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  • 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.

  • The Game Archaeologist and the Asheron Recall: Fond memories

    by 
    Justin Olivetti
    Justin Olivetti
    10.26.2010

    Has October blown by already in a rush of leaves, wind and high-fructose corn syrup candies? Are we already staring down the grim specter of November, AKA "The Middle Child of Holidays"? I suppose so -- and because of that, it must mean that we are in the final week of our Asheron's Call retrospective. I know I say this every month, but I've really gained a whole new level of respect for Asheron's Call. It may have not been a massive blockbuster, but it persevered, it built up a solid playerbase, and it helped Turbine become one of the best-known MMO development houses in the world. Plus, I totally love the fact that the devs placed such a priority on developing an ongoing and ever-changing story, which is something that more MMOs could certainly use these days. So after counting down the top eight highlights of the game, talking to a couple AC vets, and interviewing Turbine's Andy Cataldo, all that's left is to open the floor to the rest of the AC crowd. We asked readers to pipe up and share their favorite experiences, as well as some of their best screenshots that have been lurking on the dustier parts of hard drives. Let's finish this month in style, as AC rides once more!

  • The Game Archaeologist's chat with Andy Cataldo

    by 
    Justin Olivetti
    Justin Olivetti
    10.19.2010

    There are only a handful of people in the world who can boast that they're working on an MMO that dates back to the '90s. As community lead for Asheron's Call, Turbine's Andy Cataldo is a member of that exclusive club, going from an avid player of the game to part of the AC crew. Don't tell him that his game is old in the joints and unstable going down stairs; to Andy, Asheron's Call is still one of the most exciting MMOs on the market, and he is not shy in sharing his passion for it. In our third week of looking back at the esteemed history of Asheron's Call, the Game Archaeologist got in touch with Mr. Cataldo to ask him why AC has yet to go the free-to-play route, what the team is planning for AC's 11th anniversary, how the graphics update is coming along, and whether it's still possible to party like it's 1999. Let us clasp our hands together attentively and read! The Game Archaeologist: Please introduce yourself, your role on the team, and how long you've been working on Asheron's Call. Andy Cataldo: My name is Andy Cataldo. I am currently the Community Lead for the Asheron's Call franchise. My focus is helping communicate between the players and various teams here in Turbine, and vice versa. I also do most of the website and launcher updates, as well as any community events. I have been working on Asheron's Call now for over six years.

  • The Game Archaeologist and the Asheron Recall: Player sagas

    by 
    Justin Olivetti
    Justin Olivetti
    10.12.2010

    It's an odd thing to realize how far MMOs have come right in front of our eyes in a relatively short span of time. After all, 1999 wasn't that long ago, despite what Prince and Y2K would have you believe. One day we'll be telling our children -- if we aren't already -- about the primitive MMOs that didn't feature RealGore™, motion sensor-linked emotes, and mostly nude elves dancing for tips on mailboxes. They may gasp and sputter in disbelief, but you'll assert that it is true: You experienced an era when polygons were blockier than LEGO pieces, people logged in over dial-up connections, and the community was small enough for GMs to host personal live events. There's been a lot of love flowing into my email inbox and Twitter since posting the first Game Archaeologist on Asheron's Call, enough to tell me that this title is a dear old friend to many a seasoned gamer out there (including a few on the Massively staff who won't stop writing epic haikus about AC in its honor this month). As a result, I got in touch with two die-hard fans of the game, and they agreed to scribe their memories of this MMO for future generations to discover, generations who will undoubtedly marvel at the hardship and perserverence that such scrappy gamers showed in being part of the first wave of MMO players. Without further ado, please give a warm round of applause to Amanda and Jon. No, nobody can hear you clap over the internet, but it's the thought that counts.

  • The Game Archaeologist and the Asheron Recall: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    10.05.2010

    It's hard being the youngest child -- you get the hand-me-downs, suffer through swirlies by older siblings, and eventually develop such a neurosis that it requires seven different brands of horse tranquilizers to make it through the day. Not that I would actually know, being an oldest child and all. But I suppose it would be a hard-knock life. In a couple ways, Asheron's Call was the youngest of the three MMO siblings that comprised the first major MMO generation. Ultima Online, the big brother, had prestige and legacy behind it, and middle child EverQuest quickly became the most popular at school. And then there was Asheron's Call, poking its head on the scene in late 1999 as a cooperative project between developer Turbine and publisher Microsoft. AC never got the recognition of Ultima Online nor the numbers of EverQuest, but this scrappy title became a fan favorite and endured even to this day -- beyond its own sequel, believe it or not. Instead of plowing through a stale history report of Asheron's Call today, I thought it'd be fun to come up with a list of the eight most unique aspects of this fairly innovative 11-year-old MMO. Ah lists, how I adore thee -- let me count the ways. Eight ways, to be precise!

