The Game Archaeologist: Rubies of Eventide


I can’t say that Rubies of Eventide has been on my radar, like, ever. And yet practically every time I’ve asked for suggestions of a game to cover in this column, it seems like someone pipes up asking that Rubies gets a little publicity. That tells me that there’s some underground love for this title.

There are two things that separate Rubies of Eventide from the rest of the MMO pack and make it a fascinating case study. The first is that it’s one of the very few MUDs that was transformed into a graphical MMO while retaining its roots in old-school play. The second is that it had an absolutely ridiculous number of playable classes — 104, to be precise. Some days I really miss the era when game designers would aspire to reach these incredible numbers.

Faced with the prospect of an early death, Rubies of Eventide miraculously survived and ran for six interesting years. Let’s take a look at a MUD-turned-MMO this week, shall we?

Wallowing in the MUD

We’ve talked several times about how MUDs helped to spur the creation of many early graphical MMOs like EverQuest, but Rubies of Eventide was a rare case of a MUD “graduating” directly to this next level. An old-school MUD from 1998, Rubies of Eventide was created and supported by studio Cyber Warrior. It was so old, in fact, that it even had a working DOS client.

Witnessing the incredible popularity of graphical MMOs like Ultima Online, Cyber Warrior decided to give Rubies a face to go with its personality. The team created a graphical client that was powered by Lithtech’s Jupiter engine while retaining the game’s MUD roots. In so doing, Rubies of Eventide became an ambassador between the old generation and the new.

Product Manager Julia Howe explained the blending as such: “The design of Rubies of Eventide combines the traditional and the cutting edge. While it improves upon and refines many of the shortcomings of competing titles, it also has a classic MUD feel and flavor to it.”

Rise, Rubies, Rise

When it launched as a graphical MMO in June 2003, Rubies of Eventide had all of the odds against it from the start. Players were reaping the benefits of much more modern-feeling MMOs and quickly forgetting the days of MUDs. There was a lot more competition in the field, too, and even more to come.

Cyber Warrior tried to overcome these handicaps by offering a free 10-day trial before players would be asked to pony up dough. That wasn’t enough, however, and Rubies of Eventide immediately began to flounder and capsize. By early 2004, the studio said that the game’s playerbase had declined to a mere 806 customers, not enough to sustain RoE’s operation. There was nothing left to be done; on Valentine’s Day 2004, the servers were closed.

Howe noted how long-time players of the MUD and graphical version were distraught over seeing their game world die. “We noticed from casual conversation that people kept comparing other games they were playing to RoE and never quite being satisfied with the selection out there. Being as RoE has been around for over 10 years in various incarnations, players were still very much attached to the game and missed it so much we’d get personal phone calls at odd hours.”

Usually, that would be the end of our tale. In this case, however, it was just the beginning. Unwilling to let Rubies of Eventide go, game developers Julia Howe and Jeff Grubb started a private server to keep the adventures going. The server didn’t stay private long; fans discovered it and joined in with the fun. The population swelled to a point where the devs realized that they could probably get the game to run on fan support alone.

And so it was in August 2004 that Mnemosyne, LLC. came into being, and with it the relaunch of Rubies of Eventide. Though the game required a fee in 2003, players could now play the game for free. To help fund the cost of operation and development, the devs relied instead on donations and creative contributions by the community.

“Essentially, this model helps create a more responsible gaming environment where players can take pride in the community they belong to,” said Howe in 2004. “We listened to what our customer base was asking us to provide and discovered that it was much more cost-effective to tap into the skills of our players than to do everything in-house. This means we can create more content value for less– and make available an excellent venue for our players to showcase their talents to the gaming community.”

A turn-based MMO? What is this madness?

One of the reasons Rubies of Eventide fans were so darn passionate about the game is that it held to a complex structure that refused to dumb things down for the masses. For starters it boasted over a hundred classes, some of which weren’t even combat-related (such as tailors, political sycophants, and linguists). With seven races and a free-form selection of 50 skills to choose from, the freedom to sculpt your character into a decidedly unique creation was there in a way that most MMOs lacked.

Rubies is really aiming for players who would like a more cognitively challenging game rather than mind-numbing cybercrack,” explained Howe.

Even more strange for a modern MMO but quite common for MUDs was the focus on a pseudo-turn-based combat system. Players going into combat would be asked not to act on reflexes but to take a few seconds to decide on the next course of action. It wasn’t purely turn-based, as the pause between rounds was timed, but it was enough that it definitely felt different.

The combat was also interesting in that players had blood points and spirit points in addition to hit points. Different attacks and weapons affected different pools of points, but if any of the pools dipped to zero, you died.

Rubies of Eventide wasn’t exactly the best-looking game, even by 2003 MMO standards. The models and textures were blocky, and player characters never won any beauty contests outside of their own realm. It did, oddly enough, appeal to a higher ratio of women gamers than other contemporary MMOs, possibly because the devs deliberately kept things “modest.”

“If you play this game with your daughter, [she isn’t] going to come into the game looking like some sort of swimsuit bimbo,” said Howe in an early interview. “I’m sorry if you were hoping for more sexy fantasy babes… you won’t see them here. However, if its any consolation, our male to female ratio is a strong three-to-one ratio so there is a higher likelihood that you are talking to real women.”

