war is not to die for your country but to make the other n00b die for his." We here at Game Archaeologist University applaud that line of thinking, especially when we want to be entertained. This perhaps explains the long-lasting appeal of PlanetSide. Another working theory is that Sony Online Entertainment is into witchcraft. For an MMO I never gave much of a thought past "Huh, that's still around?" PlanetSide's surprised me with such a loyal -- and literate -- playerbase. Ever since starting this column, I've never received so many emails about an MMO. Memories and fearless love run strong in this community, and that intrigues me. What have I overlooked? Has PlanetSide proven that our ancestors' DNA contained the hybrid FPS/MMO gene, a gene that was passed down to a select group of winners? In my quest to unwrap the formula of cult success, I first paid a visit to the folks over at PlanetSide Universe, one of the most established PlanetSide fan sites on the web. Hit the jump to have your mind blown -- and your internal organs donated against your will by a rocket launcher!

  • The Game Archaeologist and the NeverEnding Quest: My expedition

    by 
    Justin Olivetti
    Justin Olivetti
    02.01.2011

    Today I feel a little like Jake from The Blues Brothers, the Jake who, while on the defensive when confronted with his failings, comes up with a laundry list of excuses including earthquakes, flat tires, a lost tuxedo, a stolen car, floods and locusts: "It wasn't my fault, I swear to God!" Yup, Jake, I empathize. After going through an excellent month of EverQuest on The Game Archaeologist here, I had every intention to marinate in old-fashioned EQ goodness for the very first time in my life. I set several evenings aside, put on my chainmail bikini and Viking hat, and told the computer to, I quote, "Bring it on." Then the floods and locusts happened, in the form of a number of personal crises compounded by an unexpectedly difficult time just getting into the EverQuest Escape to Norrath unlimited trial. I don't know what's going on over at SOE, but the signup for this trial simply doesn't work. I followed the directions and downloaded the client, but the next screen (which contained the activation key) never appeared. It appears that I'm not alone dealing with this frustrating experience, but long story short, I eventually created a second account to just get the 14-day trial (instead of the unlimited one) to get in the game. By then I was down to just a mere two evenings of EverQuest trompings, which I knew would not be enough to satisfy the fans looking for an in-depth impressions of their favorite game. So I have to throw myself on your mercy and tell you that I played it, but not nearly as much as I should've. That said, it definitely was an intriguing expedition from which I took away quite a few notes and during which I at least had the opportunity to get my feet wet. What is EverQuest like to an experienced MMO player who's coming to the game for the first time over a decade after it released? Hit the jump and let's see how far down this rabbit hole goes!

  • The Game Archaeologist and the NeverEnding Quest: A cozy chit-chat with Thom Terrazas

    by 
    Justin Olivetti
    Justin Olivetti
    01.18.2011

    Welcome back to the Game Archaeologist's third week of our EverQuest expedition! So, OK, we lost a few valued members of our team crossing the wilds of Norrath, but who would ever think that 10 rats could be so vicious when out for vengeance? It comes with the territory, and really, it's well worth the loss of human life if we can educate just one soul on one of the most influential MMOs of all time. Their mothers will understand their sacrifice. We've already taken a look at the highlights of EverQuest and the perspectives of several veterans of the game, which means this week we must be gearing up for an inside look into the machinations of grinding, hell levels, alternative advancement and DKP. For this, we struggled through the Swamp of Sony to find the ramshackle hut of Thom Terrazas -- and he was expecting us. A fight ensued, with many a chicken flung in anger, not to mention a few pokes in the eye, Three Stooges-style. But in the end, Terrazas capitulated and told us everything we wanted to know. Thom Terrazas almost has all his SOE merit badges, having worked on Planetside, Vanguard and now EverQuest in various roles. I was curious -- what was it like to be handed the keys to not just a game, but a veritable institution? Hit the jump to see what Terrazas has to say about his favorite memories, the future of the game, and why EQ hit it out of the park in 1999.

  • 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.

  • 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 and the dragon of the deep dungeon

    by 
    Justin Olivetti
    Justin Olivetti
    12.21.2010

    The Game Archaeologist is a lazy adventurer-slash-professor who dons his trademark cap for a weekly expedition through some of the most famous MMOs of the past few decades. Each month, he chooses a different title in order to examine its highlights, talk with its developers, and invite its fans to share their experiences. Part of the holy mission of the Game Archaeologist is to ferret out the roots of history that ultimately led to MMORPGs as we know them today. Another part of the mission is to root out ferrets, as my claw-scarred arms can attest. Some of that history is fairly recent, but today we're going to travel back -- way back -- to a time before many of you were born. Including me, as a matter of fact. The year is 1974. The world is hip-deep in the throes of shag carpeting, driftwood furniture and the strains of Grand Funk Railroad. It truly seemed like nothing would ever be cool or non-earth-toned again. At this, the lowest moment in all of history, game designers Gary Gygax and Dave Arneson took the concept of miniature wargaming, merged it with a fantasy motif, and sold it under the name Dungeons & Dragons. Geeks everywhere had a reason to rejoice, and through this roleplaying game the foundations for MMOs were laid. Let's take a brief survey through D&D, giving special emphasis to how this great-granddaddy of RPGs passed down a legacy that we enjoy in our modern online titles. Also, there will be popcorn.

