the-realm

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  • Perfect Ten: MMOs from the '90s

    by 
    Justin Olivetti
    Justin Olivetti
    06.21.2014

    The course of MMO history and the developer pioneers who forged a path to online gaming have long fascinated me (so much so that I write an occasional column about it). While we often think of MMOs as modern entertainment barely out of its infancy, the truth is that you can trace the industry back decades to see a fringe group of devs and players striving to make these games a reality. While the number of MMOs in existence exploded in the early- and mid-2000s (and hasn't stopped growing since), the 1990s are often an overlooked decade that featured more than the one or two games that are usually mentioned in brief history overviews. There were actually far more titles than most assume, even if you dismiss text-based MUDs and the like. Today we're going to run down 10 MMOs that were born during the era of the dot-com revolution, dial-up modems, and the peak of the Simpsons (third through seventh seasons).

  • The Realm fails to meet Kickstarter goal, plans US-based relaunch later this year

    by 
    Mike Schramm
    Mike Schramm
    05.28.2013

    Atomhawk Design and Lantern Interactive's Kickstarter for its point-and-click adventure game The Realm has failed to reach its goal of £195,000 (about $300,000), but it says the project isn't dead yet. Despite not getting the money it needed, The Realm ended up as one of the top UK-based game Kickstarters to date. Being based in the UK was one of the main issues, however, as users in the United States weren't able to contribute directly due to Kickstarter's funding rules. So Atomhawk and Lantern have decided to relaunch the campaign later on this year, this time from a US-based account. Potential contributors were also asking to see gameplay footage, so that will be a priority next time around. In the meantime, the team asks that anyone interested in getting more updates on the game sign up to a mailing list. "We may not have have won the battle," says The Realm team's post, "but the war is not over yet!"

  • Navigating The Realm: How two studios are building an adventure

    by 
    Richard Mitchell
    Richard Mitchell
    05.08.2013

    Apart from some gorgeous concept art, some game design mock-ups and a look at its Unity-powered innards, we haven't really seen much of The Realm. You'd be forgiven for thinking it was a brand new project, but planning for the point-and-click adventure began over a year ago. Art studio Atomhawk Design, which has produced art for games like Mortal Kombat, Dead Island, Driver: San Francisco and Enslaved, began working on the concept for The Realm 18 months ago. Meanwhile, Lantern Interactive technical director Tom Szirtes was looking for a new project. "I met up with [Atomhawk creative director Ron Ashtiani], who I used to work with at a company called Computer Artworks, and we've remained friends for a long time. We met at GDC in San Francisco actually, last March, and he was showing me the graphics that they'd made." "So I suggested, 'Okay, let's try and make a game out of this.' And so that's really where it started off." It began as a part-time project, but eventually became a full-time endeavor. It became clear that the two studios couldn't make The Realm into the game they wanted it to be without some help, and so they turned to Kickstarter.%Gallery-187723%

  • The Realm's game design concepts explained in Kickstarter video

    by 
    Mike Suszek
    Mike Suszek
    05.05.2013

    Atomhawk Design recently updated its Kickstarter page for The Realm with a new video explaining the game's design details. The video shows the game's designers elaborating on their inspirations for The Realm, including aspects of popular point-and-click adventure games the team avoided in creating the game, such as deep inventory management. Members of the Atomhawk team also describe the ways that the game's two main characters, a girl named Sarina and her golem friend Toru, interact to solve puzzles. The Realm has 16 days left in its Kickstarter campaign to reach its goal of £195,000 ($297,000), of which the developer has currently raised £50,497 ($78,593).

  • The Realm is about a girl and her golem, seeks Kickstarting

    by 
    Richard Mitchell
    Richard Mitchell
    04.22.2013

    The Realm is being developed by Atomhawk Design, a studio that specializes in art production. Having worked on several well-known games – including Mortal Kombat, Dead Island, Injustice and Enslaved, among others – Atomhawk is now trying its hand at an internal project, The Realm.A point-and-click adventure game that draws inspiration from Monkey Island, Machinarium and Ico, The Realm tells the story of a girl, Sarina, and her stone golem, Toru. Controlling both characters, the player solves environmental puzzles using the abilities of each. From the sound of things, Toru's immense size and strength will probably come in handy.Atomhawk is seeking £195,000 ($297,000) to fund The Realm on Kickstarter. The goal is to put the game on PC, Mac and tablets within approximately eight months.

  • 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 Perfect Ten: Holiday shopping for the MMO gamer

    by 
    Justin Olivetti
    Justin Olivetti
    11.22.2012

    With Thanksgiving almost under wraps in the states (Canada got an earlier patch of Thanksgiving because the devs love that country), the starter pistol is about to go off for the busiest shopping season of the year. Black Friday, Cyber Monday, and oh-crap-it's-Christmas-Eve-and-only-a-gas-station-is-open are all shopping experiences ahead on the calendar, but perhaps the most challenging experience is that of buying the perfect gift for an MMO gamer. Sure, you could just phone it in and buy a time card, some cash shop points, a subscription or two, or even a Prima strategy guide if you really hated the person, but a proper MMO gift goes beyond that. For a great gift, you need to put in some effort and actually research the field... or just be lazy and use my following guide. We both know which option you're going to choose. So while you slowly digest that turkey and moan about having to waddle your butt down to Best Buy at 3:00 a.m., why not allow me to help you with a few shopping suggestions? For this list, I wanted to focus on game-specific merchandise that isn't t-shirts, game cards, or CafePress coffee mugs. I mean, this shirt is the bomb and all, but we can do better!

