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Timeline of Online Gaming

Jippy_ writes "While reminiscing about an old online game I used to play called "Shadows of Yserbius", I found a very neat timeline of online gaming. It goes back as far as PLATO and is current up to this year. It's not news, but it's good to read and remember the days of pre-EverCrack online games." GEnie, wow.

130 of 179 comments (clear)

  1. The Old Days of MUDing by Salis · · Score: 5, Interesting

    I remember playing a DIKU MUD named Sojourn back in '93-'94. Incidentally, the lead designer of EverQuest, Brad McQuaid (sp?), played the same MUD. EverQuest is basically Sojourn with graphics, heh. Maybe that's why it got so boring so quick?

    For the next generation of MMORPGs...look at MUSH-like games, where the players have greater and greater ability to alter their environment and create new sub-environments and sub-games within the game itself.

    Salis

    --
    Favorite /. tagline: "On the eighth day, God created FORTRAN." And it was good.
    1. Re:The Old Days of MUDing by ergo98 · · Score: 1

      I played a DIKU MUD called "Sanctuary" (named Tysth), and it absolutely rocked. I was a member of the Dragon guild, sworn enemies of the Foresaken. Of course there was one prick on their side, clearly heavily propped up by his guild, who would not fail to portal to me whenever I left the safe zone and kill me, despite being about two levels below me. I'd say that that was the day that I gave up MUDding.

    2. Re:The Old Days of MUDing by golemite · · Score: 1

      Ah, the good ole days of Sojourn. Just don't tick off Mystara and her henchmen ;P But then again, that was part of the fun I think ;)

      --
      http://www.s4biturbo.com/
    3. Re:The Old Days of MUDing by solopido · · Score: 1

      Ahh sojourn, wasted many months/years playing that....and yes that was true. EQ was basically a Sojourn ripoff with 3d graphics. BTW who where you?

    4. Re:The Old Days of MUDing by gad_zuki! · · Score: 2

      The first time I played EQ I said 'this is sojourn' and quit a month later. Both Sojourn and EQ were/are major timewasters. Someone once described EQ as 'lots of nothing to run through' and I have to agree.

      After my err, sojourn at sojourn I went back to Sneezy/Grimhaven which is just as modified as sojourn and has much better gameplay. Its still running today.

    5. Re:The Old Days of MUDing by Salis · · Score: 1

      I was Warony, a level 40 Elven Cleric.

      A long, long time ago...

      --
      Favorite /. tagline: "On the eighth day, God created FORTRAN." And it was good.
  2. Alan Cox did this too? by bartash · · Score: 4, Funny

    > 1987
    > AberMUDs are released by Alan Cox.

    OMG.

    Is he responsible for EQ as well as Linux?

    Has there ever been a man who took more hours out of our lives?

    --
    Read Epic the first RPG novel.
    1. Re:Alan Cox did this too? by JHelgie · · Score: 1

      "Has there ever been a man who took more hours out of our lives?"

      Well, lets see, Reboots X 3minutes = 2 years of my life wasted rebooting windows, so yes, and his name was Bill Gates

    2. Re:Alan Cox did this too? by paitre · · Score: 1

      If you want to talk inspirationally, yeah, I'd say he's partially reqsponsible for Evercrack, AO, and all the other MMORPGs that have emerged from the MUD world.

      *heh* Gotta love 'm.

    3. Re:Alan Cox did this too? by StormShaman · · Score: 1

      I know of one person who took more hours out of our lives (although not for so pleasing a subject, and only if you use Wincrap or other M$ products). And that person is... BILL GATES!!! Argh *./me futzes with programs (work!)*

  3. Mirror by Ken@WearableTech · · Score: 1

    It nice to see Tradwars on it. Haven't seen that and years.

    Here is a Mirror

    1. Re:Mirror by Ken@WearableTech · · Score: 1

      They have a poll for a new ad with John Walker on their home page. It seems OSDN wont run it.

  4. You spoiled rich kids with your "internet" by jasonditz · · Score: 1

    BBS Door games are where its at dammit! I must've burned my whole 60 minute quota for the day on Legend Of the Red Dragon for months. never saw a dragon either, I was having too much fun breaking into people's hotel rooms and killing them while they were logged off.

    1. Re:You spoiled rich kids with your "internet" by BoneFlower · · Score: 2

      That dragon was nasty.

      I preferred bedding Lily(think that was her name)

    2. Re:You spoiled rich kids with your "internet" by echelon13 · · Score: 1
      Violet. :)

      Surprisingly, the game is still being developed after all these years. Don't think it's ever made it off of DOS, though...

    3. Re:You spoiled rich kids with your "internet" by liquidsin · · Score: 2

      best. game. EVER. By far. I used to spend so much time on that game it was sick. Killing sleeping people was too much fun.

      --
      do not read this line twice.
  5. important relevant gaming article by Anonymous Coward · · Score: 2, Funny

    Lets talk about Jon Carmack. Jon is the legendary programmer of such classic PC games as Wolfenstein, Doom, Duke nukem 3d, Quake 1, 2, and 3, unreal, and the upcoming doom3. Jon has single handedly created the genre known as the first-person-shooter. He has also popularized the Direct3d 3d format over Microsoft's competing Opengl format, as well as caused public interest in 3d cards when he first released accelerated quake for the s3 virge chipset. Jon carmack has redefined gaming on PC's.

    Now stop for a moment and think... What would have happened if Albert Einstein had worked creating amazing pinball games instead of creating the theory of relativity? Humanity would suffer! Jon carmack is unfortunately doing JUST THIS, using his gifts at computer coding to create games instead of furthering the knowledge of humanity. Carmack could have been working for NASA or the US military, but instead he simply sits around coding violent computer games.

    Is this a waste of a special and rare talent? Sadly, the answer is yes.

    Unfortunately, it doesn't stop there. Not only is Jon carmack not contributing to society, he is causing it's downfall. What was the main reason for the mass murder of dozens of people in columbine? Doom. It's always the same story... Troubled youth plays doom or quake, he arms himself to the teeth, he kills his classmates. This has happened hundreds of times in the US alone. Carmack is not only wasting his talents and intelligence; he is single-handedly causing the deaths of many young men and women. How does he sleep at night?

    Carmack is a classic example of a very talented and intelligent human being that is bent on total world destruction. Incredibly, he has made millions of dollars getting people hooked on psychotic games where they compete on the internet to see who can dismember the most people. I believe there is something morally wrong when millions of people have computerized murder fantasies, and we have Jon Carmack to thank. Carmack has used his superior intellect to create mayhem in society. Many people play games such as quake so much that their minds are permanently warped. A cousin of mine has been in therapy for 6 months after he lost a 'death match' and became catatonic.

    It is unfortunate that most people do not realize how much this man has damaged all the things we have worked hard for in America. Jon has wasted his intelligence, caused the deaths of innocent children, and warped this country forever. To top it off, he got rich in the process and is revered by millions of computer users worldwide. Perhaps one day the US government will see the light and confine Jon Carmack somewhere with no computers so he can no longer use his intelligence to wreak havoc on society.

    1. Re:important relevant gaming article by ergo98 · · Score: 1

      I have no doubt that John is a very talented individual, but at the same time one has to wonder if, at least partially, his extreme expertise is the result of a luxury that very few of us have: The ability to focus singularily on one specific aspect of gameplay (the graphics engine) for years and years on end. John is in the very rare position of still doing the same thing, pretty much, that he was doing years ago, yet no one is berating him or pushing him to climb the corporate ladder, etc, and every day he gets a little more clever, and adds another couple of tricks to his grab bag.

    2. Re:important relevant gaming article by Salis · · Score: 2, Insightful

      I'm pretty sure Direct3D is a product of Microsoft and not OpenGL. That's why you have DirectX, Direct3D, and DirectSound...all on the MS home site. Carmack just uses whatever is best..and he's looking particularly at OpenGL 2.0 for its good performance in many aspects.

      I wouldn't blame the world's destruction on a middle-aged computer graphics programmer.

      I think people who do research on increasing maximum nuclear weapons yields deserve much more credit. Then again, there are also people who purposely buy up patents for clean technologies in order that they not be further researched and made into applications. Then again, there's tyrants and dictators who purposely starve their people in order to buy old russian tanks and rifles. There's also arms dealers, drug smugglers, coca farmers, poppy harvesters, and a million other TYPES of people who do more harm than middle-aged computer graphics programmers.

      Or maybe you're one of the dozen teenagers who can't separate reality from fantasy and think playing violent video games _actually_ makes you violent in reality. If that's the case, then I just pity you.

      Sorry, John, you're not responsible for the world's end. Though it would make a great resume builder.

      --
      Favorite /. tagline: "On the eighth day, God created FORTRAN." And it was good.
    3. Re:important relevant gaming article by palo0019 · · Score: 1

      Argh, I wish I still had mod privileges. This is the second time I've seen this post--at +5 at that. It was funny the first time, now it's just karma whoring.

    4. Re:important relevant gaming article by palo0019 · · Score: 1

      Errr...except he's anon, so I guess that just makes him a troll.

    5. Re:important relevant gaming article by palo0019 · · Score: 1

      Except he's anon, so I guess this guy just wants to be annoying.