  • The Game Archaeologist and the Girdle of Anarchy: My expedition

    by 
    Justin Olivetti
    Justin Olivetti
    09.28.2010

    I have a confession to make: Returning to Anarchy Online was the driving force behind starting The Game Archaeologist. Oh sure, I pretended to be all business-like when I approached my boss and said, "You know, Señor Schuster, we are doing a disservice to some of the older MMOs and their fans by not covering these games, and I think, nay, insist we remedy that immediately." But of course, what I was thinking was, "Pay me to engage in hardcore nostalgia, dude!" It worked. *cue rubbing hands together and laughing maniacally* You see, Anarchy Online was my very first MMO. It wasn't my first MMO love, mind you -- that was City of Heroes. But AO holds a special place in my heart as the game that introduced me to the wonderful world of online RPGs. It was tough, near-incomprehensible, and quite buggy at the start, but I've never lost affection for the world of Rubi-Ka. So after my looking back at Anarchy Online's history, asking you to share your stories, and talking with Funcom's devs, it was time for me to return and see if this world still holds magic... or if it has lost its way.%Gallery-102015%

  • The Game Archaeologist and the Girdle of Anarchy: A chat with Colin Cragg

    by 
    Justin Olivetti
    Justin Olivetti
    09.21.2010

    When I declared September to be "Anarchy Online month" I had no idea how far it would go. I mean, sure, I expected an outpouring of fond memories from players and perhaps a statue erected in my honor, but for the UN to pass a resolution for a worldwide celebration of Funcom's brainchild is quite above and beyond. So really, it's been a wild ride thus far. That's what we game archaeologists prepared for when we attended MMO U (go Fightin' N00bs!) and dusted off old copies of Neverwinter Nights. Be flexible, be enthusiastic, and always be ready for an older title to sweep you off your feet -- these are the sage words of my instructors. Because of this, I didn't find myself tongue-tied when Anarchy Online's Colin Cragg agreed to an interview. I might have blushed and stared at my feet so that I wouldn't become lost in his wizened, sage eyes, but I marched forward nonetheless. So what did AO's head honcho have to say about working on a mature MMO? Click the link and wonder no longer!

  • The Game Archaeologist and the Girdle of Anarchy: Your stories

    by 
    Justin Olivetti
    Justin Olivetti
    09.14.2010

    I have to admit that I have a particular soft spot for Anarchy Online. It was, for better and worse, my first MMO -- on launch day, no less. That experience terrified me so much that I became convinced my machine could never run an online game, and so it wasn't until Shadowlands released that I returned to Rubi-Ka for another go. Fortunately, that time things went more smoothly, and I cut my teeth on that content. Sure, it was mostly over my head, and I'm pretty sure I gimped my character by level 3, but the otherworldly atmosphere and giddy newness of MMOs in general more than made up for it. After last week's brief overview of the many years of Anarchy Online's operation, vets poured out of the grid to share their own screenshots and stories. It may not be the hip new thing these days -- more like, it needs a hip replacement -- but to hear these players tell it, AO isn't as washed up as you may think. Read on for sordid tales that would make any of the Game Archaeologist's own adventures look like a dip in the kiddie pool!

  • The Game Archaeologist and the Girdle of Anarchy: The history

    by 
    Justin Olivetti
    Justin Olivetti
    09.07.2010

    "The future in your hands," Funcom promised gamers in the early days of the new decade. As the MMORPG genre slowly took shape and grew in popularity, game studios were still babes in the woods, feeling out this brave and complex new world without a standard handbook to guide them to success. EverQuest focused on large group content and raids, Dark Age of Camelot featured Realm vs. Realm conflict, and RuneScape brought the MMO to the browser. Everyone desperately hoped he had the next big hook that would reel in gamers by the thousands, especially Norwegian developer Funcom, which made headlines in 1999 with its highly acclaimed adventure The Longest Journey. Funcom took one look at the small but expanding MMO market, got together in a group huddle, and said, "You know what guys? This fantasy thing, it's everywhere. Let's do something different. Let's drill for sci-fi gold. And let's throw in robots, cuddly rodents, randomly generated missions and a bitter rivalry between factions. Geronimo!"* (*Quote fabricated by author.) And thus, almost a decade ago, Anarchy Online hit the industry like a sack of broken features. It wasn't the stellar debut Funcom desired, but the game endured and went on to carve itself out a workable plot of land. This month, The Game Archaeologist trades in his rugged leather attire for space armor and a high-powered laser rifle. The year is 29475, and the place is Babylon 5. Er, Rubi-Ka.

