R Jason Valentine writes
"Before Ogg was an encoding standard it was a verb. Before the internet enabled the masses to play against each other in Quake and Ultima Online, there was a cross-platform multiple player interactive online game called Netrek. Netrek can trace its history back to 1972. It's an interesting, though incomplete, read, that includes travels through places like Berkeley's XCF. Netrek generally peaked in play in the early 90's, from about 1992 to 1995 or so, and was popular enough to even get an article in Wired. With this
explosion of players, several variations on the original style, called Bronco, emerged. These were Chaos (similar to bronco), Paradise, and Hockey. The Chaos and Paradise variants are all but dead, mostly due to lack of players and an expired Paradise-capable client for Windows. A Bronco pick-up game still occurs daily, and usually once or twice a week, there is a hockey game. League games still exist, and this is the 10th year of league play, with around 200 players registered for the
2002 draft league."
Valentine continues: "Though the graphics are subspectacular, gameplay is enveloping. Like chess, the rules are simple and comprehendable within the
first hour of play, yet the game is difficult to master. After a 5 year hiatus, I returned to the game and found play still
engaging with a healthy, though small, active community. The clients haven't had a major upgrade in years, and recent rebuild attempts remain unfinished. The development slowdown can be
attributed to a decrease in interest and the aging of the original programmers, who now hold steady jobs and don't have an itch
to update stable clients. If you've played before, but not in a long time, the game is worth revisiting. If you've never played, and don't have the latest greatest hardware to play the
latest installment of the tired FPS genre, check out Netrek. Minimum system requirements are a graphics card that can do 256 colors
at 1024x768 and an internet connection."
Netrek has had quite a bit of history and influence on many. Not only has had a long history since Empire as listed in the above history link, it has had many of its programmers and players go on to bigger and brighter things.
For example, Kevin Smith, one of the 2 original writers of the modern netrek client now works at TiVo, and Dave Taylor (of id, Crack.com and now Transmeta) did a lot of borg writing.
Netrek has also been used as a model for other games. Most recent was when Quake was opened up and people were trying how to prevent cheaters. A few groups came to the Netrek community to ask about our "blessed client" models. And Netrek was even used as prior art to convice a stupid patent holder that they shouldn't pursue litigation. Dave Ahn and I (as current developers) consulted with the defendants on a case where somebody tried to patent client/server game communication with information hiding.
I've been playing Netrek since Summer of 1990. I discovered Xtank and Netrek at the same time, but Netrek had the staying power. Its a game with so many levels, from deep strategy, to mindless fun, all in the same session. Although I never got into Paradise or Chaos, I found ample time to waste on Bronco and Hockey.
There are 2 active leagues(INL, WNL), 1 draft league, and 2 leagues on hiatus (A hockey league and a Euro leage). Games usually have players from all around the world.
Its a fun game! You should all try! Just be patient enough to get over the initial learning curve. For more info go to www.netrek.org or rec.games.netrek.
--Carlos V.
After 5 years of playing Netrek, it is now my sole computer recreation. Netrek liberated me from any desire to play other video games such as Civilization, Warcraft II, etc.
In my opinion, the primary reason why Netrek hasn't grown in the past 5 years is simple: nobody has written a comprehensive tutorial to the game (a useful one that actually answers the correct questions). It could be easy to learn, but the casual newcomer will inevitably hit a learning roadblock. Consequently, everyone who plays now was introduced by a mentor.
The main activity during play is "visual planning". You look at a strategic map that overviews the positions of all players and planets. Then you surround and trap enemy ships. Or you set a screen for a friendly ship to pass through (much like basketball). Or you escort a fellow ship through enemy space. The best strategy depends on the particular circumstances of the situation. Unlike most computer games, it is never redundant.
The combat system rewards the first person to the action, so anticipation is crucial. The combat itself is minimalist, but fun. For example, there are tractors and pressors that push and pull ships in an equal and opposite reaction. Push your enemy into your teammate's torpedos, or pull a friend out of harm's way. Or push a friendly ship from behind to speed his progress.
Player's personalities are remarkably transparent. e.g. there are selfish players, and there are cooperative ones. The friendly players are the ones who win games.