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<generator>Blogsmith http://www.blogsmith.com/</generator><itunes:title>Massively Speaking</itunes:title><itunes:author>Joystiq</itunes:author><itunes:image href="%BlogURL%/media/feedlogo.gif" /><itunes:summary>Massively Speaking</itunes:summary><itunes:category text="Games &amp; Hobbies"><itunes:category text="Video Games" /></itunes:category><item><title><![CDATA[MUD history gets a wiki for itself]]></title><link>http://massively.joystiq.com/2009/01/16/mud-history-gets-a-wiki-for-itself/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/01/16/mud-history-gets-a-wiki-for-itself/</guid><comments>http://massively.joystiq.com/2009/01/16/mud-history-gets-a-wiki-for-itself/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/massively-meta/" rel="tag">Massively Meta</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a></p><div align="center"><a href="http://mud.wikia.com/wiki/MUD_Wiki"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/01/threshold-rpg---mud-wiki.jpg"  alt="" /><br /></a></div>
When we last talked about multi-user dungeon (MUD) history here on Massively, it <a href="http://mud.wikia.com/wiki/MUD_Wiki">wasn't for good reasons</a>.  <a href="http://www.wikipedia.org">Wikipedia</a> had been <a href="http://en.wikipedia.org/wiki/Wikipedia:Articles_for_deletion/Threshold_(online_game)">slowly removing</a> some of the more memorable games from its archives, causing a response from a few of <a href="http://www.youhaventlived.com/qblog/2009/QBlog050109A.html">the</a> <a href="http://www.raphkoster.com/2009/01/05/losing-mud-history/">resident</a> <a href="http://www.brokentoys.org/2009/01/05/wikicrap/">experts</a> here in the multiplayer genre.  Since that story was published, many readers here offered a suggestion, "Why not go put the history on your own wiki?"<br /><br />Well, that suggestion has recently become a reality with the creation of <a href="http://mud.wikia.com/wiki/MUD_Wiki">MUD Wiki</a>.  MUD Wiki, a Wikia gaming wiki, will be holding all of the MUD history and information that Wikipedia has been slowly losing/removing.  The wiki launched on January 11th, and is slowly filling up with all kinds of information relating to MUDs, including a growing entry for the recently Wikipedia-deleted <a href="http://mud.wikia.com/wiki/Threshold_RPG"><em>Threshold RPG</em> MUD</a>.  If you have anything to contribute, stop by and add what you have to the new home of MUD history.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/01/16/mud-history-gets-a-wiki-for-itself/">MUD history gets a wiki for itself</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 16 Jan 2009 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://mud.wikia.com/wiki/MUD_Wiki>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/01/16/mud-history-gets-a-wiki-for-itself/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1431938/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/01/16/mud-history-gets-a-wiki-for-itself/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>deletion</category><category>history</category><category>mud</category><category>mud-history</category><category>mud-wiki</category><category>multi-user-dungeon</category><category>threshold</category><category>threshold-rpg</category><category>wikipedia</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Fri, 16 Jan 2009 16:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: The price to play pt. 2]]></title><link>http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-two/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-two/</guid><comments>http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-two/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a>, <a href="http://massively.joystiq.com/category/consoles/" rel="tag">Consoles</a>, <a href="http://massively.joystiq.com/category/casual/" rel="tag">Casual</a></p><div align="center"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/11/wideshotc6411022008.jpg" /><br />
<div align="left"><br /></div>
<div align="left">Why do people continue to game on the PC? There are many reasons; some of them obvious. I'm going to mention what I feel are the three most important. <br /><br />The first reason is one I alluded to earlier: versatility. You can do so many other things with a PC besides game. You can surf the web, you can email your friends, you can edit your photographs and mix your own music, you can edit your goofy home movies and upload them to YouTube. These are all things that you can't currently do with a console. For many families, buying a gaming console isn't an affordable option. These folks want one device that does as much as possible. The fact that computers can play games is a nice bonus. There will always be gamers out there that game on the PC because that's the only option they have. As we've seen with the recent boom of cell phone games, people will play games on anything capable of gameplay. <br /><br />The second reason is that consoles don't provide the intimate gaming experience that is only possible through the mouse/keyboard control format. Not only are a computer's controls fluid and pin-point accurate, but using them requires the gamer to sit up close with his computer. It's a very different experience than laying on the couch with a control pad far from the TV. The mouse and keyboard are the ideal control inputs for controlling first person shooters, strategy games and MMOGs. For MMOGs in particular, the PC is really the only option - for now. Some MMOGs like <a href="http://www.ageofconan.com/"><span style="font-style: italic;">Age of Conan</span></a> have already decided to release console versions, and other MMOGs have attempted the same in the past with limited success. In any case, the MMOG, FPS and RTS are the few genres that continue to keep PC games on store shelves. They succeed primarily because of their input interface.</div>