  • The Game Archaeologist and the SysOp's Sinister Stratagem

    by 
    Justin Olivetti
    Justin Olivetti
    08.31.2010

    When you think of MMORPGs, I wouldn't blame you if your mind stayed rooted firmly in the past decade or so, perhaps taking a brief vacation to 1997 before returning to today's 3-D polygonal glory. But it's not like people just woke up in the late 90's, looked at each other, and said, "Hmm. Online multiplayer RPGs. Let's make it happen!" On the contrary, history had been building up to that moment for quite some time. Tabletop RPGs and computer MUDs (multi-user dungeons) were both important ancestors of modern MMOs, just as was a mostly forgotten piece of software lore: the bulletin board system, also known as the BBS. In layman's terms, BBSes were like pocket internets -- host computers that allowed anyone to dial up and use special programs remotely. While BBSes weren't (initially) tied together like the world wide web, they featured a lot of the elements that would make the WWW so popular, such as email, forums, and, yes, online games. Today's special one-shot Game Archaeologist will take a brief look at the history of the BBS, as well as a couple of its games that could be considered "MORPGs" (like the renowned website, the "Massively" part would be a while in coming). Dial up, gentle readers, and make your hissing modem noises!

  • The Game Archaeologist and the Quest for Camelot: A talk with Mark Jacobs

    by 
    Justin Olivetti
    Justin Olivetti
    08.24.2010

    Life is full of serendipitous moments. For example, the other day I found the Holy Grail at a garage sale while looking through a box of half-broken Transformers. Who would have thought? If only the Knights Templar took a few Saturdays off from their epic quest to do a bit of bargain shopping. Consider also that this month we've been reminiscing about Dark Age of Camelot in this column -- looking at the history, the devs, and the players -- and then, out of nowhere (well, technically Virginia) one of the key figures of this title returned from a year-long sabbatical. Mark Jacobs, who was let go from EA last June, recently popped back up on his personal blog to talk about everything under the sun. Hey -- isn't DAoC under the sun? Why yes, yes it is. So I threw on my hiking boots, strapped a machete to my thigh, hired a Sherpa, and then composed a quick message to see if Mr. Jacobs would be willing to be interviewed by the eccentric media. He agreed, as long as we stuck to the topic at hand and didn't veer into his plans for world domination. Whoops... I've said too much. Hit the jump before I get into hot water. My Sherpa hates hot water.

  • The Game Archaeologist and the Quest for Camelot: Your journeys

    by 
    Justin Olivetti
    Justin Olivetti
    08.17.2010

    These days just about everyone thinks he has what it takes to be a Knight of the Round Table. It takes more than a shiny shield and a sharp sword, as the Game Archaeologist discovered. It also requires a $14.95 credit card charge. Former and current knights poured out of the woodwork to offer up some of their very favorite memories of Dark Age of Camelot. It is, in a way, a better testimony to the game than an objective history and developers' opinions. For some, DAoC was their first MMO love, and more than a couple people said it was the single best MMO experience they've ever had. While many players have moved on, these memories burn bright, and it didn't take much prompting for DAoC vets to wing a quick word of praise our way. Blink twice to clear out any eye irritants, and prepare yourself for a marvelous trip back in time to an era of hodgepodge PvP and fierce realm rivalries.

  • The Game Archaeologist and the Quest for Camelot: Interview with Mythic

    by 
    Justin Olivetti
    Justin Olivetti
    08.10.2010

    After last week's expedition into the dark Dark Age of Camelot, the Game Archaeologist uncovered the mightiest weapon of them all: the Hammer of Nostalgia. The hammer may be battle-worn, but it has never seen better days. Everywhere it strikes, fond memories of epic keep battles surface, and former players feel compelled to sign up for another tour of duty. The Game Archaeologist proceeded to take the hammer back to its makers, the sweat-stained smithies at Mythic Entertainment (now BioWare Mythic), to see whether they thought there was any magic left in the game. Two burly men put down their steel tools and stepped forward to testify, and their names were Colin of the Hicks and Jeff "Soulstriker" Hickman. The air became thick with memories as the duo recalled the early days of the hammer's history, when players were initially adding to its strength with each victory and each crushing defeat. Pull up a stool to hear their tale, and when you are done, send in your own favorite DAoC memories (100 words max, please) to justin@massively.com for next week's column!

