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."
I remember coming in on HOLIDAYS so I could play. I missed entire days worth of classes to play. Netrek was so engrossing, even if you were only mediocre.
I always liked Paradise the best, though. You had high warp engines, better ships (does anyone else remember the Assault Base?) really well maintained statistics (I was the Kamikaze champ for about 6 months running, mostly due to my inability to pass up ogging opportunities) and far more interesting game play dynamics because of the system layout (ie. Suns and solar systems and whatnot.) Splashing a Jumpship or a Warbase was always the high point of a game, and I was one of those crazies that would ogg the base in just about anything. Scout, DD, BB...it didn't matter. Warp drives to full, and drop that torp load!
When Paradise died, I basically stopped playing. I occasionally miss it. If you've ever played a network FPS and liked it, check out Netrek, ESPECIALLY you Tribes fans out there.
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.
<plug mode>
You can read more and download the software from my web page for Paradise 2000, the ultimate Linux netrek client.
It has a nice sound system and can use IBM's ViaVoice for linux to do speech synthesis of messages and macros. Getting the IBM ViaVoice TTS package for linux is hard now, maybe /. should do a story on that.
</plug mode>
One problem Netrek has right now is lack of servers. The one popular server is often full. It also has had bad lag for most people recently, since it is a redhat and openoffice mirror, both which have released major new versions.
Sorry to break it to you, but Ogg is not an encoding standard. Merriam Webster defines a standard as (3) something established by authority, custom, or general consent as a model or example. Or (4) : something set up and established by authority as a rule for the measure of quantity, weight, extent, value, or quality.
Note; I didn't say it was useless, unloved or without redeeming value, but it's hardly the measuring stick my which every other audio format is judged. And as for mass acceptance, you tell me the ratio of Ogg to MP3 on Bearshare, Kazaa and the others. I would submit that while our humble writer is obviously an Ogg fan, MP3 is the benchmark by which the other formats are judged, including Ogg.
You need a FREE iPod Nano
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.
Netrek taught me all of the basics, and some not-so-basics, of network game programming:
:-) as well as a little bit back to the Vanilla server (if you look for CLOAKER_MAXWARP, that's my invention. It's why you don't ever see incorrectly cloaked or uncloaked ships on modern netrek clients/servers. The FEATURE_PACKETS system that let us do that without breaking older clients was also my idea, but to give proper credit, Tedd Hadley helped write it too.)
Sockets
TCP
UDP
Client-server network models
Dealing with packet loss
and more.
I can honestly say, and have said before, that I owe my career to Netrek more than anything else. I work professionally as a game programmer, primarily writing network code. Without Netrek, I don't know what I would have wound up doing, but probably not that.
I wrote a large chunk of code for the Amiga client eons ago. I wasn't the original author of that port (that would be Randall Jesup, who worked for Commodore) but I did spend far too much time in which I probably should have been studying (though in retrospect, it was probably the right thing to have been doing with my time after all!), poking and prodding at that thing until I knew basically all there was to know about it. I eventually wound up porting the Paradise version of the client to the Amiga, and contributing code back to the main Paradise branch (Please note however: Paradise was for twinks. I just ported it because I wanted to see it for myself.
Maybe twice a year I'll still get on a netrek kick for a couple of days. It's still just about the best internet team game out there, however graphically primitive it might look compared to modern games. It is not primitive at all under the surface, and was way ahead of its time in many ways.
-Ogre
> Minimum system requirements are a graphics card
;)
;)
> that can do 256 colors at 1024x768 and an internet
> connection.
These are the EXACT same requirements to play you needed ten years ago.
Problem being I only had a 486 at the time (bit less than 10 years ago I guess) and it simply wasn't capable of pushing 1024x768. The sheer amount of jockeying I had to do with the interface to squeeze all the important stuff into 800x600 was near epic.
I couldn't understand why anyone made the game like that, because at the time, that kind of resolution was unimagineable to me.
Then a few months later I got my foot into the IT industry, sat at my first Sparc station, and learned why.
A lot has changed since '96.
First of all, I agree that the game was pretty elitist back then. We were having a lot of problems with the eject command on the server being abused driving away new players.
Several of us lobbied to change that, and now eject is non-existant from most public servers. This has improved the atmosphere tremendously.
Another change occured in '97 when I began to actively maintain and improve a client for Windows. There had been a client in the past originally created by Jonathan Shekter and later modified by Shawn Collenberg, but it had numerous bugs. (some which would kick you out of the game if abused by other players which was occuring in '97)
You no longer need Linux/Unix to play, in fact something like 80-90% of the player base use Windows today. I'd suggest checking it out again as I think things have changed. My client is on my website, and Trent Piepho mentioned his Linux client(Paradise 2000) in another message elsewhere.
Part of the addictiveness of the game stems from the fact that it is easy to learn; yet it takes a while to become proficient it it. The second really cool feature was that it allowed you to play against other humans (or robots) in real time. These days that's nothing special, but back then most multi-player games were turn based (one other notable exception to this (from memory) is/was xtank).
A few years later, when Linux showed up, I was delighted to find that Nettrek compiled out the box (actually, some minor Makefile changes were needed, if I remember correctly) and worked very well on my then brand-new 486-33. Unfortunately I wasn't connected to a university network (or any other network for that fact), so the human competition/element was missing for me.
While looking very dated (no 3D graphics, no colors, simple graphics), I think nettrek underscores the point that if your gameplay is good, the graphics are secondary. If you've never tried nettrek, check it out sometime; it's quite cool, especially when seen in historic context.