</div><p><a href="http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-two/" rel="bookmark">Continue reading <em>MMOGology: The price to play pt. 2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-two/">MMOGology: The price to play pt. 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 03 Nov 2008 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-two/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1360131/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-two/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>c64</category><category>commodore64</category><category>console</category><category>consoles</category><category>mmog</category><category>pc</category><category>pc-vs-console</category><category>pc-vs-xbox-360</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 03 Nov 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: The price to play]]></title><link>http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-one/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-one/</guid><comments>http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-one/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a>, <a href="http://massively.joystiq.com/category/consoles/" rel="tag">Consoles</a>, <a href="http://massively.joystiq.com/category/casual/" rel="tag">Casual</a></p><div align="center"><img vspace="4" hspace="4" border="1" align="center" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/11/monopmoney11022008.jpg" /><br /></div>
<br />October 20th marked the <a href="http://massively.joystiq.com/2008/10/20/today-the-mud-and-the-mmo-turn-30/">30th anniversary</a> of the very first Multi-User Dungeon (MUD). For those that don't remember MUDs, these text based multiplayer computer games were the precursors of modern MMOGs. I think it's safe to say that multiplayer computer gaming was the exclusive domain of hardcore gamers and geeks back then. People playing <a href="http://en.wikipedia.org/wiki/MUD1"><em>MUD1</em></a>, <a href="http://www.elendor.net/"><em>Elendor MUSH</em></a> or <em><a href="http://www.pern.org/">Pern MUSH</a> </em>were nerds, like myself, that knew computers, knew gaming, and loved roleplaying online. With the advent of online games with graphics, MMOGs like <a href="http://everquest.station.sony.com/"><em>Everquest </em></a>and <a href="http://www.uoherald.com/news/"><em>Ultima Online</em> </a>began to attract a wider variety of gamers. The gaming demographic began to shift.<br /><br />Modern MMOGs like <a href="http://www.worldofwarcraft.com/index.xml"><em>World of Warcraft</em> </a>ushered in a new era of gaming and a very different demographic of gamer. <em>WoW</em>'s colorful, friendly style, easy to use interface and simple gameplay concepts make it very easy to pick up and play. <em>WoW </em>appeals to almost everyone: parents, kids, men, women, and people that might not normally play video games. It's about as close to mainstream as you can get in a MMOG. While the Wii is often credited with finally capturing traditional non-gamers, I submit that MMOGs like <em>WoW </em>did it first and continue to do it well. <br /><br />A key to <em>WoW</em>'s success also lies is its low system requirements. Recent MMORPGs like <a href="http://www.ageofconan.com/"><em>Age of Conan</em></a> and <a href="http://www.warhammeronline.com/"><em>Warhammer </em></a>may have more sophisticated graphics, but their higher system requirements work against their success in capturing a broad demographic of gamer. High system requirements are not just problematic for those particular games, but for the health and growth of PC gaming in general. Let's face it, when compared to console gaming, computer gaming isn't as cheap, accessible or simple. In order for MMOGs to continue to thrive, something needs to change at the hardware level. Without competitive pricing and standardization, PC gaming will continue to wither.<p><a href="http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-one/" rel="bookmark">Continue reading <em>MMOGology: The price to play</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-one/">MMOGology: The price to play</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 03 Nov 2008 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-one/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1360117/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-one/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>c64</category><category>commodore-64</category><category>commodore64</category><category>console</category><category>consoles</category><category>featured</category><category>joystiqfeatures</category><category>mmo</category><category>mmog</category><category>pc</category><category>pc-gaming</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 03 Nov 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[Today the MUD and the MMO turn 30]]></title><link>http://massively.joystiq.com/2008/10/20/today-the-mud-and-the-mmo-turn-30/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/10/20/today-the-mud-and-the-mmo-turn-30/</guid><comments>http://massively.joystiq.com/2008/10/20/today-the-mud-and-the-mmo-turn-30/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a></p><div align="center"><a href="http://british-legends.com/"><img hspace="4" vspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/10/mud_425.jpg" alt="" /></a><br />
<div align="left">Today marks the 30th birthday of <a href="http://en.wikipedia.org/wiki/MUD1">the original MUD</a>, created at Essex University by Roy Trubshaw in 1978. We recommend you check out what Richard Bartle -- who worked on later iterations of the project -- <a href="http://www.youhaventlived.com/qblog/2008/QBlog201008A.html">has to say</a> about this event, as well as Raph Koster's <a href="http://www.raphkoster.com/2008/10/20/happy-birthday-mud/">words</a> on the subject. The question at hand, as presented by Bartle, seems to be: does this matter?<br /><br />While he is skeptical, we would like to posit that it does matter a great deal -- or at least that it <em>should</em>. Graphics alone shouldn't lead to a strong distinction when the fundamentals are the same, so let's consider the modern MMO to be part of the same tradition as the MUD -- let's say that this is the MMO's 30th birthday too.<br /></div>