  • The Game Archaeologist and the Quest for Camelot: The history

    by 
    Justin Olivetti
    Justin Olivetti
    08.03.2010

    After a two-week hiatus to recover from rattlesnake bites and a bear to the face, the Game Archeologist returns to travel to England, but not the England we know today. No, this is the England-That-Could-Have-Been, the England of King Arthur, Excalibur and pointy-hatted Vikings. This is the England of fairy tales and legends and blocky 2001-era polygon models. It is the England of three realms constantly jockeying for supremacy and power. It is Dark Age of Camelot. It's a pretty awesome place to live, even though the property values are way, way down after the last 18 marauding hordes trampled through the neighborhood. This month, the Game Archaeologist is trading in his copyright-infringement fedora and whip for a sturdy suit of armor and a fiery sword as he slashes his way into Dark Age of Camelot. It doesn't matter if it's only a model -- it still inspires him to break out into song anyway.

  • The Game Archaeologist and the Legend of the Sims: The history

    by 
    Justin Olivetti
    Justin Olivetti
    07.06.2010

    The Sims Online was one of the odder entrants into the MMO genre this past decade, an online iteration of an immensely popular game franchise that promised deeper social interaction. With EA at its back and the Will Wright name affixed to the front, TSO (not to be confused with Cryptic's STO) had a solid shot at cracking the big time. It did not. It went over as well as a fish flopping out of water to make a go for it on dry land, eventually realizing that it was both going nowhere and dying slowly. The end result? It stunk. And yet it was an interesting failed experiment in MMO gaming, especially considering that the concept wasn't as off-base as we once thought. With social "dress up" games booming -- Second Life, Habbo Hotel, Club Penguin, Hello Kitty Online, even elements of LEGO Universe -- The Sims Online could be seen as a prophet of the future, mistreated in its own time. Return with us to the days of pixelated 2-D isometric glory, as the Game Archaeologist interprets the Simlish of ancient tomes for your benefit.

  • The Game Archaeologist and the Star of the Galaxies: My expedition

    by 
    Justin Olivetti
    Justin Olivetti
    06.22.2010

    After cracking open the history textbooks on one of the most famous (and infamous) MMOs of the past decade and talking to two groups of crack veterans, it was finally time for the Game Archaeologist to strap on his lightwhip, kick over the nearest Astromech droid, and dive headfirst into Star Wars Galaxies. Although I've been interested in Star Wars Galaxies since 2003, its apparent complexity scared me off back in the beginning (when I made the choice to scoot over to the equally complex Anarchy Online during that time). Later on, I felt as if it was too late to jump on the SWG bandwagon, feeling as if the entire Galaxies playerbase was finishing up their Master's degrees and I'd be entering the equivalent of preschool. Fortunately, this article series gave me an excellent excuse to stop coming up with excuses and simply go for it -- and with the counsel of several friends and Massively writers who know the SWG ropes, I found my footing just fine. Click on the first picture of the gallery to join me on my journey to the stars -- and don't forget to read my impressions under each screenshot! %Gallery-95887%

  • The Game Archaeologist and the Star of the Galaxies: The players (part 2)

    by 
    Justin Olivetti
    Justin Olivetti
    06.15.2010

    Did you hear this wildly overplayed news story about Darth Vader lately? According to a group of French psychiatrists and psychologists who have way too much time on their hands and not enough free press coverage, they broke down Vader's personality and "discovered" that he had borderline personality disorder. Pardon my meme, but O RLY? Sure, the guy killed kids, committed domestic abuse, went on an extreme power trip, betrayed his mentor, tortured one of his kids and tried to kill the other, choked any underling who failed him and struggled with sexual repression -- but thank goodness that we have professionals around to tell us the obvious. Now, if those psychiatrists can turn their attention to George Lucas and his making of Howard the Duck, we'd be making progress. Anyway, continuing from my history retrospective of Star Wars Galaxies and last week's interview with the first batch of SWG vets, the Game Archaeologist now ventures into a subculture long believed to be extinct: post-NGE players who love the game. Join me in welcoming our newest expedition members: Bill "Flynne Cordova" Van Malsen, Alex "Danick Jett" Wiberg, Stephanie "Jao" Koehler and Earth Eternal's Andrew "Titas Lightdust" Sipotz. Never tell them the odds and they'll get you there safe every time.