    6. Re:important relevant gaming article by Anonymous Coward · · Score: 1, Interesting

      Actually, Carmack works for his own company designing rockets. http://www.armadilloaerospace.com

    7. Re:important relevant gaming article by JHufford · · Score: 1

      What a pathetic excuse. Okay, let's all drop our baggage on someone else, after all, we can't possibly think for ourselves. Quake/Doom caused 2 kids to shoot up a school? Oh, wait, the GAMES didn't make them kill people, the PROGRAMMER caused them to kill people...I get it. You are saying that programmers are responsible for programming a game, which a software company distributes to stores, where a person buys the game, and then installs the game, and then runs the game. How does the programmer kill people? I think I'm missing something here... Hey, think about this! Maybe Jon Carmack doesn't want the lives of dozens of people weighing on his head. Imagine this, if you are able to see someone else's point of view... Jon Carmack works for NASA. He writes a prog to regulate oxygen on the shuttle. There is a slight problem with the mix, but no one detects it. The suttle lifts off, and 12 hours into the flight, everyone is dead because there is no o2 left. Now, Jon has the lives of all those people on his head. That sucks. First Person Shooters are there to let us do things we wouldn't normally do. If stupid kids go to their school and shoot up a bunch of teachers and students with the guns that their parents bought, that is their fault for performing those actions and their parents fault for not interacting with their kids. I play FPS's a lot. Doom, Doom2, Quake 1 2 & 3, Cstrike & Half-Life, Wolfenstein. I have no urge at all to go to work with a Glock. My boss is a dick, but I can just go home and hit the punching bag for a few minutes and I'm fine. If you are unable to control your actions, that is your fault. You can not possibly say that a video game MADE you do something. The only thing my video games ever make me do is use my keyboard or click my mouse You are too stupid to own a computer. Thats my opinion but it also happens to be true, so it has that extra 'oomph.'

    8. Re:important relevant gaming article by IIRCAFAIKIANAL · · Score: 2

      Awesome troll :) Should have got a +5 troll :)

      --
      Robots are everywhere, and they eat old people's medicine for fuel.
    9. Re:important relevant gaming article by Jester99 · · Score: 1

      You, sir, have been trolled.

      (Hint: look up 'satire' in the dictionary.) :)

  6. concole-d by zenintrude · · Score: 1

    someone please host this... it's server is slo(more o's here)w.

    also, where is PSO, i mean... the dc gets no love?

    --
    - colin
    1. Re:concole-d by zenintrude · · Score: 1

      oh, i see it... 10 minutes later... ouch.

      --
      - colin
  7. They called me Repairman... by Alakaboo · · Score: 1

    Was anybody here in a Yserbius clan called TnT?

    Just curious.

    1. Re:They called me Repairman... by seek3r · · Score: 1

      I was called shaitan, I cant remember the name of the guild anymore, even tho I was a Prince. Yserbius was awesome in its day.

  8. annoyingly fantasy and PC-centric as usual by Gizzmonic · · Score: 3, Insightful
    A pity they mention J.R.R. Tolkien (peripherally important at best)and stuff like "Hacking into Computer systems," but there's no mention of the first cable modem game of all, the SEGA channel!

    It's funny how someone can slap together a timeline of their own personal preferences, (obviously without doing any research) and call it the History of Online Gaming. This is almost as bad as that Tom's Hardware Article that said "DOOM is a watershed in console gaming," along with a milquetoast collection of benchmarks that had nothing to do with gameplay or innovation. Someone should double-check this stuff before they post it.

    --
    (-1, Raw and Uncut is the only way to read)
    1. Re:annoyingly fantasy and PC-centric as usual by paitre · · Score: 2, Interesting

      You are, unfortunately, incorrect in stating that they didn't do -any- research on this. Hell, I'm one of the damned sources cited in the timeline.
      I know for a -fact- that they spent over a year talking with folks involved in the development on online gaming over the years, while putting this thing together. Additionally, online gaming has traditionally meant -multiplayer- online gaming.
      Neener.

    2. Re:annoyingly fantasy and PC-centric as usual by Brijam · · Score: 1

      Um, you do know who Raph Koster is don't you? He's the guy who played a pretty large part in this game, you may have heard of it. It's called Ultima Online.

    3. Re:annoyingly fantasy and PC-centric as usual by Krilomir · · Score: 1
      First line in the submitted timeline: "The following is a timeline for the development of virtual worlds. I welcome more additions to the timeline. Check at the bottom of this for a list of sources."

      nuff said

    4. Re:annoyingly fantasy and PC-centric as usual by herderofcats · · Score: 1

      Gizzmonic wrote
      > obviously without doing any research.

      The 'History of Online Gaming' has a long pedigree -- it has been vetted and added to by the Mud-Dev@kanga.nu community which includes some of the top online game designers in the world.

      Sure, it isn't perfect, it can use some minor improvements, but it has been well research and vetted by the Mud-Dev community. If you have some criticisms or spot in inaccuracies, they have been prompt to adding relevant changes to the history.

      -- Herder of Cats

  9. They missed quite a few games. :( by MsWillow · · Score: 3, Informative

    While I was in high school (1974-1978), we used various HP minicomputers, timeshared. Along about '76-ish, there was a multi-person chat program called TALK, using the HP2000 Access's PFA / MWA (program/file access and multiple write access) to communicate between users via a file.

    Not long after that, Ray Zeubler, a music student at WRHarper Junior College, started writing KINGDOM, a multi-user DnD-ish game. It was rather popular, and accounted for many boxes of paper on those old DECWriters and ASR-33s :) I wrote a cheesy knockoff, called SPACE, on my Schaumburg High account, S-350.

    Out of high school, I eventually ended up working as a terminal aide at Harper. Ray graduated, and Kingdom went away, so I took Space, and re-vamped it into a Kingdom clone, running from my new T-920 account. This time, though, we used up barrels of electrons, playing it on faster CRTs :)

    Somewhere along in here, Steve Woolfson wrote a version of Empire for the HP, but it never seemed to catch on like the Plato version did.

    Eventually, I left Harper, for a career as a software engineer. Far as I know, Space, Kingdom (both Ray's and mine), Empire, Talk, all of those died. All were rather fun, and all wasted great piles of CPU time and disk space :) They actually also helped get many people into computers, well before they were commonplace items. Heck, as I told Matk Benson, my best HS buddy, when his brother Pat enrolled in a programming class, "Geez, will you look at that! Now every idiot and his brother are getting into computers!" *GRIN*

    --

    Lemon curry?
  10. One thing they forgot to add... by Jippy_ · · Score: 1

    From the article: Sometime prior to 1984, John Sherrick writes Tradewars. It's similar to Star Traders, written in BASIC, and is for BBSes.

    .... which was immediately followed up a few hours later with dozens of TradeWars helper programs.

    =-Jippy

  11. Re:Give me TradeWars 2002 or give me death by flogger · · Score: 2, Informative

    Trade Wars 2002, for those that were not into the BBS scene, was a graphical (Ansi Graphics in the menus anyway--everything else was Text based)game where you explored around a universe through "Warp Points" and traded for a profit.

    The trader would buy mineral or food or some other item to load up the holds on a freighter ship. Then the trader would ward to another system that was looking to buy the items you had to sell. With the profit you could upgrade your ship and buy fighters to attack other players!
    The trader had a certain number of turns each day to do everything (better ships had more turns); and when the trader ran out of turns, that is where he/she stopped until more turns were awarded the next day. I found it golden when I found a traders ship with no fighters when I had my Federation starship (so the names were't that original).
    My favorite tactic was to blow up a trader's ship, send out probes to see where his/her escape pod went to. Get the escape pod, and tow it to a dead end sector and place a crap-load of space mines in the next, "escape" sector. When the trader logged in on the next day, he/she would see that they were attacked, but still alive. Then when he/she would go to the stardock to buy a new ship...Blammo! hehe

    This game was also a team game with "corporations" for teams. You could let people into your corporation and populate planets that had massive fighter production etc etc etc...

    Even the "Underground" element of the game was great. Traders could put bounties on each other. It was great.

    To those that played in Bloomington/Normal Area in 91-95, on the BBSes of Castle Roogna, Tragic Flaw, Tragic Flaw II, Prarie BBS, and "Carl's BBS" (I can't remember the name--Damn I'm getting old): I salute you, Trader Mick, Magician Humphrey, Richard Speck, Dragon Lady, Mac, and others. I was know and feared as "Captain Phooey".

    --
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    "First things first -- but not necessarily in that order"
    -- The Doctor, "Doctor
  12. Professional gaming by Nehemiah+S. · · Score: 2

    The real question is: when will professional gaming take off? You can do so much with the idea, make everything so much more interesting than basic professional sporting events, and with webcasting (a la Quakecon tourney) being so cheap and trivial to implement, it is really amazing that it hasn't taken off. I mean, hell, people pay to watch GOLF on television; why not Quake?

    When it does happen (and I am sure it will) I wonder if it will go the direction of pro baseball, with big corporations buying franchises and selling tickets to imax style theaters, or pro bowling, with people who are extremely highly skilled going to big tournamounts and competing for cash, or maybe some completely new paradigm? So far it looks like it is headed the bowling/golf direction, but there is only one real data point (quakecon) and there have not been any true competitions for teamplay- oriented games yet...

    blatant Q3A tourney plug

    --
    ... and there is no doubt, that one day he will be
    where the eye of his telescope has already been
    1. Re:Professional gaming by Stoutlimb · · Score: 2

      > The real question is: when will professional gaming take off?

      It's professional when you can make big money doing it. It has taken off, and in a big way. It's called Online Gambling. Thousands (millions?) of people log on to the internet, play against each other or against a computer, for real money.

      Granted, not much gaming online creates big celebreties.

    2. Re:Professional gaming by bedessen · · Score: 2
      The real question is: when will professional gaming take off?

      It already has, go to Korea some time. They have cable TV channels dedicated to broadcasting game competitions. There are clans of players with equivalent status to pro sports teams, they are celebreties. Read about it here as well as the associated slashdot discussion. From the article:


      Starcraft is not just a game in South Korea, it is a national sport, what football was in America in the 1970s. Five million people -- equivalent to 30 million in the US - play.

      [...]

      Chong points out a 20-year-old in an orange sweatshirt, immersed in online tactical warfare. "He's a pro gamer. Most of them practice 10 hours every day, like musicians," he says. "In Korea, people play games using the Internet like that. It's a kind of boom.


    3. Re:Professional gaming by umask077 · · Score: 1

      Actually with both UO and EQ there were oodles of people selling stuff on ebay. I know several people who made thousands a month doing just that.

