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Posts with tag diku

Player vs. Everything: What if WoW sold its code base?

Filed under: Business models, Game mechanics, MMO industry, Virtual worlds, Player vs. Everything


I could bore you all today by starting my article with a lengthy story about the pre-history of your beloved MMORPGs, but I'll cut to the important part: Once upon a time there was a little game called DikuMUD. Similar in nature to the popular Dungeons and Dragons tabletop roleplaying game, it quickly took off with the geek crowd and became something of a phenomenon. In 1991, the source code for the game was made public and it grew into the most popular code base out there for the creation of multi-user dungeons, largely attributed to the ease with which the code could be set up and run. This led to an explosion of rather similar games that eventually gave rise to the more modern virtual fantasy worlds like Ultima Online, EverQuest, and World of Warcraft (each of these have been compared to DikuMUDs at various times). What's the point of rehashing all of this?

Simply this: While many people would probably disagree with me, the proliferation of a popular, established code base that was proven to attract players and was easy to set up "out of the box" allowed enormous innovation and creativity to flourish. At one point, there were so many MUDs available on the web that you could go to a website designed specifically to sort out what features you wanted in yours (and play it free of charge, most of the time). Given the wild popularity of World of Warcraft today, I can't help but wonder what would happen to the online gaming industry if Blizzard decided to start selling their source code to people interested in starting up their own game.

Continue reading Player vs. Everything: What if WoW sold its code base?

Saga (MMORTS) Trailer: What WoW should have been

Filed under: Fantasy, Video, New titles, PvP, Trading card games, Saga, MMORTS

Years ago when Blizzard sounded the trumpets and announced that WoW was in the works I dreamt RTS and MMORPG mechanics would fuse together to whisk in a new era in massively online gaming. I swore that if Blizzard copied the Diku formula popularized by EverQuest I wouldn't bother playing it. That is until magical forces intervened, and I found myself in the WoW friends and family alpha and loving every second. WoW improved on familiar loot-n-scoot, and level based PvE gameplay, but I still hoped that I'd someday play an MMORTS or some bastardized attempt at one and actually like it. That's not to say there isn't anything out there or in development. Two games come to mind are Mankind and Dreamlords, take them for what you will, but it looks like Saga is a real solid attempt to fill a void.

The graphics aren't top notch, but the gameplay looks interesting, and I hope others would appreciate the efforts from a smaller independent development studio as I do. There is a free client available, but several features are not usable unless you upgrade to the full version. There is no expiration date on the trial, and if you are concerned about a monthly subscription fee, don't be because there isn't one. The payment model is based on the purchase of booster packs. The booster packs contain cards, and these cards portray units and spells that you then use to build armies and maintain your nation. The end game actually revolves around PvP against other player built nations. You can read a much better detailed account on the missions, PvP, the card system, in this great first look posted on Brandon Reinhart's blog. You can find more information about the game and where to download it on Saga's official site. I'm about to try it out firsthand, and if you've played it please feel free to share your thoughts about Saga below.

IGN snubs MMOs in top 100 games of all time list

Filed under: Culture, MMO industry, News items, Opinion


What is it with lists? I recently harped on a G4 writer's most Epic Gaming Failures list; at numero uno the writer picked every MMOG since WoW. IGN's list is also another huge disappointment. The only MMORPG that made the cut was of course, World of Warcraft -- it ranks 83. Forget any of the pioneer MMOs that made it all possible, not even Ultima Online is found, nor is EverQuest recognized, which was the first graphical Diku-based MMOG to hit 500k subscriptions. Even great non-MMOGs like Morrowind and Oblivion weren't invited to the party. At least Mario Kart made it, which is personally one of my all time favs...

With so many games to choose from picking the cream of the crop is going to stir up some controversy. But from what I gather from the list, very few editors at IGN even play MMOs beyond WoW, which is their loss. What I really guffaw at are the trolls, the haters, the dolts who truly accost MMOs as seen in this Digg thread. News flash: MMOGs aren't the only "waste-of-time." Anything entertainment based, or any hobby that isn't saving the real world from lava penguins (lolz) is considered as such, and can be a huge time sink if taken serious. Nick Yee, the research mastermind, has built-up quite a bit of empirical evidence that the average MMOG player spends 20 hours a week and the national average for television watching is 28 hours a week. Our hobbies are merely switched around and invested elsewhere.

Continue reading IGN snubs MMOs in top 100 games of all time list

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