With the recent revelation that Bethesda’s Fallout 76 is going to be an online multiplayer survival game, players who have been hoping for a Fallout MMO finally have something to anticipate. Sure, it’s not a proper MMORPG, but it’s all we could ask for in this day and age, right?
Actually, Fallout 76 isn’t the first time that the Fallout series was heading for online shenanigans, nor is it the closest concept to a pure MMO. Years ago, an attempt was made by the original creators of the Fallout series to bring an online game to the community, but this effort was stymied by Bethesda and a mess of legal issues.
For those who look back at the Interplay era of Fallout with deep fondness, the thought of the canceled Fallout Online project is a sore wound that continues to cause pain whenever prodded. Which is, I guess, what I’ll be doing today as we look at what Fallout Online was going to be — and why it never came to be.
The impact of Myst in 1993 was akin to an atomic bomb going off in the PC gaming world. The leap forward in graphical fidelity (aided by the large storage capacity of a CD-ROM and all of the full-motion video and gorgeous images tucked into it) captured gamers’ imaginations and made this adventure title the best-selling PC game of all time, at least for several years. Brothers Robyn and Rand Miller’s story about a stranger who had to solve puzzles through a good-looking (if deserted) landscape was devilishly difficult, yet that challenge kept players coming back for months and even years.
The Myst franchise surged forward at that point, with several sequels, remakes, and ports selling like hotcakes through the final game’s release in 2005. Yet something interesting happened along the way when an offshoot of the series — Uru: Ages Beyond Myst — evolved into an MMO. With a focus on multiplayer exploration and puzzle-solving instead of non-stop combat, it may be one of the very few MMOs out there that eschews fighting for brainpower.
It’s an oddity, no doubt, and despite it being an incredibly niche title, it has fascinated me enough to pull me into a research rabbit hole. So let’s take a look at Myst Online: Uru Live!
Debuting in 1996, The Realm Online (or, as it is sometimes shortened, The Realm) became one of the first online RPGs to overlay graphics on top of its MUD core. The game’s flat 2-D graphics were simplistic, even for the time, but the novelty of the massively multiplayer environment sparked enough curiosity among players to keep it populated and running for 22 years now.
It’s no secret that The Realm has fallen into near-obscurity, particularly with the current owners performing little in the way of development or promotion. Emerging from the emulator scene, Jordan Neville and a group of fellow IT geeks took it upon themselves to help The Realm experience the rebirth that it sorely needed.
This is coming to a head with June’s re-launch of The Realm Online, a new and improved version of the classic MMORPG that will run in parallel with the older and largely abandoned edition. We sat down with Neville to talk about the challenges and delights of giving The Realm another shot at life — and why you may want to check it out for yourself.
When it comes to notable years in the MMORPG genre’s history, 2008 stands out as one of the most significant. World of Warcraft’s debut onto the scene in 2004 caused an upheaval in ways far too numerous to go into detail here. Suffice to say that its overwhelming popularity drew the attention of game designers who looked at the staggering numbers of players and found themselves envious of the potential to grab a slice of that money pie.
Many projects went into high gear following WoW’s launch, with plenty of them trying to copy the formula and structure that Blizzard established in the hopes of making it at least partially as big as that game. So-called WoW clones began to pepper the market and there was a sense that gamers were ready to move on from World of Warcraft to the next generation of MMOs. In many players’ minds, this would be either 2008’s Age of Conan or Warhammer Online, two big-budget MMOs with strong IPs that carried a lot of the weight of expectation.
Little did anyone realize that 2008 represented a bubble that was about to burst on the industry and the WoW clones that followed — including Warhammer Online. Today, we’re going to take a look at “bears, bears, bears,” the high hopes of Mythic Entertainment, and how WAR became a casaulty on its own battlefield.
You know the story of Roanoke, right? That early American settlement that abruptly went missing with only the word “Croatoan” carved into a tree for later colonists to find? It’s a big mystery that might not be much of a mystery at all, but I’ve always been fascinated with it and other similar tales. There’s just something about an abruptly vanishing thing or people to arrest the imagination.
So what about an entire MMO that one day just went “poof” and vanished into thin air? And what if it had the ironic name of Lost Colony? And what if I were so bored as to scour the internet for clues as to what happened to it? I think you’re going to find out.
Lost Colony came to my attention during a recent trip to Planet Wikipedia, where the natives are interesting if not always fully sourced. I was reading through an article on vaporware when this game caught my eye. An MMO I never heard of that just disappeared? I felt a Scooby Doo mystery coming on!
If all goes well, later this year we will finally be treated to an actual Harry Potter MMORPG in the form of Harry Potter: Wizards Unite. While that will be a mobile ARG in the vein of Pokemon Go, it will still be a big step into the online space that MMO fans have been craving for nearly two decades now.
Obviously, Harry Potter continues to be a mammoth franchise for J.K. Rowling, Warner Bros., and Electronic Arts, which has handled the video game license over the years. While there have been single-player Harry Potter titles, especially on consoles, no MMORPG emerged even at the height of the IP craze that swallowed up Star Trek, Star Wars, Warhammer, and more. So why not?