      So if you mean professional as in a career it has kinda happened already.

      --
      --- Always remember. 99.36% of all statistics are inaccurate.
    4. Re:Professional gaming by Anonymous Coward · · Score: 1, Funny
      Starcraft is not just a game in South Korea, it is a national sport, what football was in America in the 1970s. Five million people ? equivalent to 30 million in the US - play.

      I've never been to Korea. So, are Koreans like 5 times the size of Americans or something?

  13. It was Al Lowe! by I+Love+this+Company! · · Score: 1

    Al Lowe (the genius we all know and love as the creator of the Leisure Suit Larry series) and Ken Williamson humorously claim to have invented internet gaming while working at Sierra Online. Read the entire article here.

    --

    "All art is quite useless." -- Oscar Wilde
  14. All this and what have we got? by ObviousGuy · · Score: 1

    Looking back on all these games I wonder what their cumulative effect on the general culture of the U.S. is. Has the tiny minority of these games brought the concepts of the games to a wider audience, perhaps through movies or television?

    Or is the listing of all these MUDs more evidence of a geek subculture that sees itself as superior to society in general, so much so that it needs to withdraw and create more perfect worlds to exist within?

    --
    I have been pwned because my /. password was too easy to guess.
  15. Article slashdoted by froh · · Score: 1

    mirror at http://home.no.net/scoopy/mudtimeline.html

  16. Warning- for classics students only... by Graspee_Leemoor · · Score: 2, Funny

    "It goes back as far as PLATO"

    Ah, yes, 5th Century BC Athens and Plato is writing eloquent prose such as this extract from "The Repulic" where he illustrates the Similie of the FPS.

    "Suppose, Glaucon, that we have a 3D virtual environment where people kill each other endlessly in per-pixel-shaded surroundings. And let us further suppose that while in this environment they can talk to each other, saying things like: 'I 0wn j00, suX0r!'. Would the players in this world think that what they were experiencing was reality, or that they were merely interacting with shadows?

    'Merely interacting with shadows, of course' Glaucon replied.

    Well then. Couldn't it be the same with us in the real world ? Might there not be a higher plane, the plane of forms, viewed from which we would appear to be merely shooting at shadows ?

    'I suppose it could be possible' replied Glaucon, mechanically.

    graspee

  17. NWN by flogger · · Score: 2, Interesting

    Stormfront Studios' Neverwinter Nights launches on America Online. It was based on the Gold Box SSI AD&D games, and was programmed by Cathryn Mataga.

    NWN was the first experience I had with PvP (Well maybe the second -- I played a lot of Trade Wars.) The game, even though it was on AOL was lot of fun and the best part of about it were the guilds. I spent a lot of time in the "Temple of Lloth" as Gomph and was a great lackey.
    I remember playing around with a Mad Cleric by the name of Holy Church that eventually got kicked off of AOL for his overzealous PVP tactics.

    NWN, back then was not supposed to be a PVP game, A player could not even hit another player with his/her sword when in an "encounter" with another. But it was dicovered that magic spells did have an effect on others. I think Mataga (the programmer)assumed people would cast spells to help each other. So spells like 'haste' were great. But where benificial spells helped, so did the bad spells. Fireball and hold person and lightning come to mind.

    Three years ago when I heard about Bioware making NeverWinter nights, I was taken back down memory lane. (It's only been 10 years since I played on AOL... Argh!)

    --
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    "First things first -- but not necessarily in that order"
    -- The Doctor, "Doctor
    1. Re:NWN by Megane · · Score: 2
      NWN, back then was not supposed to be a PVP game, A player could not even hit another player with his/her sword when in an "encounter" with another. But it was dicovered that magic spells did have an effect on others.

      Gemstone was not supposed to be PVP either, but there were problems with the occasional PK, usually named "Chucky", after Manson. They did eventually put in ways to notify GMs of PKing in town (one time when I was stuck in a guild building with no way out, myself and another character playfully plinked each other with rapiers, knowning the GMs would get notifies). In GS3, they added automatic arrest and fines for PK in town.

      Stealing they didn't have as much problem with, but the original GS2 implementation of pickpocketing allowed the thief to steal the backpack off your back! (It was stealing the wedding rings off of fingers that really pissed everyone off.) It also allowed you to steal the treasure off of genned monsters, leaving fields full of pissed off trolls with no treasure.

      I think Mataga (the programmer)assumed people would cast spells to help each other. So spells like 'haste' were great. But where benificial spells helped, so did the bad spells. Fireball and hold person and lightning come to mind.

      That is fscking twisted.

      Three years ago when I heard about Bioware [bioware.com] making NeverWinter nights, I was taken back down memory lane. (It's only been 10 years since I played on AOL... Argh!)

      I missed NWN on AOL (then again, I used a Mac, and it required a PC client based on the SSI game engine), but I eagerly await being able to set up my own world at home.

      --
      #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
  18. Plato by scottbot · · Score: 1

    Anyone who used PLATO might want to check out platopeople.com...some good stuff there. Anyone remember a PLATO game called Drygulch? Multi-user, wild west mining game (with graphics), way ahead of its time (this was pre-Vic 20!).

    1. Re:Plato by Waffle+Iron · · Score: 3, Interesting
      For those who might be wondering what PLATO was, it was a system far ahead of its time. Kind of a preview of the world wide web in the 1970's. It was a mainframe-based system designed from the ground up for interactive graphic use in a teaching environment. It used cool orange flat panel plasma displays. I took a couple of classes that used PLATO for all of the homework and a lot of interactive teaching material.

      It supported hundreds of simultaneous interactive users all sharing a single mainframe that was probably less powerful than a 286, usually with snappy performance. Now, with "modern" OSes, a single CPU -- hundreds of times more powerful than the entire PLATO site -- supports a single user surfing the web, sometimes with sluggish performance. Sometimes it makes you wonder about progress and the concept of diminishing returns.

    2. Re:Plato by ckolar · · Score: 1

      There is a bit of information out there about some things that started on PLATO that are now pretty much familiar to everyone. IMB/Lotus credit PLATO's "notes" as being an inspiration for Notes/Domino. There is a nice summary of innovations on the system including personal notes (email), multiplayer games, and most importantly "online community," by David Wooley. Brian Dear is also writing a book on PLATO people that also has some good history.

      Learning about PLATO makes a nice history lesson for both online gaming fans as well as people working in online education.

      It is not often I can sign a note as chris/mfl and an Orion Captain

    3. Re:Plato by zaft · · Score: 1

      It's nice to see Plato getting its due at last. I spent a lot of time on Plato from 1983 to 1987 or '88, including programming in Tutor.

    4. Re:Plato by Psquire · · Score: 1

      I used to play Drygulch (and Empire) all the time back in the mid-80s. Drygulch was great, you had to delve the mine (something like a 30+? level maze, each floor something like 20x20 squares I think, it's been a while, but thru your mining you could actually deplete walls and clear a whole level) for ore, take it up to the assay office and cash it in for better supplies (all represented by little vector grachic icons of course) and sundries. You could traverse the badlands to find sister city, not an easy feat by anymeans but the sister mine was far richer). All in all a great game.

      But I spent the most time by far on Moria, that game was the ultimate. It was dungeon-crawling-roleplayingesque game with vector graphics in a small window in the center depicting the dungeon and the directions you could travel. The world was divide up into different terrains (forrest, dessert, mountains, etc) but of course everything looked like the same vector-wall dungeon, but hey that's where imagination comes into play! You only got one character at a time, and once dead that char was gone for good (only to be remembered in the hall of fame!) You could party with quite a few other players at a time (which of course you could never "see" in the dungeon, just on a list of who's in the room at the time) and go exploring. The max # of players was quite a few I think (greater than 30 I think). My last char I remember was pj17 (incremented every time I died). Anyone remember hunting for the Ring or discovering the hidden levels like the Ocean? (A longshot I know but what the hell)

      I was actually like a 4th/5th grader (read: zbrat) at the time so everything on a 'puter was cool then. Still though reading thru these sites makes me quite a bit nostalgic for those days.

      I wonder what would it take to resurrect those PLATO games to their former glory? I imagine copywrites, or a complete lack of source code would be a stumbling block. But, it's not like it'd take a lot of resources or bandwidth to host the whole thing (I used to connect at 9600 baud on the high end). I think I could put more time into those games (if the community was there of course) than into Neverwinter or EverQuest or any other so-called MMPORG. I wonder...

    5. Re:Plato by troutman · · Score: 2
      For those who might be wondering what PLATO was, it was a system far ahead of its time. Kind of a preview of the world wide web in the 1970's.

      Yeah, PLATO and NovaNET were way ahead of their time, in many ways. I count myself fortunate to have had a chance to "be there" while it was still in its prime.

      The original mainframes that ran PLATO are long gone, as far as I know. NovaNET was an attempt by UIUC to rejuvenate PLATO in the late 1980s, using custom designed hardware that implimented the Cyber instruction set. The system had a unique communications infrastructure, using hybrid one-way satellite/land-line return data delivery system to connect customers nationally. This allowed small sites to enjoy the power of PLATO without having to buy a CDC system of their own. It was amazingly responsive, despite the use of the satellite link. That system was later replaced by Internet connections and NovaNET running under emulation on Sun server hardware. The system is now owned by NCS/Pearson, and is is still being used by some K12/adult education sites. But its days are definately numbered.

      One interesting thing about PLATO systems is that the sense of user community was amazing. I think only a few on-line communities have ever reached the level of the PLATO systems (perhaps the WELL and some MU*s). The level of interactivty and features on the system went beyond what most people get on the 'net these days (if you don't count all of the web cams and p0rn). You could chat live with someone else, and actually see each individual key presses -- and get flustered by your inablity to type fast enough to keep up someone. Your could share your entire terminal screen with someone else to show what you were doing, or if you were having a problem. Help desk support staff were very knowledgable and usually responded personally within a few minutes to any request. There were discussion notesfiles on almost every topic. The user community was very active.