</div><p><a href="http://massively.joystiq.com/2008/10/20/today-the-mud-and-the-mmo-turn-30/" rel="bookmark">Continue reading <em>Today the MUD and the MMO turn 30</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/10/20/today-the-mud-and-the-mmo-turn-30/">Today the MUD and the MMO turn 30</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 20 Oct 2008 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.youhaventlived.com/qblog/2008/QBlog201008A.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/10/20/today-the-mud-and-the-mmo-turn-30/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1347680/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/10/20/today-the-mud-and-the-mmo-turn-30/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>30th-anniversary</category><category>30th-birthday</category><category>anniversary</category><category>birthday</category><category>essex-university</category><category>everquest</category><category>history</category><category>meridian-59</category><category>mud</category><category>mud1</category><category>raph-koster</category><category>richard-bartle</category><category>roy-trubshaw</category><category>text</category><category>the-realm</category><category>ultima-online</category><category>world-of-warcraft</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Mon, 20 Oct 2008 19:00:00 EST</pubDate></item><item><title><![CDATA[Terra Nova looks back (and forward) at the Diku legacy]]></title><link>http://massively.joystiq.com/2008/08/30/terra-nova-looks-back-and-forward-at-the-diku-legacy/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/08/30/terra-nova-looks-back-and-forward-at-the-diku-legacy/</guid><comments>http://massively.joystiq.com/2008/08/30/terra-nova-looks-back-and-forward-at-the-diku-legacy/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/warhammer-online/" rel="tag">Warhammer Online</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a></p><div align="center"><a href="http://westkarana.com/index.php/2007/03/09/eq-diku/"><img hspace="4" border="1" vspace="4" alt=""  src="http://www.blogcdn.com/massively.joystiq.com/media/2008/08/ekdiku.jpg" /></a><br /></div>
<a href="http://everquest.station.sony.com"><em>EverQuest</em></a>, <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a>, <a href="http://www.lotro.com"><em>The Lord of the Rings Online</em></a>, <a href="http://www.ageofconan.com"><em>Age of Conan</em></a>, <a href="http://www.warhammeronline.com"><em>Warhammer Online</em></a> and many other MMOs all have one important thing in common. Well, okay; they have a <em>lot</em> of things in common -- like about 85% or more of their gameplay mechanics. But the <em>main</em> thing -- indeed, the reason why they have so much in common -- is that they are all descendants of a kind of text MUD game called <a href="http://en.wikipedia.org/wiki/Diku">Diku.</a><br /><br />Acknowledging that, virtual worlds blog <a href="http://terranova.blogs.com">Terra Nova</a> published a "<a href="http://terranova.blogs.com/terra_nova/2008/08/state-of-the-di.html">State of the Diku</a>" article for the year 2008. The article was written by Timothy Burke. It's mostly a dispassionate look at game design -- serious business. Burke starts out questioning the purpose of "vendor trash" drops (or grey items as they're generally known in many popular contemporary MMOs). Then he analyzes the public quests of <a href="http://massively.joystiq.com/category/warhammer-online"><em>Warhammer Online</em></a>, viewing them as a positive variation on traditional Diku design.<br /><br />If you're into thnking critically about MMO design, it's worth checking out. We take for granted the fact that most of today's MMOs are based on the Diku formula; maybe that means we're clinging to old ideas that don't make a lot of sense in today's world.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/08/30/terra-nova-looks-back-and-forward-at-the-diku-legacy/">Terra Nova looks back (and forward) at the Diku legacy</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 30 Aug 2008 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://terranova.blogs.com/terra_nova/2008/08/state-of-the-di.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/30/terra-nova-looks-back-and-forward-at-the-diku-legacy/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1299695/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/30/terra-nova-looks-back-and-forward-at-the-diku-legacy/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>design</category><category>diku</category><category>diku-mud</category><category>drops</category><category>grey</category><category>history</category><category>items</category><category>junk</category><category>lord-of-the-rings-online</category><category>mud</category><category>public-quests</category><category>state-of-the-diku</category><category>terra-nova</category><category>theory</category><category>timothy-burke</category><category>vendor-trash</category><category>warhammer-online</category><category>world-of-warcraft</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Sat, 30 Aug 2008 12:00:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: Game-hopping like a madman]]></title><link>http://massively.joystiq.com/2008/05/16/player-vs-everything-game-hopping-like-a-madman/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/16/player-vs-everything-game-hopping-like-a-madman/</guid><comments>http://massively.joystiq.com/2008/05/16/player-vs-everything-game-hopping-like-a-madman/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/hands-on/" rel="tag">Hands-on</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a>, <a href="http://massively.joystiq.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div align="center"><a href="http://massively.joystiq.com/category/player-vs-everything/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/mmorpgamalgam.jpg" title="There's quite an assortment of games in my personal MMOG history." alt="" /></a> </div>
