Personally, I prefer science fiction over fantasy nine times out of ten, even though most of the MMOs that grace my desktop 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 just a couple of years later, and its miniscule population 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 space-faring 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.
I confess that I have a particular fascination for MMOs that came into existence in the 1990s. It’s not only the fact that I was oblivious to them at the time (er, wild college days?) but that practically each and every one of them were true pioneers in their own fashion. And while your standard MMO fan might think that there were only three such games in that decade (four, if they are gracious and include Meridian 59), the truth is that there were far more online games at the time, particularly if you looked over to the east.
Today we are going to look at one of the most important MMOs to emerge from that time period, Nexus: The Kingdom of the Winds. Its influence was primarily centered in the Korean gaming community while being vastly downplayed in North America. Still, here’s a successful MMO that not only beat Ultima Online out of the door by a year but has since won a Guinness World Record for longevity!
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.
In late 2012, former Wing Commander developer-slash-movie director Chris Roberts emerged from a decade of obscurity to ask for help to fund his vision of a massive, engaging space sim for a modern audience. Fans opened up their wallets and started pouring unprecedented amounts of money into the project, which Roberts called Star Citizen.
I don’t have to explain to you the subsequent rise of this $138M+ budget title, the vast expansion of its scope, the debate over its viability, and the fanatical following that fans have for this “under construction” sim. Even if it can’t be Wing Commander in name, gamers reasoned as they plunked down their money, it could be the Wing Commander MMO in spirit.
Interestingly enough, there was another, older effort made to bring the well-known franchise to the MMO table back in the late ’90s. A pair of projects, Wing Commander Online and Privateer Online, promised the thrills of the hit space saga with the expanse of the online gaming world. What happened and why aren’t we playing one of these games today? Find out on this exciting episode of The Game Archaeologist!
The impending loss of Asheron’s Call — and Asheron’s Call 2 again — hit the MMORPG community pretty hard when the sunsets were announced yesterday, even though a lot of us saw it coming. The late reveal that WB/Turbine won’t be releasing the servers to the community was salt in the wound… powdered quartz in the vitae, if you will.
We thought those of you feeling all the feels might like a trip down memory lane — thankfully, our very own Game Archaeologist can help. Justin’s penned several long-form pieces over the last year covering the history of the venerable franchise. Enjoy, and remember.
The Game Archaeologist: Asheron’s Call - 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…
The Game Archaeologist: Asheron’s Call 2 - MMO sequels are funny animals. Sequels (along with prequels and "reimaginings") are ingrained into the entertainment industry so deep that it makes sense that MMO studios would follow suit. And…
The Game Archaeologist talks to the Asheron’s Call super-fan - A little while back, I received a rather passionate email from Massively OP reader Diego regarding Asheron's Call. He had quite a lot to say about the game's current and…
This past week we reported on an ongoing attempt by a small group of faithful EverQuest Online Adventure fans to bring back the MMO on both the PlayStation 2 and PC. The odds are long and the difficulty high, but the passion is there for a game that these players used to enjoy.
Is it possible? Could this console entry in the EverQuest franchise ever see an actual revival, even in emulator form? Stranger things have happened.
Jeremy, one of the leaders behind the EQOA Revival project, reached out to me with a desire to talk about what made this game so special to him and why it deserves a second run nearly a half-decade after it was shut down by SOE. Ever curious what playing a console EverQuest was like? Read on!
“This is not a game. Or is it?”
Conspiracy theories and paranoia were hot with pop culture in the 1990s, largely thanks to movies like The Net and TV shows like the X-Files, which had the tagline of “I want to believe.” With the rise of the internet during the decade and the fantastic leaps and bounds technology had been making, people were not only experiencing new ways to play games but also growing suspicious that these tools could have a sinister side.
It was into this niche that EA stepped to create an ambitious $20 million project that would fuse massively multiplayer interactivity, the growing variety of technological mediums, and conspiracy theories together. The project was Majestic, an alternate reality game (ARG) that would be the most expensive and highest profile attempt to date. It generated great amounts of interest and publicity, had a promising start, and then flared out hard by the end of 2001.
Considering how ARGs and MMOs have crossed paths since, most recently with The Secret World and Overwatch, I wanted to revisit an attempt to develop a game that would run parallel in many ways with the industry that we love today.
We’re back with our second part of an interview retrospective of Mythic Entertainment’s early online games with CSE’s Mark Jacobs. Last week, we talked about the formation of Mythic, its roster of titles during the 1990s, and how titles like Aliens Online and Silent Death Online helped to push the studio toward its full-fledged development in the MMORPG genre.