      I really don't think that instant messages or web boards give you the same kind of feel.

      And finally, the games were pretty impressive for the era. I personally lost about 5000 hours of my life to Avatar. (yes, really, 5000 hours -- the system keeps a log of your total usage) Nothing else was like it at the time, being able to play a dungeon kill-the-monsters game in a crude semi-3D enviroment while interacting in the game with 50 other people, on a 2400 bps dialup. And loving every minute of it.

  19. They forgot Hack, Rogue and Nethack!!! by andersen · · Score: 1

    I can't believe they failed to mention the greatest computer game of all time, Nethack!!! No history of gaming is complete without it...

    --
    -Erik -- --This message was written using 73% post-consumer electrons--
    1. Re:They forgot Hack, Rogue and Nethack!!! by Fricka · · Score: 1

      ::raises her hand:: I was a Hack addict. On a side note: Anyone remember a text based dungeon crawl type game that you played on an HP calculator? I can't remember the name of it for the life of me.

      --
      ~Fricka
      OffLineTshirts.com
  20. Just for the young and Uneducated... by Hott+of+the+World · · Score: 1

    Here's A Quote from a FAQ on the game:

    "Legend Of the Red Dragon (LORD) has been a mainstay of regular BBSs for many years now and is still one of the more popular doors on Telnet BBSs.

    Ok, that out of the way, it's time to to start talking about L.O.R.D. LORD is a BBS Door game with a medievel Role Playing Game theme. You probably knew that already. The usual goal behind playing LORD is to reach level 12 and kill the red dragon. Once you've killed the dragon you can go back and do it all over again or hang out at lower levels and really frustrate people! More on that later.

    You advance levels by gaining experience points and then challenging your "master" to a fight (and winning). You can gain experience points by fighting monsters and other players, both online and offline, killing other players in self defense, and through various other methods. Once you get to level 12 you can Search for the red dragon and try to kill him, good luck!

    Along the way to level 12 you'll be able to earn gold to buy better weapons and armor, meet and rescue fair maidens, speak with monsters both friendly and otherwise and find gems. Though the goal of LORD may be simple enough, there are lots of surprises that can pop up and there are a number of hidden keys on the various menus.

    Now that I've given you a basic overview of LORD, the rest of this document will be organized by menus. As I get to the various menus I'll first list the menu including hidden keys, and then explain the functions in more detail. After this you'll find a "misc" section which contains material that doesn't fit in elsewhere. Because of the menu based organization of this FAQ, if you read it from beginning to end some things may not make sense at first but will become clear when some details are explained later.

    Copyright (C) 1998 by John Alan Elson."

    --
    | - | - |
  21. It has taken off by Audity · · Score: 1

    It's taken off already, just not with FPS games. Many Starcraft: Brood War games are shown on television in eastern asia (mostly korea) every day. Gaming is considered a sport there, and people make their livings off of it just like people do with baseball or hockey in north america.

  22. History Repeats by jmoriarty · · Score: 2, Funny

    From the timeline - 1973:

    "In "Dogfight," two players tried to shoot down each other's "airplane" ... Unfortunately, the person with the fastest connection to the main computer in Illinois usually won that game."

    Soooooo... 30 years later we're still basically in the same boat, only with prettier airplanes?

  23. Re:They missed quite a few games. :( by jolan · · Score: 1

    You mean Harper College is actually somewhat known for something outside of the NW suburbs of Chicago?

    Wow, I might just have to go back and enroll again :)

  24. air warrior by Inominate · · Score: 1

    Damn, I still remember playing air warrior, spending untold $, paying by the minute to play. Those were the days. (anyone who played air warrior should check out aces high)

    Then there was the sierra network, redbaron online, etc, more money down the drain.

  25. ugh? by Unordained · · Score: 1

    what does it look like? starcraft, passively, on a tv screen? scrolling? commentary?

    1. Re:ugh? by mselmeci · · Score: 1

      I don't know exactly how the starcraft games might look, but when I lived in Hungary, there was a TV program where people playing Mario (!) were broadcast with commentary. These were regular guys off the street, which was easy to see, because they all kept dying in the first level from having a turtle bounce back at them.

    2. Re:ugh? by BlameFate · · Score: 1
      Yes; they have a commentary, but being in Korean, I couldn't understand it.. They play Starcraft pretty much constantly; although they also had little segments where they would get what I presume were Korean pop celebrities to play Warcraft 3 against each other.


      They also had a 24 hour Go channel.

      --

      --is not to be confused with user #672982 - Bame Flait

  26. xpilot by Chris+Hiner · · Score: 4, Informative

    No xpilot either on this list. That dates to 1991, and has been multiplayer since the start.

    1. Re:xpilot by IvyMike · · Score: 2

      It's on the main xpilot page, but it's worth calling out the link to The Story of Xpilot from the ACM crossroads. It's the fascinating history of the development of xpilot back in the days when most people hadn't even considered that multiplayer games could exist.

      I still play xpilot today, btw, and although it can't keep up with the graphics of modern day games (or even 5 year old games) it's all about the gameplay, and it still has it there.

  27. Reminiscing... by Tilps · · Score: 1, Funny

    6% Done. 6K of 100K (3:26:45 remaining)

    Lucky I dont need this web page to be able to reminise about the good ol days...

    Tilps

    --
    Sigs are for wimps. I am proud to be one.
  28. Do we have to call it EverCrack? by WIAKywbfatw · · Score: 1

    OK, I realise the reason why avid gamers who get immersed in EverQuest refer to the game as EverCrack in a light-hearted jab at themselves because the game is so addictive but doesn't using the Crack suffix just further damage the public's perception of the Internet, PC and console gaming and gamers in general?

    Isn't it enough that TV and print media already make the best of every opportunity that they get to bash any of these three things?

    If you believe the hype and hysteria then the Internet's full of paedophiles swapping pictures and preying on young children in chat rooms, games like GTA3, Gangsters, Tekken and Doom just glamorise and glorify violent behaviour and gamers are mal-adjusted, sedentary, social misfits with poor social skills that would rather sit on their fat asses all day than get a job, a friend or any kind of life.

    (Don't even get me started on how the media regards RPGs - anyone old enough to remember the golden age of table-top games will remember how insane the media were about that "corrupting influence".)

    EverQuest, like life itself, attracts many kinds of players. Some hardcore but most are casual. Some are openly aggressive but most are openly approachable. Some are complete jerks but most are just well-rounded human beings.

    Bottom line is this: playing EverQuest is no big deal. Sure, if you're devoting every waking hour to it then you have a problem (or, given the way the EverQuest community works, a viable business venture) but then that's true of just about anything.

    --

    "Accept that some days you are the pigeon, and some days you are the statue." - David Brent, Wernham Hogg
    1. Re:Do we have to call it EverCrack? by Eric+Destiny · · Score: 1

      "From my parent's house in Wyoming, I stab at thee!"

      --

      "The meek shall inherit the earth, the rest of us shall go to the stars." Isaac Asimov

  29. Re:Give me TradeWars 2002 or give me death by flonker · · Score: 2

    There is an online version of Tradewars written in PHP. Check out http://www.blacknova.net/. I wasted three or four days on it, but it didn't grip me like the original.

  30. Subculture by Shalome · · Score: 1

    Or is the listing of all these MUDs more evidence of a geek subculture that sees itself as superior to society in general, so much so that it needs to withdraw and create more perfect worlds to exist within?

    Oh, please. How about "different from society in general?" When I was a young teenager, discovering BBSs and MUDs was probably the best thing that ever could have happened to me. For the first time in my lonely little life, I found myself immersed in 'worlds' inhabited by people who thought and acted like I did, who actually read books not assigned in school, who used their intelligence in creative ways.. It was my first exposure to people who didn't care about how you looked or who you hung out with, but what you said and did and how well you did it.

    Superior to reality? Nah, more like a release, an exploration. And yes, a subculture does need its own world to exist within. When I was in high school, the "jocks and cheerleaders" had their own little world of sports and parties -- but then, there were a lot more of them than there were of people like me. They could congregate easily in public. To find other people like myself, I had to go online.

    Gaming and BBSs sparked my interest in the internet, html, coding, networking -- and, of course, more gaming. I'm willing to bet that the cumulative effect was the same for many others. When I would play around on the internet in the school library (mind you, this was in 1992, so the "internet" looked a bit different -- but there was still e-mail!) even the non-geeky people would want to know things like how to make a "home page" or get e-mail.

    Cumulative effect on US culture in general? Well, we've got Britney Spears on AOL and all, and I won't categorize that as a good thing or a bad thing, but without the little gamer geeks decades ago... do you think that today, Suzi Cheerleader would know what instant messaging or e-mail was?

    --
    Moderation totals that amuse me for one of my posts: Flamebait=1, Insightful=2, Funny=2, Overrated=1, Underrated=1
    1. Re:Subculture by Shalome · · Score: 1

      Take me out of context all you like. I didn't say "dumb brutes" or "brainless," you did. All I meant was I liked computer and books and art, and they liked sports and parties and clothes. I didn't have a problem with anyone in high school, I wasn't one of those TV stereotypes of bitter, picked-on geeks with no social skills who had to escape into an alternate reality to cope with how much the rest of my day sucked (but hey, not many people DO fit that exact stereotype). I just preferred doing other things.

      It's a tangible difference in taste. I don't believe one is better than the other, especially now that I'm older and realize that most people turn out pretty much the same when the years even us out. I'm still not a sports fan, though. ;)

      And yes, wouldn't everyone rather hang out with people who use their intelligence (especially in creative ways, like I said)? I was drawing a line between that and the kids who drank themselves stupid in the parking lot before class and slept until lunch, when they went out and smoked pot in the park and skipped the rest of the day to watch TV or sit at the mall doing nothing. They might have been nice people, but they bored the hell outta me.