<p>Chances are good that if you read <a href="http://massively.joystiq.com/" mce_href="http://massively.joystiq.com/" target="_blank">Massively</a>, you either currently play or have played multiple MMOGs in your life. Whatever your reasons are, you're one of those players for whom "MMO" is a genre instead of a game. Not all players are like this. A lot of players get their start somewhere and then <a href="http://massively.joystiq.com/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/" mce_href="http://massively.joystiq.com/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/" target="_blank">stick to that game for years</a>, denouncing all other games as being incapable of being better than their chosen virtual playground. I used to be like that with <em><a href="http://eqplayers.station.sony.com/" mce_href="http://eqplayers.station.sony.com/" target="_blank">EverQuest</a> </em>(can you tell?). For four years I played it pretty much exclusively, not even trying other games. But eventually, I got bored.</p>
<p>Thus started my lengthy and storied history of game-hopping. Traveling from world to world like some sort of virtual nomad, fueled by my love of the online massively multiplayer game, I sampled <a href="http://massively.joystiq.com/2008/05/14/anti-aliased-how-to-pick-the-mmo-for-you/" mce_href="http://massively.joystiq.com/2008/05/14/anti-aliased-how-to-pick-the-mmo-for-you/" target="_blank">much of what the genre had to offer</a>. While I eventually found a new home and anchor in <em><a href="http://www.worldofwarcraft.com/index.xml" mce_href="http://www.worldofwarcraft.com/index.xml" target="_blank">World of Warcraft</a>,</em> it only served as a nice place to return to every few months. I still ventured out into each new and exciting world that various companies served up to me. They all had things I liked and didn't like about them, and I honestly have yet to play a game that I couldn't find something good to say about. Every online game has its own cool quirks that are pretty neat from a design standpoint. This is why it's tough to identify an objectively "best" game -- <a href="http://en.wikipedia.org/wiki/Comparison_of_massively_multiplayer_online_role-playing_games" mce_href="http://en.wikipedia.org/wiki/Comparison_of_massively_multiplayer_online_role-playing_games" target="_blank">they're all so different</a>! I thought today I'd talk a little bit about what I've played over the years and how I ended up with the many and varied opinions on the MMOG genre that I have.</p><p><a href="http://massively.joystiq.com/2008/05/16/player-vs-everything-game-hopping-like-a-madman/" rel="bookmark">Continue reading <em>Player vs. Everything: Game-hopping like a madman</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/05/16/player-vs-everything-game-hopping-like-a-madman/">Player vs. Everything: Game-hopping like a madman</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 16 May 2008 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/05/16/player-vs-everything-game-hopping-like-a-madman/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1197865/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/16/player-vs-everything-game-hopping-like-a-madman/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>a-tale-in-the-desert</category><category>age-of-conan</category><category>anarchy-online</category><category>asherons-call</category><category>asherons-call-2</category><category>city-of-heroes</category><category>city-of-villains</category><category>classics</category><category>ddo</category><category>everquest</category><category>everquest-2</category><category>featured</category><category>guild-wars</category><category>lord-of-the-rings</category><category>player-vs-everything</category><category>tabula-rasa</category><category>ultima-online</category><category>vanguard</category><category>warhammer-online</category><category>world-of-warcraft</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Fri, 16 May 2008 16:30:00 EST</pubDate></item><item><title><![CDATA[A brief history of botting]]></title><link>http://massively.joystiq.com/2008/03/27/a-brief-history-of-botting/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/03/27/a-brief-history-of-botting/</guid><comments>http://massively.joystiq.com/2008/03/27/a-brief-history-of-botting/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/exploits/" rel="tag">Exploits</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a></p><a href="http://www.robothalloffame.org/04inductees/robby.html"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/03/robbie.jpg" /></a>Botting -- the act of using a program (a 'bot') to kill mobs, perform quests, harvest nodes and so on -- usually is explicitly banned by a game's EULA, and at least ethically gray even where it wasn't directly ruled out. <a href="http://www.wowinsider.com/2008/03/20/blizzard-loses-a-court-ruling-vs-lavish-entertainment/">Right or wrong</a>, botting has been with us since the very dawn of massively multiplayer games, in MUDs -- <a href="http://massively.joystiq.com/2007/11/04/how-the-mmo-crawled-out-of-the-mud/">text-based Multi-User Dungeons</a>. <br /> <br />Raph Koster -- <a href="http://massively.joystiq.com/category/ultima-online/">Ultima Online</a> developer, <a href="http://massively.joystiq.com/category/star-wars-galaxies/">Star Wars Galaxies</a> architect and CEO of game-development-for-the-masses <a href="http://massively.com/tag/areae">Areae</a> -- <a href="http://www.raphkoster.com/2008/03/25/a-brief-history-of-botting">brings us back to the days of yore</a> when MUDs first met botters -- and how they dealt with it. It's a stirring tale of autohunters, deathtrap rooms, trigger phrases, healbots and the devs who loved them.