Today, Jacobs will take us through a discussion of the challenges awaiting studios trying to make online games in that early era, the communities that formed around Mythic’s titles, and how one MUD called Darkness Falls would be the catalyst that set off Dark Age of Camelot.
When you bring up the name “Mythic Entertainment,” chances are that most gamers are going to immediately think of the studio’s two major MMOs, Warhammer Online and Dark Age of Camelot. Perhaps Imperator Online might come into the conversation, perhaps not. But what is fascinating to me is that Mythic had a lot more than a pair of MMOs under its belt.
Since the formation of the studio in the mid-1990s, Mythic’s team developed well over a dozen titles, many of which featured online multiplayer and other elements that would eventually lead into the company releasing DAoC to widespread acclaim in 2001. I’ve been curious what these older titles were like and how they contributed to the formation of Mythic’s MMOs, and so rather than get all of my information from second-hand sources, I went straight to City State Entertainment’s Mark Jacobs to ask him about games like Aliens Online, Spellbinder, and Darkness Falls. Considering that the man is still working on spiritual successors to the games he was involved with decades ago, I thought it would be great to get his perspective.
There are two things to know about Halloween and MMOs. The first is that just about every online game in the known universe puts on a festival or seasonal promotion of some sort, because devs can’t resist the urge to indulge in a return to their childhoods. The second is that pretty much every said event involves some sort of pumpkin-headed scarecrow, because that is apparently the mascot of the holiday now.
Oh, and one more thing to know? Not every MMO Halloween returns from years past due to the sinister and often premature demise of the game. When an MMO goes down, it takes all of its holidays with it, leaving players with only memories of seasonal activities in those games.
In the interest of preserving the efforts that the developers poured into these events and the fondness that some players had for them, today we’re going to take a tour through six holidays from, ahem, buried MMOs.
It was the mid-’80s, and I was just a kid in love with his family’s IBM PC. Not having a wealth of capital at the time, I relied on hand-me-down copies of software that rolled in from friends and family and probably the Cyber-Mafia. Practically none of the disks came with instructions (or even labels, sometimes), and as such I felt like an explorer uncovering hidden gems as I shoved in 5 1/4″ floppy after 5 1/4″ floppy. Some titles were great fun, some were so obtuse I couldn’t get into them, and some were obviously meant for those older and wiser than I.
One game that fell into the latter category was a brutally difficult RPG that smelt of Dungeons & Dragons — a forbidden experience for me at the time. It was just a field of ASCII characters, jumbled statistics, and instant death awaiting me around every corner. I gave it a few tries but could never progress past the first level, especially when I’d keep running out of arrows, so I gave up.
Then I had my first brush with Rogue, an enormously popular dungeon crawler that straddled the line between the description-heavy RPGs and arcade titles like Gauntlet. Rogue defined the genre when it came out in 1980, spawning dozens of “Roguelikes” that sought to cash in on the craze. Not five years after its release, Rogue got a worthy successor that decided it could bring this addicting style of gameplay to the larval form of the Internet. It was called Island of Kesmai, but you may call it “Sir, yes sir!”
If I were to tell you that there’s a Western MMO out there that’s as old as Ultima Online and yet still has a half-million players, would you believe me? Heck, I wouldn’t believe me even if I came back from the future of having written this article to talk to the past version of me who had yet to start it! But that’s Tibia for you: a weird underdog of an MMO that’s cruised underneath most players’ radars for over a decade and a half.
From its origins as a student project, Tibia jumped in the unexplored waters of the early MMO era and dog paddled for all its worth. This 19-year-old title remains one of the very few active MMOs from the ’90s and one of only a handful that stubbornly stuck to a 2-D graphics format even as 3-D swept the gaming genre. And trust me, those aren’t even the most interesting facts about it!
One of the things that I love about Massively Overpowered’s readership is how fans often bring games to my attention that I never knew even existed. This is particularly true in the case of older MMOs that died in early development.
Last week in the comments, reader Celestial linked to a trailer of Highlander Online, which has to be the very first time I heard of this game. A Highlander MMO? I thought that was just a thought exercise that players like to bandy about from time to time: “Wouldn’t a Highlander online game be cool? How would it work?”
But believe it or not, one was actually in the making for a while. While it obviously never released, Highlander Online deserves a bit of investigation to see how far it came and what it was aiming for in its design.