      But hey, believe what you want.

      --
      Moderation totals that amuse me for one of my posts: Flamebait=1, Insightful=2, Funny=2, Overrated=1, Underrated=1
  31. Re:annoyingly annoying slashdot whiners as usual by Psx29 · · Score: 1
    Maybe instead of bitching about it you could send that info to the guy who made the timeline. He says he does welcome any additions.

    You took the words right out of my mouth, timelines are usually not complete but this one seems pretty good to me. It looks like the guy put a lot of work into it anyway...and with slashdot posters filling in the blanks and having it updated there will hopefully be nothing left to complain about.

  32. Gaming subculture, not the Internet by ObviousGuy · · Score: 1

    Britney Spears isn't wandering around some virtual dungeon while she's on AOL.

    Yes, the internet has had a pretty big impact in our culture, but it doesn't seem to me at least that gaming has had all that huge an effect. Sure, we've had Dungeons and Dragons and Super Mario Bros., but aside from these horrible movies, there doesn't seem to be any lasting impact of gaming, much less online gaming.

    --
    I have been pwned because my /. password was too easy to guess.
    1. Re:Gaming subculture, not the Internet by Shalome · · Score: 1

      Gaming subculture contributed massively to the popularity of the internet, thereby affecting US culture in general.

      And boy.. if Britney Spears WAS wandering around some dungeon on AOL.. or maybe just some dungeon.. what a better place this world would be!

      --
      Moderation totals that amuse me for one of my posts: Flamebait=1, Insightful=2, Funny=2, Overrated=1, Underrated=1
  33. About to start development of an old-school game by CySurflex · · Score: 1
    We are in the early design stages of a turn-based strategy game. In the gaming industry, you're always asked "What's the BFI?" (Big Fucking Idea). If you don't have a BFI, it's just a rehash of an old game.

    Well the spin here is that I work at a TV channel (G4) - and therefore the idea is that the game will somehow integrate with some on-air elements within it's universe. (Live or pre-recorded). Not yet sure what those elements will be, but there are quite a few possibilities. (From just displaying stats to actually having some of the gameplay on TV, etc.)

    You can read the post here, where we're soliciting input from the G4 community before starting development.

    -CySurflex

  34. Many, Many Multiplayer works are probably missing by The+Optimizer · · Score: 4, Interesting

    I have to assume that, becasue I doubt anyone remembers the first on-line multiplayer realtime game that I wrote* and there must have been a thousand others like me - individuals who wrote something that was enjoyed by a very small audience and then forgotten a few years later.

    * = in 1986, I wrote a game I inventively(ha!) called "CompuTrek" for the Computalk BBS in the Dallas/Ft Worth (Texas, USA) area - a 7-line BBS running on 48K RAM Atari 800's that shared access a 20 Mb hard-drive and had a hand-build gizmo to resolve write access contentions connected to joystick port #2 on each machine.

    The game was a real-time update of the classic '70 mainframe star trek, played on 64x64 grid. Players picked from one of 5 races and had money to outfit ships that were stored in asteroid bases when they were logged off. They could move around, (facing counted as they had front, rear, and side shields) and they earned money by blowing up ship of other races. 2400 baud modem users had a significant advantage over 1200 and 300 baud users.

    The problem was that 4 or 5 people really got hooked on the game -- and kept the lines BUSY to those computers.. this was back in the day when one user took an entire machine's resources. So only 1 or 2 or sometimes even none of the lines were available to other users. We tend to forget about that, but BBS users from the early 80s probably remember pulling stunts trying to beat the busy signals (like calling someone you suspect is on-line so that call waiting would disconnect them).

    In the process of having a few hard-core players hog the BBS, it naturally limited the number of other people who could find out about it and play. If there is one good thing about the 'Net as we know it today, it's that we can all be on it at the same time.

    For a long time, I though that CompuTrek would have been my only on-line game and no one but 10 or so people would even remember it, but then I wrote a bunch of the code for Age of Empires (and the games that followed it: Rise of Rome, AoE2:Age of Kings, and The Conquerors, which have been played by a million times more people. For that I am eternally humbled. (and eternally on a crusade to combat online cheating).

    -Mp

  35. notes by Genyin · · Score: 1

    1974: Notesfiles created on PLATO, the first BBSes, almost exactly like today's Usenet.
    2002: Notes still in use at my old high school, cause, despite a lock system that causes problems if you use it with nfs and the like, we haven't found a replacement that works nicely (the interface is wonderful; beats the heck out of webboards and the like)

  36. What's missing by defile · · Score: 2

    Some BBS games that are missing..

    • Barren Realms Elite
    • Usurper
    • Legend of the Red Dragon (by Seth Able Robinson?!!)

    That is all

    1. Re:What's missing by CullyUCSC · · Score: 1

      Exactly what I was thinking... My favorite BBS carried about 6 or so games, these exact three, and tradewars were my favorites, particularly BRE. I was disappointed to see it overlooked, ah well.

      Steve

    2. Re:What's missing by bedessen · · Score: 2

      Also: Solar Realms Elite and Operation Overkill (II?) Those rocked. As a sysop I would often take the modem off-hook and play OOII in local mode. This was of course before multitasking worked well. DESQview was pretty good though.

      But, I can understand the desire to not start listing every multiplayer game but rather the first or most influential ones. Otherwise, it would read like a boring list of BBS door games.

  37. Kali? IHHD? Case's Ladder? This timeline sucks by dustin999 · · Score: 1

    What the hell is up with this timeline? The author goes into a lot of detail on what are apparently his favorite MUDs, but he totally skips over some of the most important advances that have enabled internet gaming and, thus, virtual worlds. What about IHHD (Internet Head to Head Daemon) which allowed people to play games like Descent against each other on the internet before even PPP accounts were widespread? What about Case's Ladder, one of the first widespread ladders for competitive gaming? What about kali, which was one of the first means for emulating IPX games over the internet. What about gaming leagues, such as the International Warcraft League (IWL)? I think the author of this timeline may have honestly wanted to create a good timeline, but to call it a "timeline of virtual worlds" is a little premature without doing all the research required. Just my $0.02.

  38. HHBT. HHW. GHMK. by Genyin · · Score: 1

    He has been trolled. He has won. Give him more karma.

  39. PYROTO! by apsyrtes · · Score: 1

    Unfortunately, a very important piece of online gaming history is missing from this - 1985 - Pyroto Mountain!

    This game had every BBS user in fits - the first addiction. Door games were interesting, but this was a BBS system rolled into an online game - one inextricable from the other. Luckily, it remains alive on the net - it just doesn't hold the same appeal without having to auto-dial until the BBS is free to take your daily turn.... ;)

    1. Re:PYROTO! by timxcampbell · · Score: 1

      While the proffered "timeline" of the online world seems (as some have suggested) to actually be the timeline of one particular person's online escapades, you may be interested to know that there is one person who is documenting the world of BBS's -- and doing it in great detail.

      Check out Jason Scott's site for details. This fellow is travelling around North America doing filmed interviews with those who blazed some important trails.

      Yes, he did interview me, too. We spoke of the Pyroto Mountain system (both in its original form and on the web), along with some other projects I did, such as the FreeSpeech (SASSy) project.

  40. Re:What's missing - minus one.. by Jippy_ · · Score: 1

    L.O.R.D. is listed on that page. It's under the year 1989.

    =-Jippy

  41. BBS door games by tRoll+with+Butter · · Score: 2, Interesting

    I ran a BBS back in the day (of the BBS, not the dinosaurs - I'm not *that* old!). It was one of those warez BBSs with a shareware/public domain file library as a front. Unfortunatly, appearing to be a shareware BBS had its disadvantages - namely it attracted people who loved playing online games.

    Okay, so it was really my fault for downloading and setting up a few doors to keep the warez kiddies distracted while their upload/download ratio was out of whack, but after installing TradeWars 2002, LORD and Usurper, that was pretty much the death setence for the file libraries. Everyone just logged in to kill each other while they were asleep in a hotel or under a tree. While my BBS was primarially a one line system, I eventually went multinode towards the end of its popularity (as a futile attempt to make it more interesting, even though I knew the Internet would swallow all my users). During its days as a 2-line system, I saw few users actually battle each other online. For the most part, one would be downloading a file, the other would be upset that the other user is unavailble due to a file transfer and page me to see if I'd abort their file transfer. (No, I didn't abort it, I wasn't a BOFH.)

    I think the real thing I miss about the days of the BBS is being able to create your own community. Nowadays, you set up a web page with a message forum and just get posts by anonymous cowards going "This place sucks, head on over to www.bettersite.com where there's more people!" Oh yea, and I also miss Zmodem. ;)

    --

    ---
    Siggy, siggy, siggy, can't you see? Sometimes your puns just irritate me.
  42. Re:Many, Many Multiplayer works are probably missi by sam31415 · · Score: 1
    Quoth the poster:
    In the process of having a few hard-core players hog the BBS, it naturally limited the number of other people who could find out about it and play. If there is one good thing about the 'Net as we know it today, it's that we can all be on it at the same time.

    You can say this, with a straight face (I assume), on /., while the article linked to is severly bogged down because of some hard-core readers hog the connections, naturally limiting the number of other people who can read it.

    Quite impressive.

    (Solely humorous, and no disrespect to the parent should be assumed or inferred)

  43. Where di all the Yserbius players go? by seek3r · · Score: 1

    I was called shaitan, I cant remember the name of the guild anymore, even tho I was a Prince. Yserbius was awesome in its day. I have often wondered where all the other Yserbius players have gone to for their fix. Im sure they are scattered about and have run into one a year or so ago on IRC.

    Man those days when it was such a small community will never happen again. The net is just to large now.