  • Meet Heroes of Evermore, Dungeon Runners' spiritual successor

    by 
    Justin Olivetti
    Justin Olivetti
    11.20.2012

    Almost three years ago, a quirky and charming MMO died. It was NCsoft's Dungeon Runners, a Diablo-like action title that had a wicked funny streak running through it. We were genuinely sad to see it go away, but perhaps not as sad as its producer, Steve Nichols. In fact, Dungeon Runners was such an influence on his life that when he moved on to a new studio, he brought with him the idea of creating another MMO in the same vein. Today we caught up with Nichols to talk about that project, called Heroes of Evermore. Heroes of Evermore is currently in pre-alpha but is pushing hard to make strides in 2013 toward release. What would the spiritual successor to Dungeon Runners look like? You're about to find out!

  • 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!

  • 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.

  • The Game Archaeologist and the What Ifs: Middle-earth Online

    by 
    Justin Olivetti
    Justin Olivetti
    06.21.2011

    I had so much fun walking down the halls of "What if?" last week that I thought I'd keep the streak going for the rest of the month (if you'll allow for some summertime indulgence). It's not that I necessarily wanted MMO history to turn out differently than it did, but it's always tantalizing to wonder what the field would look like with different games out there. Would they have proven more popular than our current crops? Would they have pushed the envelope of innovation? Of course, it's easy to project greatness onto never-released titles, bemoaning that "if only MMO X had launched, we would've had the perfect game!" What ifs are interesting but should never be taken as absolute fact. This week I wanted to look at a project that's related to an MMO near and dear to my heart. As most of you know, I'm somewhat of a Lord of the Rings Online nut here at Massively. Sure, the rest of the staff is upset that I smoke pipeweed inside and never wear shoes, but that's just how far I go to understand the game. But even my LotRO isn't immune to a massive what if. Known to some but not to all, Turbine wasn't the first MMO studio to take a crack at Tolkien's license -- no, for that we have to travel back to 1998 and revisit Sierra On-Line. It was this company that had a brief but memorable run designing Middle-earth Online, aka "What if LotRO had permadeath?" It's a fascinating glimpse into an entirely different approach to the IP, and even though it died a fairly early death, it's important to be remembered. Frodo lives!

  • The gaming renaissance

    by 
    Brendan Drain
    Brendan Drain
    10.20.2009

    In the early 70's, some clever chap programmed a pile of circuits to create a primitive game we all know as Pong. Fast-forward some forty years down the line and we're now battling Orcs in Azeroth and flying spaceships in the far-reaches of another galaxy. An entire games industry has erupted from those first simple arcade systems, with people designing and programming games for kids and adults alike. In the 90's, the first generation of kids that grew up with those early game systems became the ones making them and a virtual renaissance in game design ensued. Those kids that grew up wishing they could make their own games started to realise their dreams and the games industry as we know it came forth. More recently, the people that grew up with early MMOs have begun to hit the games industry and we're seeing a rebirth of the genre.In this article, I look at the games industry explosion and how it relates to the generations growing up with games. I ask whether the MMO genre is headed for its own great gaming renaissance and take a speculative look ahead at the future for MMOs and the games industry as a whole.

  • The gaming renaissance, part 2

    by 
    Brendan Drain
    Brendan Drain
    10.20.2009

    Unlike the fledgling gaming industry of the 1980's, the industry today is a robust creature with a huge consumer-base and long-established development houses. MMOs are no longer seen as the risky ventures they once were and some have even secured eight-figure investment deals. Jobs working on a next gen MMO are possibly the most prized in the entire games industry and there is more competition for those spots than ever.

  • Today the MUD and the MMO turn 30

    by 
    Samuel Axon
    Samuel Axon
    10.20.2008

    Today marks the 30th birthday of the original MUD, created at Essex University by Roy Trubshaw in 1978. We recommend you check out what Richard Bartle -- who worked on later iterations of the project -- has to say about this event, as well as Raph Koster's words on the subject. The question at hand, as presented by Bartle, seems to be: does this matter?While he is skeptical, we would like to posit that it does matter a great deal -- or at least that it should. Graphics alone shouldn't lead to a strong distinction when the fundamentals are the same, so let's consider the modern MMO to be part of the same tradition as the MUD -- let's say that this is the MMO's 30th birthday too.

  • Massively's Visual History of MMORPGs, Part I

    by 
    Samuel Axon
    Samuel Axon
    03.31.2008

    The MMORPG genre has come so far in these past few decades, it's almost difficult to believe. The journey from text MUDs to America Online-based dungeon crawlers, and all the way up to Age of Conan and Warhammer Online has been a truly impressive one. We here at Massively would like to invite you to step into the time machine with us and take a visual tour of that journey. We're taking a close look at the most important titles in online role-playing game history!What was the first MUD? Howabout the first 3D MMO? When did these games transition from niche curiosities to global, cultural phenomenons, and who's responsible? In this series, we'll tackle all those questions and more. Plus, we'll see just how far these fancy graphics have come over the years! Sound like fun? Jump into the gallery!%Gallery-19479%