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/03/27/a-brief-history-of-botting/">A brief history of botting</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 27 Mar 2008 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.raphkoster.com/2008/03/25/a-brief-history-of-botting>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/27/a-brief-history-of-botting/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1150166/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/27/a-brief-history-of-botting/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>areae</category><category>bot</category><category>bots</category><category>mud</category><category>muds</category><category>raph-koster</category><category>star-wars-galaxies</category><category>swg</category><category>ultima-online</category><category>uo</category><dc:creator><![CDATA[Brenda Holloway]]></dc:creator><pubDate>Thu, 27 Mar 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[Dragonrealms revisited]]></title><link>http://massively.joystiq.com/2008/03/02/dragonrealms-revisited/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/03/02/dragonrealms-revisited/</guid><comments>http://massively.joystiq.com/2008/03/02/dragonrealms-revisited/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/reviews/" rel="tag">Reviews</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/03/drlogo.jpg" alt="Dragonrealms" />Just over two weeks ago I wrote <a href="http://massively.joystiq.com/2008/02/10/first-impressions-of-dragonrealms/">my first impressions of <em>Dragonrealms</em></a>, a text-based <a href="http://massively.joystiq.com/category/muds/"><em>MUD</em></a> that was recommended to me. Here I am, knowing a bit more about the game, and more importantly still engaged, still having fun, plotting my next steps, and interacting with a range of characters on a regular basis. Following on from the comments to that post I plan to dip into <em>Gemstone </em>soon as well.<br /><br /><a href="http://www.play.net/dr/"><em>Dragonrealms</em></a> has a lot of subtle design features under the hood, many of which I am still getting to grips with to be honest. However, a few things have emerged quite clearly since my first post: things that make the game quirky, interesting and good in my eyes - your mileage may vary.<p><a href="http://massively.joystiq.com/2008/03/02/dragonrealms-revisited/" rel="bookmark">Continue reading <em>Dragonrealms revisited</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/03/02/dragonrealms-revisited/">Dragonrealms revisited</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 02 Mar 2008 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/03/02/dragonrealms-revisited/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1128793/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/02/dragonrealms-revisited/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Dragonrealms</category><category>Gemstone</category><category>MUD</category><category>role-playing</category><category>RPG</category><category>skills</category><dc:creator><![CDATA[Eloise Pasteur]]></dc:creator><pubDate>Sun, 02 Mar 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[First Impressions of Dragonrealms]]></title><link>http://massively.joystiq.com/2008/02/10/first-impressions-of-dragonrealms/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/10/first-impressions-of-dragonrealms/</guid><comments>http://massively.joystiq.com/2008/02/10/first-impressions-of-dragonrealms/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a>, <a href="http://massively.joystiq.com/category/first-impressions/" rel="tag">First Impressions</a></p><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/dragonrealms.jpg"  />A week ago I wrote about <a href="http://massively.joystiq.com/2008/02/03/the-daily-grind-space-for-a-new-style-of-mmo/">my wish for a new style of MMORPG</a> and got a few comments. One of those comments directed me towards <a href="http://www.play.net/dr/">Dragonrealms</a> and I promised to try it out.<br /><br />Dragonrealms was recommeded as without classes, purely skills-based role-play. It isn't, but it is, for me, engaging. This may, to some extent, be the age of the players, which I suspect is rather older than on World of Warcraft in general (certainly from the comments I saw). That works on two levels: I don't feel uneasy when people say "I'll be in late tomorrow, I've got detention after school" and, like in so many things, being older gives you a reasonable chance of being more skilled - certainly more skilled at role-playing. In <em>Dragonrealms</em> everyone has access to the same core skills, but your character class (the guild you join) affects how quickly your skills progress. Every class has a primary, two secondary and two tertiary skill sets. Each skill has a series of wall ranks which are harder to learn. For tertiary skills that's every other rank, for secondary every four ranks and for primary every eight ranks. That isn't the only place that the class makes a difference. If you are a warrior mage, you get access to a special set of spells, as do moon mages, priests and so on. A ranger gets a different range of spells and a couple of special skills. Thieves get special skills, as do barbarians.