This is one of the very earliest MMORPGs, possibly THE earliest with most of the concepts of current games. Its appearance was really primitive because it was totally generated on the host and sent to the user at low-bandwidth; there was no client to generate the display. But in spite of its "crappy" appearance it has a lot of fairly sophisticated game features in it.
It has progression thru experience and training, choice of profession (fighter, mage, healer, etc.), kinships, fellowships, kinship private rooms, lockers, banks, player-player and player-group communication, quests, item trading between players, and a large geographical area with a variety of terrains. It had a couple of cool things that current games lack.
I played it around 1980 and hasn't changed since then except that now it's playable through the Internet. So you can consider this working game to be a kind of museum piece. I spent (or wasted) hundreds of hours compulsively glued to my weak little computer with its 2800-baud modem trying to grow my character. You were charged by the hour, not by the month, and it wasn't cheap, but it seemed worth it.
For most of the people who played it, it was the first and only MMORPG they had ever experienced so it seemed miraculously powerful, and most players were very addicted to it. You really did develop a personal attachment to the little stick figures and a sense of fear or excitement in the various areas your entered. And strong bonds developed between certain players just as they do in current MMORPGs.
It had one dreaded feature, and that was that when you died and resurrected elsewhere you lost all the money you were carrying plus some of the items you were wearing, usually your most valuable items. And in some areas you could be "one shotted" (killed by surprise with a single hit) so dying couldn't be totally avoided. Typically you would be wearing precious weapons and armor that you had spent hours questing to get and those would be the things you would lose. In some places you would lose everything you were wearing and not have a single weapon or armor unless you had spares stored in your locker. The lost items would stay on your "death pile" at the spot where you died for several hours (maybe 24 hours) and could be retrieved if you could manage to get back to that spot. But of course without your best items you were a lot weaker than when you were killed, so it would typically be impossible to retrieve your items solo. People spent a lot of time recruiting friends to help them get back to the spot where they were killed so they could retrieve their death pile. On top of that, whenever you died you lost one "constitution" point, which made you *permanently* weaker. A constitution point could only be restored by drinking a rare potion that was very hard to obtain.
Comments
I bet you play world of warcraft.
On private servers.
THIS IS THE WORST GAME EVER IN THE HISTORY OF WORST GAMES EVER!!JUST BY SEEING IT`S SCREENSHOTS I ALREADY KNOW THIS GAME IS CRAP!
SO DUMB!!
WE SHOULD GET LESS PEOPLE TO PLAY AND EVENTUALLY THE GAME WILL GO OUT OF BISNESS!THEN I WILL BE HAPPY AGAIN!
This is one of the very earliest MMORPGs, possibly THE earliest with most of the concepts of current games. Its appearance was really primitive because it was totally generated on the host and sent to the user at low-bandwidth; there was no client to generate the display. But in spite of its "crappy" appearance it has a lot of fairly sophisticated game features in it.
It has progression thru experience and training, choice of profession (fighter, mage, healer, etc.), kinships, fellowships, kinship private rooms, lockers, banks, player-player and player-group communication, quests, item trading between players, and a large geographical area with a variety of terrains. It had a couple of cool things that current games lack.
I played it around 1980 and hasn't changed since then except that now it's playable through the Internet. So you can consider this working game to be a kind of museum piece. I spent (or wasted) hundreds of hours compulsively glued to my weak little computer with its 2800-baud modem trying to grow my character. You were charged by the hour, not by the month, and it wasn't cheap, but it seemed worth it.
For most of the people who played it, it was the first and only MMORPG they had ever experienced so it seemed miraculously powerful, and most players were very addicted to it. You really did develop a personal attachment to the little stick figures and a sense of fear or excitement in the various areas your entered. And strong bonds developed between certain players just as they do in current MMORPGs.
It had one dreaded feature, and that was that when you died and resurrected elsewhere you lost all the money you were carrying plus some of the items you were wearing, usually your most valuable items. And in some areas you could be "one shotted" (killed by surprise with a single hit) so dying couldn't be totally avoided. Typically you would be wearing precious weapons and armor that you had spent hours questing to get and those would be the things you would lose. In some places you would lose everything you were wearing and not have a single weapon or armor unless you had spares stored in your locker. The lost items would stay on your "death pile" at the spot where you died for several hours (maybe 24 hours) and could be retrieved if you could manage to get back to that spot. But of course without your best items you were a lot weaker than when you were killed, so it would typically be impossible to retrieve your items solo. People spent a lot of time recruiting friends to help them get back to the spot where they were killed so they could retrieve their death pile. On top of that, whenever you died you lost one "constitution" point, which made you *permanently* weaker. A constitution point could only be restored by drinking a rare potion that was very hard to obtain.