  • The Game Archaeologist and the Star of the Galaxies: The players (part 1)

    by 
    Justin Olivetti
    Justin Olivetti
    06.08.2010

    I think we can put to bed the rumor that Star Wars Galaxies is dead on its feet, considering the avalanche of emails sent my way asking to be interviewed. Last week's history retrospective sparked a desire in many players to share their experiences and personal epics, and it was not uncommon to read emails longer than this column from players excited to reminisce. There's a lot of love for SWG, both out among MMO players and here in the Massively office (we have at least three confirmed SWG addicts on the team). When I began this series, I thought that it would be dominated by NGE and nothing else, yet the responses I've read tend to focus on the positives of the title instead of that one ugly month. It might not have been the Star Wars experience everyone wanted, but if one looks hard enough, apparently there's something for everyone in SWG. Sam Schneider encapsulated many opinions perfectly with this: "Despite its problems, and what I believe people mostly remember it for (and I certainly do), the game did allow you do truly create your own Star Wars experience. You weren't Han Solo, you weren't Luke Skywalker, you weren't Leia -- you were YOU." Unfortunately, I could only interview a small fraction of the people who wrote in, so I randomly chose a handful of players to represent the (mostly) pre-NGE crowd for this week, and a handful of (mostly) post-NGE gamers for next week's column. This week we're talking with Adam "Vayde" Mostel, Jaume "Tsotha Lanti" Sabater, Kate "Syena Runningrider" and Paris "Iweos" Wright.

  • The Game Archaeologist and the Star of the Galaxies: The history

    by 
    Justin Olivetti
    Justin Olivetti
    06.01.2010

    Each month, the Game Archaeologist dusts off one MMORPG of yesterday and investigates while hanging on to his hat. From the ancient lands of Ultima to a galaxy far, far away, the Game Archaeologist is always on the move, looking for the next treasure trove to uncover. Some say that covering Star Wars Galaxies is a moot point: that the true game as it was is dead, and that with The Old Republic on the horizon, SWG is all but passé. Yet through the steamy jungles of Kashyyyk to the dangerous dunes of Tatooine, there is evidence of passion, play and Imperial Stormtroopers shooting all willy-nilly. It's weird to think that in early 2003, the MMO genre was almost an entirely different creature. World of Warcraft was still over a year away, and the most successful developer at the time (Sony Online Entertainment, along with Verant) had teamed up with LucasArts to create a Star Wars game above all other games. A killer IP, a beefy development team, and incredible fan-fueled hype made Star Wars Galaxies THE game to watch as it raced toward launch -- even IGN crowed in 2000 that SWG could become "one of the biggest games of all time." Join us now as we hop back to the wild frontier of the early 2000s and peruse the first seven years of Star Wars Galaxies' run. It's had its highs, its lows, and a three-letter acronym that became one of the most infamous MMO events ever -- but no matter what your opinion, the Force has been strong with this title indeed.

  • The Game Archaeologist and the Ultima Prize: My journey

    by 
    Justin Olivetti
    Justin Olivetti
    05.25.2010

    The Game Archaeologist is your spunky Tuesday column devoted to exploring the MMORPGs of yesterday. Enough is enough! No more looking back at history, talking to the players who have been there, or even chatting up the creator of the game -- it was time for the Game Archaeologist to man up and play Ultima Online himself. And so it was with trembling fingers and steely eyes that I downloaded the trial client and entered the game for the very first time. I will be honest and admit to a degree of nervousness. It's one thing to talk about a great MMO legend; it's another entirely to experience it first-hand. I didn't really know what to expect -- would it be so hardcore that I'd die before I finished? Would it be so ancient, so creaky that I wouldn't be able to figure it out without a degree in assembly code? Would it... be fun? Fortunately, I was not alone in this journey, as Tipa from West Karana graciously agreed to accompany me for an evening full of Ultimas and Onlines. Oh, the spellchecker simply did not like that one. Tough noogies. Ultima Online has a nice 14-day unlimited trial that doesn't even require a credit card to access, so after a few minutes of patching (UO is tiny compared to many modern MMOs), we were in. And completely, utterly lost.