<p><a href="http://massively.joystiq.com/2008/02/10/first-impressions-of-dragonrealms/" rel="bookmark">Continue reading <em>First Impressions of Dragonrealms</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/10/first-impressions-of-dragonrealms/">First Impressions of Dragonrealms</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 10 Feb 2008 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/02/10/first-impressions-of-dragonrealms/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1111135/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/10/first-impressions-of-dragonrealms/#comments" title="View reader comments on this entry">Comments</a>]]></description><dc:creator><![CDATA[Eloise Pasteur]]></dc:creator><pubDate>Sun, 10 Feb 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: The sappy, holiday special edition]]></title><link>http://massively.joystiq.com/2007/12/24/mmogology-the-sappy-holiday-special-edition/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/12/24/mmogology-the-sappy-holiday-special-edition/</guid><comments>http://massively.joystiq.com/2007/12/24/mmogology-the-sappy-holiday-special-edition/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/real-life/" rel="tag">Real life</a>, <a href="http://massively.joystiq.com/category/city-of-heroes/" rel="tag">City of Heroes</a>, <a href="http://massively.joystiq.com/category/dark-age-of-camelot/" rel="tag">Dark Age of Camelot</a>, <a href="http://massively.joystiq.com/category/everquest-ii/" rel="tag">EverQuest II</a>, <a href="http://massively.joystiq.com/category/lord-of-the-rings-online/" rel="tag">Lord of the Rings Online</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/star-wars-galaxies/" rel="tag">Star Wars Galaxies</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/12/holidays.jpg" alt="" />The most defining characteristic of a massively multiplayer online game is the very fact that it's massively multiplayer. Until the advent of the MMOG (and yes, I'm including <a href="http://massively.joystiq.com/category/muds/">MUDs </a>as MMOGs) playing video games was either a solitary experience or one you experienced with a few existing friends. MMOGs are wonderful in that they allow us to meet new people across the globe; breaking the physical boundaries of our real-world environment that would otherwise prevent our interaction. The relationships formed and fostered during our time gaming often end up transcending the game itself.<br /><br />Take my friend Rob, for example (Please! Ha!) Rob and I have been friends since middle school and went to college together in Florida. After college Rob got married and eventually moved to Atlanta, Georgia. MMOGs have been great for us because they've allowed us to stay in touch while enjoying a hobby we both love. When we started to play <a href="http://massively.joystiq.com/category/dark-age-of-camelot"><em>Dark Age of Camelot</em></a>, Rob met a guy online named Josh who lives in California. Josh played a tank class and Rob played a healing class. Since both of these guys are arrogant goofballs with a similar sense of humor they hit it off right away. As they played together, learning their classes as they went, they became excellent players of their respective classes. Over the years they've stuck together through <a href="http://massively.joystiq.com/category/star-wars-galaxies"><em>Star Wars Galaxies</em></a>, <a href="http://massively.joystiq.com/category/city-of-heroes/"><em>City of Heroes</em></a>, <a href="http://massively.joystiq.com/category/everquest-ii"><em>Everquest 2</em></a>, <a href="http://massively.joystiq.com/category/lord-of-the-rings-online/"><em>Lord of the Rings Online</em></a> and, of course, <a href="http://massively.joystiq.com/category/world-of-warcraft/"><em>World of Warcraft</em></a>. Although they do mix it up occasionally they almost always stick to the same roles of healer and tank. As a result of knowing their roles, and knowing each other so well, they typically dominate whatever game they play; whether it's in PvE or <a href="http://massively.joystiq.com/tag/pvp">PvP</a>. But more than just becoming great gamers, they've become great friends.<p><a href="http://massively.joystiq.com/2007/12/24/mmogology-the-sappy-holiday-special-edition/" rel="bookmark">Continue reading <em>MMOGology: The sappy, holiday special edition</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/12/24/mmogology-the-sappy-holiday-special-edition/">MMOGology: The sappy, holiday special edition</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 24 Dec 2007 10:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2007/12/24/mmogology-the-sappy-holiday-special-edition/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1058811/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/24/mmogology-the-sappy-holiday-special-edition/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Blizzard</category><category>City-of-Heroes</category><category>Dark-Age-of-Camelot</category><category>featured</category><category>friends</category><category>joystiqfeatures</category><category>Lord-of-the-Rings-Online</category><category>MMOGology</category><category>Mythic</category><category>NC-Soft</category><category>SOE</category><category>Star-Wars-Galaxies</category><category>Turbine</category><category>World-of-Warcraft</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 24 Dec 2007 10:30:00 EST</pubDate></item><item><title><![CDATA[The value of old games (or lack thereof)]]></title><link>http://massively.joystiq.com/2007/11/27/the-value-of-old-games-or-lack-thereof/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/11/27/the-value-of-old-games-or-lack-thereof/</guid><comments>http://massively.joystiq.com/2007/11/27/the-value-of-old-games-or-lack-thereof/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/patches/" rel="tag">Patches</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mobile/" rel="tag">Mobile</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a>, <a href="http://massively.joystiq.com/category/consoles/" rel="tag">Consoles</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/11/psx-pacman-world-ntsc.jpg"  alt="" />With all the crazy MMO games we're playing nowadays, do old, traditional videogames matter any more?  <a href="http://hallower1980.blogspot.com/2007/11/keira-over-at-write-game-provided-brief.html">Anyway Games, suprisingly, says no</a>-- just like black and white and silent movies, he envisions the game industry abandoning the old formats and standbys and moving on completely to these new heights.  