    Seek3r

  44. Infinity Complex and other MajorBBS games by PhantomHarlock · · Score: 2
    Anyone remember Infinity Complex for MajorBBS? It was an insane game consisting of blowing each other up and creating the world yourself, by dynamiting new tunnels in a large cubic area of underground rock.

    Also left out is the venerable Quest for Magic, which came with MajorBBS for free. A very small game but a lot of fun - as an alternative for chatting with people instead of using teleconference.

    The real deal fantasy game that you had to buy seperately was Kyrandia, and Galatic Empires was the TradeWars clone of the day.

    --Mike

    P.S. Hello Infernoites!

    1. Re:Infinity Complex and other MajorBBS games by Backov · · Score: 1

      I played the HELL out of IC (Infinity Complex), and my ability to own was only limited by my 1200 baud modem (I was occasionally beaten by equally skillfull 2400 baud players). I LOVED that game.

      I also played Kyrandia, although didn't like it as much, and Galactic Empires was way better than TW2002 from what I remember of it.

      There was also another one where you started with a planet, you could build industry on it, and ICBMs and nuke or ally with the other planets.

      Another one was a "vietnam" kind of jungle combat game, where you started with a kind of shitty rifle and crept through the jungle (stealth was an issue) killing the other players.. When you killed them you got some money to upgrade your weapons.. Great game.

      Ah, the Major BBS days, some awesome games on those things. I spent way too much money, back when I didn't have it.

      Cheers,
      Backov

      --
      In the law there is no overlap between theft and copyright infringement whatsoever.
    2. Re:Infinity Complex and other MajorBBS games by newdarktimes · · Score: 1

      I wouldn't be surprised if I spent more time playing InFiNiTy CoMpLeX than anyone else on the planet. (Sad, I know..)

      I started playing it during it's beta days on a MajorBBS system in Calgary that went by several names over the years (Viewline, The Station, The Nucleus..) I believe it debuted in that City on July 22, 1988, though it was also being tested from a slightly earlier date on a MajorBBS system in Edmonton (Canada).

      It was a real-time, persistent state game with a modifiable map. It was a wacky text-based "FPS" game based heavily on the paper and pen RPG, Paranoia. Unfortunately, MajorBBS operators often complained about its instability throughout it's lifetime (it often crashed the server) and many sysops pulled it because of this.

      I found it to be incredibly addictive. Because text commands given were processed by the server immediately, there wasn't really a firm "cap" as to how quickly one could move about the map. Even though descriptions of the rooms were limited to how fast they could come across your modem, your movement and other text commands would be processed as received by the server without regard to client synchronization or real world physics. Because of this, one could physically move through 50 rooms in under a second (on a 1200 baud modem), as long as you didn't care about seeing the room descriptions.

      Combined with the use of client-side macros, this made for the fastest gameplay of any game I have ever played. It puts the fastest Quake games to shame. A skilled player with a solid knowledge of the (constantly evolving) map could do amazing things.

      I have great memories of that game. If anybody knows where I can still get a copy of it, I'd be interested in preserving a running server of it.

      - "Gnimsh", of Viewline, Calgary. Former team member of:

      "Gnome Raiders" and the "Freedom Union of Commie Killers"

    3. Re:Infinity Complex and other MajorBBS games by newdarktimes · · Score: 1

      There was also another one where you started with a planet, you could build industry on it, and ICBMs and nuke or ally with the other planets.

      I believe you're thinking of "Galactiwars"

  45. Re:Many, Many Multiplayer works are probably missi by The+Optimizer · · Score: 1
    He said:
    You can say this, with a straight face (I assume), on /., while the article linked to is severly bogged down because of some hard-core readers hog the connections, naturally limiting the number of other people who can read it.

    That why I used the mirror site :-)
  46. TeleArena? by Graelin · · Score: 1

    How about TeleArena? Where'd that thing go?

    That was one of the very few games that I would still play today if I could. Of course, it was all about the other players too.

    1. Re:TeleArena? by Old.UNIX.Nut · · Score: 1

      There are still a few BBS systems out there connected to the Internet running Tele-Arena.
      Sean Ferrel the author seems to have disappeared from the planet.
      I was suprised this "timeline" had no mention of Galacticom MajorBBS/Worldgroup based multi-user games like Tele-Arena, MajorMUD, GE, etc.
      Allot of people got their start playing multi-user games on Galacticom BBS systems.

    2. Re:TeleArena? by PhilipChapman · · Score: 1

      I started out on a MajorBBS system, and played TeleArena and LORD all the time. I've played everquest for a year and I can say tele-arena was so much more fun. Not many people play it anymore, otherwise, I'd love to start playing it again. I've still got my copy of worldgroup and a copy of ta though so maybe some day I'll fire it back up again.

      --

      ---
      Always standing, I am a tree awaiting the lightning. -Samael, Crown
  47. PLATO memories by DuctTape · · Score: 1
    Looking at the article, things are pretty much right on in my memory. All that we take for granted now, Usenet, multiplayer games, chat rooms, and email, we took for granted back in the 70s on the University of Illinois PLATO system.

    It had bitmapped graphics (well, sorta), sprites (well, sorta), and wonderful monochrome orange plasma screens. The beauty of using plasma screens was that once you told a plasma pixel to turn on, it wouldn't turn off again, so you didn't have to have video memory. And you got your game graphics from downloadable fonts, called charsets, so you just "printed" different characters next to each other to get an orc or a mage.

    And all this from a computer system that was made to let non-computer-science instructors create lessons for their students (hah!).

    You can find more history on PLATO here. Definitely follow the NEXT links at the bottom of the pages.

    I tried looking at what PLATO has, um, evolved into, but www.plato.com just doesn't do games.

    --
    Is this thing on? Hello?
  48. too much missing. by t0qer · · Score: 5, Informative


    Few things missing..

    He mentions ten, but forgets kali and kahn (sorry no link) Kali was the first commercial IPX tcp wrapper. Duke nukem, doom, descent were all played over kali.

    Also to note, dwango. The thresh sponsored dial up doom networking service.

    Then onto Ultima Online for the first graphical mmorpg.

    Too much missing for my taste.

    1. Re:too much missing. by Mozai · · Score: 1

      Ultima Online? The first graphical mmorpg?

      I beg to differ. Lucasfilm's Habitat was not only George Lucas's first foray into video games, but it was also the first graphical MUD. You could participate with your Commodore 64 by dialing into the QuantumLink network (at a screaming 1200 baud). Lucasfilm used some of the Habitat code and design to make their first adventure game: Maniac Mansion.

      QuantumLink later decided to move from supporting C=64 machines to the slightly more popular IBM AT (that's an Intel 286 to you whippersnappers), and also changed it's name to something grandiose; "America Online," I think it was.

    2. Re:too much missing. by NightHwk1 · · Score: 1

      a guy i knew somewhere in the 317 area code actually named his daughter Kali after that wonderful program.
      (anyone from the area remember the megasphere bbs?)

    3. Re:too much missing. by Reteo+Varala · · Score: 1

      *nod* Kali's definitely lacking it's props... it's a shame it's no longer in active development. That was the best $20 I ever spent. :-)

  49. Passing the test of time by Rogerborg · · Score: 2

    Note to those looking for staying power: the 1974 game Empire is still being played and developed today as Netrek. The name has changed, the Klingons are back, the graphics and sound have improved and the galaxy has been shrunk to make for fast, intense games, but the essential gameplay is unchanged. 28 years and counting.

    --
    If you were blocking sigs, you wouldn't have to read this.
  50. A bit of trivia. by scumm · · Score: 1

    The obvious troll changed the details of just about everything (crediting several games to Carmack that he didn't make, the GL/DX3D mixup, etc).

    But! What was the first 3D card Quake supported? Hint: It wasn't the Voodoo, with GLQuake.

  51. Valhalla and Asgard's Honor by deblau · · Score: 2
    I cut my MUDding teeth on Valhalla, starting round about 1990 or so. Here's some more info about Valhalla, since George Reese's timeline isn't available any more at imaginary.com.

    Valhalla was an awesome online environment. It beat the hell out of the BBSes of the time, and it kept getting better as more and more areas were added. I got all the rush of EQ from it 10 years before EQ ever happened, and I still get that same rush daily. Valhalla ceased to be in October 1997, but was reincarnated shortly thereafter (under new management) as Asgard's Honor. The admins and lib versions for Asgard have changed a bit from that link up there, but all the gameplay descriptions are still accurate, and a lot of the old Val players migrated to Asgard. I played on Val and now on Asgard as Silence.

    Our web page is at ahonor.betterbox.net. We're currently in the process of updating it with all sorts of additional information. If you're looking for an online experience that isn't driven by profit but by having fun; where you can kill monsters, gain spells, chat with old friends and make new ones; and where you can talk directly with the people building the world, by all means stop in! Log in as 'guest', or create a character; either way, we'd love to have you check us out. I'm usually on every day, and I love to help out newbies.

    -- Silence

    --
    This post expresses my opinion, not that of my employer. And yes, IAAL.
    1. Re:Valhalla and Asgard's Honor by Networkpro · · Score: 1

      Ahh Good old George, King of the guilds of strange unearthly powers... too many months lurking as a vampire named SgtMayhem. Anyone hear from him lately ?

    2. Re:Valhalla and Asgard's Honor by smack.addict · · Score: 2

      It is up again. I was redoing the site and then got sidetracked. I probably won't get the site redone for another year, but you can now access the timeline at the original URL.

  52. the rape in cyberspace by red_flea · · Score: 1
    Rape in Cyberspace was on that page and was a really good short story about one of the earliest examples of a person whose primary goal is annoying everybody else. (You know the type. Don't be that type.) I say it's a good story, not necessarily because it's something that you won't be able to put down. In fact it's rather long. But it effected quite a debate in class when some people believed that using the word rape was appropriate and others insisting not.

    I'd be interested to hear what fellow geeks think of the matter? Is rape too severe a word to describe what happened? Is this kind of rape as traumatic as the standard method? I say no. And if you say yes, you might just be the type that can win arguments... but what do you believe?