  • The Game Archaeologist and the Forbidden RuneScape: The R-Team

    by 
    Justin Olivetti
    Justin Olivetti
    12.14.2010

    The Game Archaeologist is a lazy adventurer-slash-professor who dons his trademark cap for a weekly expedition through some of the most famous MMOs of the past few decades. Each month he chooses a different title to examine its highlights, talk with its developers, and invite its fans to share their experiences. They come from all over the world just for one shot to be the elite of the elite. After a rigorous selection process, the survivors undergo months of hardcore training. Fingers aching from the strain and eyes itchy with sleep deprivation, these ripped warriors emerge to battle evil wherever it rears its ugly head. Budapest, probably. Or Easter Island. They loot with wild abandon, they craft with purpose, and they aren't afraid to jam on the caps lock button to make their voices heard. So if you need their help -- and if you can afford them -- maybe you can hire the R-Team. As we continue our month-long RuneScape safari, it's high past time that we hear from the R-Team members themselves. Four past and present RuneScape players graciously laid out the case as to why this MMO rocks socks off. To make a good thing even better, Jagex sent in five new screenshots for your enjoyment. So what are you waiting for? Hit that jump like you mean it!

  • The Game Archaeologist and the Forbidden RuneScape: Words with Paul Gower

    by 
    Justin Olivetti
    Justin Olivetti
    12.07.2010

    The Game Archaeologist is a lazy adventurer-slash-professor who dons his trademark cap for a weekly expedition through some of the most famous MMOs of the past few decades. Each month he chooses a different title to examine its highlights, talk with its developers, and invite its fans to share their experiences. Some of you may be old enough to remember comedian Rodney Dangerfield's classic line, "I don't get no respect!" Double negatives aside, Dangerfield's catchphrase resonated with many people -- perhaps even the team behind RuneScape. Despite being one of the most popular MMOs in the world, it's battled a perception of being "that" MMO that's not quite a full-fledged member of the Big Boy's Club. Lord knows that browser-based titles have struggled against such negativity ever since their inception, and RuneScape is no different. But as I stated last week, perhaps it's high time we get over our exclusion of RuneScape from the discussion whenever MMOs are brought up and start giving the game its due. My inbox's spent a busy week receiving all manner of testimonies about RuneScape, and I saw a common theme of fondness for what was many players' first MMO. Next week I'll let these testimonies out of Pandora's Box (if you haven't already, send me your own RuneScape story via email!), but today I've invited Paul Gower, one of RuneScape's founders, to share his perspective on making and running a gaming phenomenon. Hit the jump to level up!

  • The Game Archaeologist and the Forbidden RuneScape: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    11.30.2010

    The Game Archaeologist is a lazy adventurer-slash-professor who dons his trademark cap for a weekly expedition through some of the most famous MMOs of the past few decades. Each month he chooses a different title to examine its highlights, talk with its developers, and invite its fans to share their experiences. I don't know about you, but when I first heard of RuneScape a few years back, it was sold to me as "the poor person's World of Warcraft." In fact, I knew several teens who couldn't afford a monthly WoW subscription and had to "make do" with RuneScape as an alternative, and so I mentally filtered the title as being outside of my sphere of interest and moved on with my life. That was when I started to crochet. All adventurers should know how to crochet as a survival trait. In retrospect, I should've ignored the stigma and checked it out for myself, because while the above may be true for some, RuneScape deserved a lot better than to be blown off by a dismissive comment. No matter how some have pigeon-holed it as being less than worthy of proper MMO status, RuneScape is a behemoth of a game in both size, features and playerbase. In fact, as of right now, RuneScape holds the #2 spot for players, boasting a population well into the eight digits. So as of this month, we shall endeavor to put away any ignorant stances as we explore one of the most popular and longest-running MMOs of our time. Join me after the jump as I share RuneScape's greatest highlights -- and exactly why none of us should underestimate this game again.

  • The Game Archaeologist and the Nights of Old Winter

    by 
    Justin Olivetti
    Justin Olivetti
    11.23.2010

    Here's a question for you: How much do you really, really have to love a game to pay $8.00 an hour to play it? Considering how much we tend to whine about a flat $15/month fee, I'm guessing the answer is, "Only if it loved me long time." And yet, in 1991 this wasn't considered crazy extortionist practices -- it was dubbed "Being a pioneer." While online RPGs were nothing new by then, nobody had tackled the jump from text-based RPGs (MUDs and BBS doors) to graphical games due to the technology (limited modem speeds and access) and funding involved. It took the efforts of a Superfriends-style team to make this happen with Neverwinter Nights: Stormfront Studios developed the game, TSR provided the Dungeons & Dragons license, SSI published it under its Gold Box series, and Aol handled the online operations. Thus, 19 years ago -- six years before Ultima Online and 13 before World of Warcraft -- the first multiplayer graphical RPG went online and helped forge a path that would lead to where we are today. With only 50 to 500 players per server, Neverwinter Nights may not have been "massively," but it deserves a spot of honor as one of the key ancestors to the modern MMO.

  • 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!