When the last <em>Pac Man</em> gamer has moved on to MMOs, AG claims that while the old games will be preserved, there will be no need to play them.<br /><br />I'm not so sure that's true-- online, multiplayer modes, and persistent worlds aren't necessarily something that's mutually exclusive with "classic" gameplay.  Xbox Live is a prime example, even though it isn't traditionally thought of as an MMO-- with achievements and leaderboards, Microsoft has turned <a href="http://www.xbox.com/en-US/games/p/pacmanchampionshipeditionxboxlivearcade/">old games like <em>Pac Man</em></a> into games that players can actually play socially, and advance their avatars across games.<br /><br />In other words, just like movies, old games don't die-- they just get remade.  This world of MMOs is a newer one, yes (even compared to the already relatively new world of videogames at large).  But nostalgia isn't the only force fueling the drive to push old games into the new worlds-- good gameplay is a forced to be reckoned with as well.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/11/27/the-value-of-old-games-or-lack-thereof/">The value of old games (or lack thereof)</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 27 Nov 2007 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://hallower1980.blogspot.com/2007/11/keira-over-at-write-game-provided-brief.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/27/the-value-of-old-games-or-lack-thereof/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1048472/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/27/the-value-of-old-games-or-lack-thereof/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>mmo</category><category>nostalgia</category><category>old-games</category><category>pac-man</category><category>remade</category><category>updates</category><category>xbox-live</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Tue, 27 Nov 2007 15:00:00 EST</pubDate></item><item><title><![CDATA[BatMUD: back online and still in business]]></title><link>http://massively.joystiq.com/2007/11/25/batmud-back-online-and-still-in-business/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/11/25/batmud-back-online-and-still-in-business/</guid><comments>http://massively.joystiq.com/2007/11/25/batmud-back-online-and-still-in-business/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a></p><a href="http://www.bat.org/"><img alt="" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/11/batmud.jpg" align="right" vspace="4" border="1" />BatMUD</a> first opened its virtual doors in 1990, and has been a solid online presence for the last 17 years. Initially text-based, and accessible only via telnet, the Finland-based game introduced a new <a href="http://www.bat.org/node/2">graphical client</a> in February 2007. Unfortunately, their original site was <a href="http://www.bat.org/node/32">hacked in October</a>, but they've since come back stronger than ever.<br /><br />Whether you wish to play in standard or <a href="http://www.bat.org/hcbat">hardcore</a> mode, there are plenty of options to satisfy every gamer's wishes. 44 races, 100 levels, character respecification ... <a href="http://www.bat.org/help">it's all here</a>, and it's all free. This begs the question, though: when we consider what makes an <a href="http://en.wikipedia.org/wiki/MMO">MMO</a> an MMO, at what point do the lines blur between <a href="http://en.wikipedia.org/wiki/MUD">MUD</a>s, <a href="http://en.wikipedia.org/wiki/MOO">MOO</a>s, and what we traditionally consider MMOs? With more MUDs introducing graphical interfaces, and with the ability to utilize text-based commands in MMOs, is the divide between the two categories shrinking?<br /><br />While pondering the answer, take a look at BatMUD and give us your opinion: do you feel that a well-written MUD can provide the same level of personal interaction and character development as can the average MMO? As for BatMUD, specifically, the <a href="http://www.bat.org/forums">web-based forums</a> provide a plethora of information on game play, and some of the players have been involved in the <a href="http://www.bat.org/community">virtual community</a> for its social networking capabilities since the game's inception nearly two decades ago. All things considered, regardless of how you classify it, an evening of high fantasy and good friendship is nothing to sneer at: there's nothing batty about that idea at all.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/11/25/batmud-back-online-and-still-in-business/">BatMUD: back online and still in business</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 25 Nov 2007 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2007/11/25/batmud-back-online-and-still-in-business/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1047389/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/25/batmud-back-online-and-still-in-business/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>BatMUD</category><category>Finland</category><category>Graphical-Client</category><category>MMO</category><category>MOO</category><category>MUD</category><category>Social-Networking</category><dc:creator><![CDATA[Jonathan Northwood]]></dc:creator><pubDate>Sun, 25 Nov 2007 16:30:00 EST</pubDate></item><item><title><![CDATA[This just in: games are TiVo-licious]]></title><link>http://massively.joystiq.com/2007/11/21/this-just-in-games-are-tivo-licious/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/11/21/this-just-in-games-are-tivo-licious/</guid><comments>http://massively.joystiq.com/2007/11/21/this-just-in-games-are-tivo-licious/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/second-life/" rel="tag">Second Life</a>, <a href="http://massively.joystiq.com/category/ultima-online/" rel="tag">Ultima Online</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a></p><a href="http://gamepolitics.com/2007/11/21/tivo-alert-rise-of-the-video-game-documentary-begins-tonight/"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/11/pong.jpg" alt="" />Starting tonight</a>, and running every Wednesday through December 19th, you need to make sure your TiVo is pointed to the Discovery Channel at 8 p.m. Eastern/Pacific. For gamers of any stripe, they're covering a <a href="http://dsc.discovery.com/tv/video-game/episode/episode.html">gaming retrospective</a> that will be as sweet as popping a Power-up right before stomping King Koopa, and as comforting as the first level of <em>Pong</em>. For those of us with an interest in MMOs, however, we have one episode -- <a href="http://dsc.discovery.com/tv/video-game/episode/episode-tab-05.html">Level Five</a>, premiering on December 19th -- dedicated to our obsession.