As the reborn game grew over time, it branched out into a trio of servers, each with its own focus (such as open-world PvP). PvP or no, eventually all players would have to deal with the grim prospect of death and how Rubies of Eventide dealt with it.

When you died, you had two options. The first was if a good friend was nearby and willing to bring your bloated corpse back to a temple and pay for a rez. The second was to rez at the temple and leave all of your inventory out on the field, retrievable for just five minutes before vanishing. Both of these also came with random death effects, such as XP or stat loss.

Riding below the radar

Even with its rebirth and free-to-play model, Rubies of Eventide remained a very niche title for the remainder of its six-year run. It never suffered from crushed servers and an overflow of population. In his review of the game during an unspecified time in the 2000s, GameOgre noted that the main server had just 36 players on it — hardly “massively” at all.

Mnemosyne branched out a little by producing a lolcats card game and a soda that is infamous for its embrace of anime rape (Tentacle Grape). Guess the modesty of the game had to be overcome somehow, eh?

The company’s interest in running Rubies of Eventide waned, and in April 2009, Mnemosyne gave the game back to Marc Howe, the original founder of the game. Howe closed the PvP server almost immediately and then shut down the remaining server in July.

It was left to Jeff Grubb to make the farewell announcement. “I am sorry to be the one who has to do this, but unfortunately nobody else is around to make an official announcement,” Grubb posted. “Rubies of Eventide is closing. I thank you for all of your support, good spirits, and most of all for being with us through the thick of it. Again, I am sorry we have to do this. We waited until the very last minute trying to find a way out of our crisis, but with the server population lower than it has ever been, there is no way around it.”

And unlike the first time that Rubies of Eventide was given a pink slip, this time it remained out of operation for good. Still, six years of a graphical MUD running in the mid-2000s is an impressive achievement when you think about it, and for some, Rubies was the wide-open online adventure that they always wanted and still do.

Believe it or not, MMOs did exist prior to World of Warcraft! Every two weeks, The Game Archaeologist looks back at classic online games and their history to learn a thing or two about where the industry came from… and where it might be heading.

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I want to see an article about VR-1’s Crossroads, because if I see an article about Crossroads I can be sure it actually existed and was not in fact a figment of my at-the-time-very-depressed imagination.


I don’t remember much about this game, but I seem to recall that the graphical version was in development for a very long time.

I can’t remember exactly but it must have been around 96, or 97 when I first came across it. As it was around the time I was playing UO.

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Jack Pipsam

I’ve never ever even heard of this game before.

It sounded cool.


Loved all the classes ROE provided. There was, what, like 70? Despite all its flaws (and it had many), I still dumped a about 150 hours into it. Great game.

Jaymes Buckman

I actually think that those 2003 graphics age well in many cases. The designers recognise engine limitations and go for stylisation. Around the 2008 peak of the genre, many developers seemed to attempt realism because they thought that they could, and some of those games feel worse on the eyes than something like this or “City of Heroes”.

Bhagpuss Bhagpuss

Rubies is one of my top five favorite MMORPGs of all time. I was in the beta for it, at which time it was so laggy as to be unplayable, and I missed the short pay-to-play era. Most of my time there was spent in a couple of runs after it went free to play.

The first time I spent a few weeks playing nothing but RoE along with my wife (who now can’t even remember playing at all). We leveled up, explored, did the usual stuff but eventually drifted away to some other MMO. A year or two later I went to play again and found my account no longer existed (or I’d forgotten the details) so I started over, this time on my own.

After that I’d pop in every once in a while, often late at night, for a run around and a few quests. One night I went to log in and – nothing. All gone. Still haven’t entirely gotten over it.

I’d play it again in a heartbeat if whoever has the code at the back of his or her wardrobe would like to get it out and put a server up. Brilliant MMO. Nothing else quite like it.


I have fond memories of Rubies of Eventide beta. It was a place where the interaction between devs and the player base was ongoing, allowing for an enriching experience.

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I remember the game fondly enough, and while it had its interesting aspects, the problem in a nutshell was that it simply wasn’t appealing enough given what else was going on in the rapidly expanding MMORPG market of the early/middle 2000s. However, it played its part in the evolution of the genre, that’s for certain, and it did last longer than some other titles which ought to offer some consolation to its original developers.

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Paragon Lost

“When you died, you had two options. The first was if a good friend was nearby and willing to bring your bloated corpse back to a temple and pay for a rez. The second was to rez at the temple and leave all of your inventory out on the field, retrievable for just five minutes before vanishing. Both of these also came with random death effects, such as XP or stat loss”

I miss mechanics like this. Made for more involved and worthwhile game play. Risk/reward mechanics that meant something. It also helped communities form and friendships between players.

Chosenxeno .

Old post, I know but mechanics like that are how you end up with 800 players max..

Robert Mann

There’s a few things that many modern MMOs could likely learn from here in terms of making games not identical… but the game just didn’t have the strong design and direction to compete in all honesty.

There’s good and bad in most things. There are some great ideas within RoE, but execution of those ideas with enough oomph to get some appeal might take some adjusting. Also, turn based is cool, but for some reason has a lot of people who hate on it (cool in terms of strategic, rather than action. Both can be fun in their own ways!)