heros journey

The Game Archaeologist: How Sceptre of Goth shaped the MMO industry

When it comes to text-based MMOs created in the ’80s, ’90s, and 2000s, the sheer number of them would blot out the sky. There are certainly more multi-user dungeons (MUDs) than I’ve ever been able to get a handle on when I’ve tried creating lists of the most important to know, but I will say that there are a few that seem to pop up more than others. The original MUD1, created by Richard Bartle and Roy Trubshaw, was certainly a watershed moment for online roleplaying games. Learning about DikuMUD is pretty essential, considering its impact on graphical MMORPGs that we still play today.

But there’s another title that often goes unnoticed, unless you keep an eye out for it. It’s a MUD that keeps popping up when you look into the history of the MMORPG genre, one with ties to key players and design concepts that are still active today.

It’s the MUD that shaped the MMO industry, and it was called Sceptre of Goth.

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The Game Archaeologist: Hero’s Journey

Fiction writers know well of Joseph Campbell’s identification and outline of the monomyth, or “hero’s journey,” in many stories. The 12-step process starts with a sympathetic hero in an ordinary world who then goes on a coming-of-age adventure into a special world where he or she finds a mentor, meets allies, goes through tests, succeeds in an ordeal, and is ultimately transformed into a more powerful and skilled person.

From Lord of the Rings to Star Wars, the monomyth is clear and active. Even with the similar structure across scads of stories, we love it and eat it up. There’s something about this journey that appeals to us, perhaps because we can imagine ourselves going on such an adventure. It’s also why MMORPGs are so gripping, giving us a chance to experience the monomyth first-hand.

In 1999, one MMO decided that it would embrace this formula and called itself, simply, Hero’s Journey. What started with high aspirations eventually fell into a decade of development hell, which ironically took fans on a journey to failure, not success. Today we’re going to look back at Simutronics’ graphical MMO and imagine what could have been.

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