  53. Which one is the oldest game still running? by kinki · · Score: 1

    I know BatMUD , (1990) still is alive and kicking. Actually it has been constantly growing during the 8 years I've been more or less around... But are there any older online games that are still more popular than their early days. ++Noitatohtori

    --


    ++K

    <[letter kay][at][number seventy seven][dot][finnish TLD]>
    1. Re:Which one is the oldest game still running? by ChipMnster · · Score: 1

      RabbitJack's Casino is still running after 17 years. AOL pulled the plug on it about 2 years ago but it still be played unofficially in private rooms. The current schedule and software can be found at here.

  54. Feeling old and then feeling sad by davmoo · · Score: 2

    Reading this timeline produced two feelings in me.

    First, I felt old, because I remember playing a lot of those games when they first came out, especially the ones in the 70's and 80's.

    Second, I felt sad. The first half of the list starts out in the form "so and so and such and such developed a really cool what ever". By the end of the list, though, its mostly "so and so sued such and such over what ever", or "so and so shut down what ever".

    --
    I want a new quote. One that won't spill. One that don't cost too much. Or come in a pill.
  55. Dont just Reminisce by Derg · · Score: 1

    While I've only been mudding for 7 years or so (Thats a long time when your 19), Reading this time line was really quite interesting. Reading all these posts on the other hand, left me with the thought of pity for the older generation. Dont just sit there and mutter over the loss of your favorite online worlds, wether they be via BBS, MU*s or any other means. Go Find another and jump back in where you left off. For my money, theres no site more helpful than Mudconnector for finding a MU* to solve those text based RPG'ing jonses.

    Just a thought.. I dont like seeing people miserable over loses that they can atleast partially satiate.


    Derg

    --
    I'm a little tea pot.
  56. Raph Koster - UO anyone? by Wire+Tap · · Score: 2

    It is noteworty to mention that Raph Koster was formerly "Designer Dragon" at Origin, and was responsible for the evolution of one of the most seminal games of recent times, Ultima Online.

    I know it's too late to hope for much upvoting, but I think it's important to know that this is the person who wrote that "History". Yes, he did slant it, but that's his background.

    It's too bad UO was "patched to death," by in large because of Koster and company. *sigh*

    --

    Man is born free; and everywhere he is in chains.

  57. What about expansion packs? by Andy+Dodd · · Score: 2

    I noticed the timeline doesn't include expansion packs for some games.

    They don't matter?

    Some don't. But some do, as they contain MASSIVE improvements in the graphics engine, to take an already immersive game and make it even more realistic.

    I get the impression that EQ's Shadows of Luclin expansion is such an engine improvement, as it's listed by NVIDIA as using MANY more features than previous games.

    Dark Age of Camelot's new expansion pack is also such an example - It's going to use the per-pixel shaders, etc. to make the engine MUCH more realistic. It was officially announced a while ago, and supposedly will be out in late Fall 2002.

    --
    retrorocket.o not found, launch anyway?
  58. Add in Modem Speed chart comparison? by cliffjumper222 · · Score: 1

    I'd like to see a modem speed chart to see the comparison between games and when they became accessible to more than just the university students who wrote them.
    I played my first MUD on the Essex Computer (Richard Bartlet's one) by dialing into the UK's JANET (Joint Academic Network) at 4am in the morning on a Pace Nightingale 300 baud modem. This must have been 1980 or so. It had to be in the morning because the MUD was only allowed to run from 11pm to 6am to conserve computing resources!
    Playing this game inspired me to write my own MUD for the BBC computer running over an ECONET network. It was a wonderful combination of BASIC and assembler but supported 10 or 20 users and ran on a massively expanded 128k RAM BBC Master with a 2nd 6502 processor and a 1 megabyte Winchester harddrive. Those were the days.
    Cliff

  59. Ahhhh, Oub and Emp... by linuxjack55 · · Score: 1

    When the post-modern Internet appeared fifteen years later (you know, when Mosaic was the only graphical web browser available), I remember wondering what all the fuss was about. PLATO had it all: e-mail, term-talk, and real-time multi-player games like Oubliette and Empire. In fact, it took the Internet another five years to develop the latter.

    --
    The trouble with practical jokes is that very often they get elected. -- Will Rogers
  60. Re:What no subspace? by uptownguy · · Score: 1

    Subspace was a classic beta online game that a lot of people played. Think asteroids meets quake. It kind of died out when it went commercial though.

    Uhhh... (quickly does a ?usage command)... I've logged several hundred hours in the last year playing Subspace. Its not owned by Virgin anymore. You can pick up a free copy of the client, now called Continuum, here. The game is a fast paced mixture of strategy and action played real time with other players. There are usually about 1000 or so people playing at any time.

    It takes about a week to go from bad to good. It takes months or years to go from good to really good. My favorite arena is Extreme Games. I always fly the spider. (D*$#@ cloakers!)

    ...So, really, Subspace still rules... but considering the beta came out in 1997, still not sure about Classic

    --


    I would have to say that explosives are the most abused technology in all of history.
  61. PLATO Never Ran on ILLIAC by Baldrson · · Score: 2
    PLATO, "Programmed Logic for Automatic Teaching Operations", a network running on the ILLIAC computer system.

    No version of PLATO ever ran on ILLIAC. PLATO I was a single user system prototyped on an early IBM system written in FORTRAN of all things. Multiuser gaming on PLATO however really didn't start at all until PLATO III which ran on a Control Data Corporation Cyber 1604 (Seymour Cray's first "supercomputer" by many accounts).

    Although lost in the mists of time there was some on-campus rivalry between the ILLIAC and PLATO projects as indicated by the grafitti on the roof of a building next to the high-rise apartment in which I stayed while writing the second version of Spasim: "PLATO Sucks ILLIAC IV". The real reason for this rivalry was probably the age-old competition between faster scalar processing and massively parallel processing architectures. The PLATO culture was hard-over into Seymour Cray's fast scalar processing architectures. PLATO folks largely saw massively parallel processing architectures as a cop-out by pussies who just didn't have what it took to build computers that did real things economically and fast.

  62. The First Multiplayer First Person Shooter 3D Game by Baldrson · · Score: 2
    Hey Ralph, you forgot Spasim (1974) which I claim (in my not so humble opinion) to be the first multiplayer first person shooter VR game and it may be the first single-user of that genre.

    It should be noted that in my Spasim web page I credited Kevin Gorey with the creation of Airfight and Brand Fortner with continuing later work on Airfight (the bulk of the work). Brand Fortner disputes this claiming he originated Airfight. This is something that needs to be ferreted out. The long period of time between then and now leads many of us to remember things different ways and my recollection may be in error on this.

    PS: No one present at PLATO circa 1974 disputes the priority of Spasim in 3D games to the best of my knowledge.

  63. About the timeline by RaphKoster · · Score: 2, Informative
    Never expected to get slashdotted. :)

    Please feel free to mail me corrections and additions to the timeline. The vast majority of it was not written by me, it was written by others who submitted material.

    Some blanket replies to clarify the intent of the timeline:

    Tolkien is listed because he was very influential on the people making those early games (annd still is to this day). To take another example, Lord Dunsany is comparably important in the development of fantasy as a genre, but has not had very discernable influence on online worlds specifically.

    The Sega channel probably does deserve to be listed. Please feel free to send details. Note, however, that this timeline is specifically about online worlds (aka muds, MMORPGs, virtual realities, what have you), not about peer to peer gaming except insofar as instances of peer to peer gaming serve as bridges towards online worlds. Hence the absence of things like Case's Ladder or Kali. Heck, Quake is only in there because it brought greater awareness to online worlds in the process of being a big hit.

    Lastly, concerning the title... AFAIK, there are only four significant timelines on the history of online worlds on the Net. There's George Reese's, there's The MUDDex's, there's Jessica Mulligan's on Biting the Hand, and there's mine. Of these, George's is centered on LPMuds, The MUDDex centered on MOOs and MUSHes, Jessica's on commercial games, and then there's mine which tries to cover all the above. Plus, George and Jess both contributed to mine. As of right now, there is no more comprehensive source on the Internet--at least, not that's indexed by any search engines. Believe me, I've looked. For a preliminary links list of resources for online world design, I refer you to my list.

    The genesis of the timeline was actually as some research to help out Dr Amy Bruckman (MediaMOO, MOOse Crossing) for a Game Developer's Conference panel we were both on. It has been posted regularly to rec.games.mud.* newsgroups and the MUD-Dev mailing list as well. It's very much a community effort, and not based on my personal preferences save for the criteria by which I determine whether or not something is an actually an online world.

    I see a lot of posts here in the replies which I intend to scarf up and add to the timeline, though. So thanks to those posters. :) Certainly one area where the timeline is deficient is the entire area of BBS games, so submissions are definitely welcome there.

    -Raph Koster

    1. Re:About the timeline by Jippy_ · · Score: 1

      Never expected to get slashdotted. :)

      Heh.. I'm glad you didn't mind.. :) I actually was going to make a post on Slashdot about a month ago with the link, but I lost it. I found it again last night and thought "I wonder if this would be good enough for Slashdot"..

      Yup.

      Great list! It brought back a lot of memories.

      =-Jippy

    2. Re:About the timeline by Zelchenko · · Score: 1

      Raph, briefly:

      I did some research into this last year. Following Hunt the Wumpus (1972) and Adventure (1972 or 1976?), I haven't seen any evidence of graphical dungeons before about Summer 1975, on PLATO:

      * The Dungeon (pedit5, Rusty Rutherford, development started August 1975 per pedit5 dates, released late 1975; later renamed The Orthanc Labyrinth, orthanc1, by Paul Resch et al.)
      * The Game of Dungeons (dnd, Gary Whisenhunt and Ray Wood, begun "my guess...November, 1974" and released in 1975, per RW; later Dirk and Flint Pellett);
      * The Mines of Moria (moria, Jim Battin and Kevet Duncombe, begun "sometime after Spring 1975"; 3-D maze sometime after Spring 1977, per KD, notesfiles)

      This order could well be wrong, but the earliest documented date so far is pedit5. Until I dig up more, that is what we have. I have restored some backups and will do some more. What we can say from this is that the first graphical FRPs originated on PLATO in 1975, late 1974 at the earliest.