The truth is that Harry Potter Online almost did happen. Its brief existence and development isn’t too well-known, even today, but the wasted potential has always tantalized me with what could have been. Using a time-turner, we will go back to the late 1990s today and peek in on a possible future that came to fruition.
If we judged MMOs by their numbers alone — and I’m not suggesting we do so — then the original Lineage would be the crowing rooster strutting about the hen house. It’s also been one of those games that I’ve always intellectually acknowledged was a huge hit for some reason but never gave much attention. I think it’s because, contrary to many western MMOs, Lineage is primarily an Asian phenomenon. That doesn’t mean it should be shunned, of course, but just that it may be difficult to understand when you’re on the outside of it.
So let’s back up the memory truck to September 1998, when a then-fledgling NCsoft rolled out a Diablo-style isometric MMO and struck virtual gold in South Korea. At the time, gaming rooms were becoming a huge thing in the country. A recession had hit, giving people a lot of time with nothing to do, and the government was rapidly expanding the broadband network. In the face of this perfect storm, titles like StarCraft and Lineage became overnight household fixtures — and remained so for decades to come.
Even if you haven’t played Lineage and you don’t know anyone who does, trust me: Millions and millions of players have. As former Senior Producer Chris Mahnken once said, “Lineage keeps going because it’s just plain fun.”
Once asked what he thought was the most innovative MMO from the last decade, Dr. Richard Bartle, the creator of MUD, gave a succinct answer: “A Tale in the Desert. Note that ‘innovative’ doesn’t necessarily mean ‘successful.'”
Right there is the crux of A Tale in the Desert’s unique position in the MMO industry. Instead of storming down a path well-traveled, it took a machete and made its own trail — a trail down which few have followed. It is an “odd duck” of a game, skewing as far away from combat as possible to focus instead on crafting and politics. Even though its focus pegged it as an eternally niche game, the MMO proved that constant fighting isn’t the only thing that can draw an online community together.
War. War never ends. Especially if it was designed and encouraged to wage forever.
One of the most popular computer gaming genres of the late 1990s and early 2000s was real-time strategy (RTS). Players found the combination of resource collecting, base building, and mass combat a heady mix, and titles like Dune 2, the Warcraft series, and the Command and Conquer series did extremely well both as single-player and limited multiplayer titles.
But with the advent of the MMORPG, game developers looked at the RTS and wondered if this genre would do well in a massively multiplayer environment. Well, there was only one way to find out, and that’s where Shattered Galaxy came in.
In 2003, Sony Online Entertainment tried an experiment to reach out to the (then) small-but-growing community of Mac users. The company released EverQuest Macintosh Edition — quickly abbreviated to EQMac — which incorporated the core game and the first four expansions of EverQuest: The Ruins of Kunark, The Scars of Velious, The Shadows of Luclin, and The Planes of Power. Because EQMac was a separate version of the game, SOE segregated Apple players on their own server called Al’Kabor and then, for all intents and purposes, left them alone while the “real” EverQuest continued to expand and advance.
While the population didn’t exactly explode as the progression of time rendered EQMac stuck in a type of video game amber, a singular community of dedicated, helpful players formed. This community soon became proud of their hardcore home. According to many of them, EQMac was the way EverQuest was always meant to be played, frozen in time at the release of one of the game’s best expansions. It was a mark of pride to say that you played on Al’Kabor.
For over 10 years, EQMac quietly and doggedly continued, thanks to this small group of loyal players, SOE President John Smedley’s affection for the title, and one or two devoted devs who helped to maintain the MMO. This is the story of a spin-off game that became a living time capsule.
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 world wide web so popular, such as email, forums, and, yes, online games.
Today’s special 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” (the “massively” part would be a while in coming). Dial up, gentle readers, and make your hissing modem noises!
Imagine that one day you wake up, stumble to your computer, and check in on the morning news. Among the various tidbits is a rather surprising notice of a brand-new MMORPG that is not only in the works, but is on the verge of beta testing right the heck now. Would that be enough of a shock to wipe away any vestiges of sleep and generate immediate interest in this title?
For some players during a very short period in 2001, it definitely was.
The game in question is Fallen Age, an isometric MMO that made headlines by announcing its presence in one breath and imminent beta testing in the next. However, Netamin Communication’s game couldn’t quite live up to that promise, and by the end of the year, it had vanished almost as quickly as it arrived. So what was this game and what exactly happened?
It’s the distant future. The high-tech battle armor you wear sharply contrasts with the ruins of civilization that you traverse. You spot an enemy and raise your pulse rifle, firing off shots as you strafe to cover. Technology hasn’t solved the issue of war; it’s just raised the body count.
PlanetSide 2? Nope — this is Neocron, the quite-forgettable MMOFPS from the way-back era. I like to call it “that game with the most regrettable cover art in the history of video games,” but that isn’t quite as snappy.
Going into this article, I have to admit that I previously knew absolutely nothing about Neocron other than the fact that it was a sci-fi MMO that vaguely reminded me of Anarchy Online. Oh, also the fact that nobody I know or perhaps ever will know played it. Was it just a myth? A practical joke to make us believe in an MMO phantom? Only sifting through layers of dust and grime would produce results, so I rolled up my sleeves and started digging.