      The next development was in 3-D display ("1st person") and robust interterminal capabilities (joining a team, fighting one another, exchanging items and gold, communicating). This seems to have started by mid-1977 and was fully mature in 1978. Popular games of this genre around this time were Futurewar (Boland and Witz), Oubliette (Schwaiger, Gaby, DeLong), and Avatar (Maggs, Shapira, Sides). This may not be the order of release, but all of them seem to have been in heavy development around Summer 1977, and they began releasing late in that year. More details are needed. But, in general, the earliest multiplayer and 3-D fantasies began to arrive around late 1977, again on PLATO.

      In the 1970s, Chicago was still the electronic game capital of the U.S. PLATO, based in Urbana and with a major Chicago and Midwest presence, frequently cross-pollinated with the EE's and programmers who later moved into coin-op and PC games. All of the following people had formative experience on PLATO before 1980:

      * Al McNeil (designed Berzerk, Frenzy at Dave Nutting, for Stern)
      * John Haefeli (wrote Panzer, which became coin-op Battlezone)
      * Silas Warner (wrote Wolfenstein for Apple ][)
      * Jim Schwaiger (wrote PC Oubliette port)
      * Larry DeMar (designed many coin-ops for Bally/Williams)
      * Bob Woodhead (published Wizardry, Virex)
      * Dan Lawrence (published clones of PLATO DND for DEC and PC)
      * Mike Kulas (produced Descent)
      * Bruce Artwick (wrote SubLOGIC Flight Simulator -> Microsoft)
      * Dave Abzug et al. (BattleTech/FASA Interactive)
      * Empire (Daleske and Battin) -> Netrek

  64. Trek Games by dbCooper0 · · Score: 1
    Although I saw references to Star Trek inspired games, there's one missing I think deserves mention - even though it only supported a one-to-one modem or null-modem connection.

    Trek 2.8 (google-able as trek28.zip) has roots in CP/M; born a character-based two-player game with separate galaxies. It was re-written for DOS (1987?) and used a 4 color CGA graphics mode - very snappy response at 9600 baud - still playable at 1200 baud.

    Countless hours with my sons over a 50 foot serial cable, as well as late nights / early mornings over local and long-distance modem connections with geek buddies...anyone else remember that old gem?

    --
    db
    Cig:
    ôô
    /`
  65. What about Novell's Snipes? by Tenebrious1 · · Score: 2

    Snipes was the first graphical online game I ever played... well, graphical as in ASCII graphics, but it was a lot of fun (and put a pretty big strain on our LAN). That was back in 1991 IIRC.

    --
    -- If god wanted me to have a sig, he'd have given me a sense of humor.
  66. BBS games... telnet by phorm · · Score: 1

    Slightly OT, but related to our good ol' BBS days. I was just talking to somebody about the good old BBS days, when the community of local nerds used to get together and play LORD or Planets: TEOS...

    Anyone know a place where there are similar games to play online? I found one site that was more or less BBS-game-like, but the actual play was quite restricted and somewhat droll... I quit after the first 3 weeks or so. I'd rather find a decent site than have a post for somebody's personal Telnet BBS... since the ./ effect would probably fry one of those...

    But anyhow, any suggestions?

  67. My gaming experiences by TibbonZero · · Score: 2

    A friend of mine tested Meridian 59 when it was in Beta. It was a cool game for the time. We were some of the thousands then who got the idea that we should make our own game. We figured out all these things and wrote all over whiteboards for days during the summer. (Some of it's still on the whiteboards on the walls at his parent's house). Neither of us really had any programming experience at the time, so we were kinda stuck with some ideas, but not much more.

    Then I got in the on the alpha test of Sierra's The Realm. Unlike M59, The Realm was addictive to us. We sat there waiting for the server to connect, for patches to download over our 56K (well it only really connected at 26,400) connection. It was great, and we were hooked. I actually liked The Realm Alpha better than the Beta for the most part, and far more than the Final. The Final seemed to be mainly about who was logged on when the GMs decieded to give away 'special' items (which became a norm in MMORPGs). The graphics were actually pretty cool for the time and we wanted to research more about these games.

    So we came upon Ultima Online. At the time it was little more than a web page with a black background, and an FAQ. The ideas from the FAQ were awesome though. Ideas such as animals coming from other animals, storming castles, owning property (which you did in the Realm, but you couldn't steal from others easily without conning them out of stuff. I got a Lit Orb this way), a stong economic system, and a huge world that you would take a day or two to travel.

    We instantly formed guilds and for the hell of it declaired War on each other, even though Alpha wasn't even out yet. We were drooling over pictures that were leaking in from alpha though. The whole idea rocked. We got passwords from somewhere to a site that was being developed with info about the beta and got in there (huge leak, thousands accessed it).

    Then we got the Beta CDs, I still have mine. At the time UO would run on a 486 DX/4 with little problems, so his blazinly fast P120 Laptop, and my P90 desktop were all good. For some reason the requirements have gone up alot, even though they haven't added much really. The Beta rocked. We were a little dispointed by some things, but some things got better and some worse.
    The ecomonmy at first was great. You started off with nothing by a knife that was nearly worthless, and a few other little things. No gold. Now players start off with 1000 gold. Amazing. We started in Vesper (I think that's the name), and stayed around the beach alot. I remember both of us running around, mainly away from creatures that we were dumb enough to attack. It was hard to get gold or good items at the time. We would draw guards to the beach, and wait for someone to try to pickpocket others, and then mob the bodies and take their things.

    Ah, some things never came into being though. We never got a tight ecomony. It got worse. Things weren't supposed to 'spawn' according the initial FAQ, but they did. And it killed it. Land became too scarce after the server wipes slowed down, and the game got too many powerful players, that made it unfun to roleplay.

    We actually did get real accounts when the game came out. (It was a long beta, but the Realm Alpha and Beta was over a year). Games today don't normally have long Betas for some reason. I guess they want to make money back sooner than later. We ended up with a Castle on one server, which we put a ton of things in because our banks were overflowing. I was always a mage, and not a tank at all, so fighting was hard for me. I made more money safely by making scrolls. Another memory from first playing the game was becoming a GM at Eval Int and Anatomy in about 10 minutes just by using it. I think something was messed up at the time. I got killed by a harpy then, and for some reason, was evil because I had killed an animal I congured up, so I didn't know where to Rez.

    We Lost the castle, because someone put tents in front of it. We couldn't get in, but someone else had been able to break and and took everything. We had the place full with stuff, but at the time you couldn't secure anything. I stopped playing for a while.

    I played AC for a little bit, and then Everquest. Neither of them had been quite the same. I later tested Anarachy Online, and thought it was what EQ should have been, but wasn't. I didn't play that for long either because I had school, and the servers sucked. UO had such a sense of wonder, and mystery to it at the right times.
    What I like most about MMORPGs is the feeling that you first get while playing them. You are nothing, you are lost. You don't know all the 'tricks', you don't know how to make a ton of money instantly, and you are afriad of little things. It feels harder, because later it gets absurd and pointless feeling (which it is but...)

    The worst thing that games do is break away from their initial ideas. They don't go through with things that would have worked. Look at UO now, ships are nearly useless. They should have had huge pirate ships, made ship travel important. Had caravans that traveled around the world, etc. NOPE, all you have to do to go somewhere is have a tank cast gate, and go there. Nothing dangerous, nothing special. It groups were forced to ban together to travel, and do things, it would have been better. But instead magic screwed the whole thing. It would have made a much more interesting economy and world structure. I want to try Neverwinter Nights. Currently I am not playing anything, because well, there aren't any good betas that I have gotten into lately, and I just dont' feel like paying for a game that I won't play much. I have too much to do. Oh well,

    --
    Tibbon
    tibbon.com
  68. Duris mud by kennon42 · · Score: 1

    One of the spin-offs from Sojourn was (is!) Duris mud (telnet durismud.org 6666). I've been playing it since 1996 or there abouts, and its still fun. Its a racewars themed mud, with full player-killing, although there are in-game deterrents to spam killing (such as a justice system). The fun comes from fighting against other people instead of just endlessly killing the dragon for your +5 platemail of spankiness.

    It also has one of the most developed mud codebases around, with a top down world map, and a full ship-to-ship combat system.

    --
    -- Microsoft is the best becau[INVALID PAGE FAULT IN MODULE Signature.exe AT ADDRESS 0x4353]
  69. Re:They missed quite a few games. :( by corwinss · · Score: 1

    Then why don't you send them this information.
    With the amount of things already researched on the timeline, I'm sure they would like a few more additions

    --
    "Who am I" and "Why are we here" are not the problems.
    The problem is when someone asks "Why are they here."
  70. Fafhrd and the Grey Mouser by meehawl · · Score: 2

    Please feel free to mail me corrections and additions to the timeline. The vast majority of it was not written by me, it was written by others who submitted material.

    About the "origin" of FRP. I think Dunsany is a good addition to the "Tolkien Synoptic" view of fantasy origins, but to be honest, Dungeons and Dragons and much of the urban- and dungeon-based fantasy material around today owes much of its genesis to Fritz Leiber and his Fafhrd and the Grey Mouser "sword and sorcery" series (a phrase he coined). Oh, and Moorcock with the Eternal Champion series. Tolkien's stuff was just too damn full of *elves* and floppy ears and singing -- Leiber and Moorcock wrote convincingly about *people* in fantastic situations.

    --

    Da Blog