<br /><br />The final episode of <a href="http://dsc.discovery.com/tv/video-game/about/about.html"><em>Rise of the Video Game</em></a> covers the first MUDs from the late 1960s through the latest MMOs today. They'll be discussing everything from <a href="http://massively.joystiq.com/category/ultima-online/"><em>Ultima Online</em></a> through <a href="http://massively.joystiq.com/category/world-of-warcraft/"><em>World of Warcraft</em></a>, and they'll include interviews with both Richard Bartle of <a href="http://www.mud.co.uk/richard/mud.htm">MUD</a> fame and Cory Ondrejka from <a href="http://massively.joystiq.com/tag/linden-lab">Linden Lab</a>. So make sure you have your popcorn ready and your recorders running: we've got us some game history to uncover.<br /><br />[Via <a href="http://gamepolitics.com/2007/11/21/tivo-alert-rise-of-the-video-game-documentary-begins-tonight/">GamePolitics</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/11/21/this-just-in-games-are-tivo-licious/">This just in: games are TiVo-licious</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 21 Nov 2007 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://gamepolitics.com/2007/11/21/tivo-alert-rise-of-the-video-game-documentary-begins-tonight/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/21/this-just-in-games-are-tivo-licious/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1045562/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/21/this-just-in-games-are-tivo-licious/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Discovery-Channel</category><category>featured</category><category>Gaming-Retrospective</category><category>King-Koopa</category><category>Level-Five</category><category>Linden-Lab</category><category>MMO</category><category>MUD</category><category>Pong</category><category>Power-up</category><category>Second-Life</category><category>Ultima-Online</category><category>World-of-Warcraft</category><category>WoW</category><dc:creator><![CDATA[Jonathan Northwood]]></dc:creator><pubDate>Wed, 21 Nov 2007 15:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Roleplaying is dead]]></title><link>http://massively.joystiq.com/2007/11/19/mmogology-roleplaying-is-dead/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/11/19/mmogology-roleplaying-is-dead/</guid><comments>http://massively.joystiq.com/2007/11/19/mmogology-roleplaying-is-dead/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/lord-of-the-rings-online/" rel="tag">Lord of the Rings Online</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a>, <a href="http://massively.joystiq.com/category/roleplaying/" rel="tag">Roleplaying</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/11/riproleplay.jpg" alt="" />A red sun set over the ashen wastelands of Searing Gorge. Three shadows crept up a snaking path toward the encampment on Firewatch Ridge. The first shadow struck her victim hard in the back. The second pounced in cat form, lacerating and stunning her prey. The third finished off his hapless victim with a combination of quick stabs to the chest. The Twilight Idolater dropped silently to the ground. The trio continued to their next target, but this time their prey called for backup. The druid morphed into a vicious bear, drawing her enemies' attention to herself to take the brunt of the attack. The rogues tried to sap the reinforcements into submission or cut them down from behind. Despite their efforts the added numbers of the enemy overwhelmed the heroes and they fell. <br /><br />"Hey Silvanna," said the cute, brunette rogue named Mystletoe. "Do you mind if I get my friend Barbi to help us. She's a 70 priest."<br /><br />"Uh, OK." agreed the druid. It wasn't long before a beautiful, blonde priestess arrived. She revived her allies from the brink of death and with a few simple flicks of her supple wrist, slew the band of Twilight cultists without chipping a nail.<br /><br />"Sweet, lets turn this quest in," said the rogue named Twojoints.<br /><br />"So have you guys tried out the new voice chat?" asked Mystletoe. The druid began to sweat noticeably.<br /><br />"Uh, no, no. I don't think mine's working quite right yet," replied Silvanna. Suddenly there was audible giggling from somewhere near the party. It was as if the air around them had come to life and was laughing at the group.<br /><br />"So let's hear your beautiful voice Barbi," giggled the very feminine voice of Mystletoe.<br /><br />"Hey guys," belted a baritone. Barbi was a man!<br /><br />"Oh-my-God, Barbi's a dude!" laughed Mystletoe with an air of false surprise.<br />The druid sighed, somewhat relieved.<br /><br />"That's OK Barbi," Silvanna replied. "So am I."<p><a href="http://massively.joystiq.com/2007/11/19/mmogology-roleplaying-is-dead/" rel="bookmark">Continue reading <em>MMOGology: Roleplaying is dead</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/11/19/mmogology-roleplaying-is-dead/">MMOGology: Roleplaying is dead</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 19 Nov 2007 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2007/11/19/mmogology-roleplaying-is-dead/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1043131/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/19/mmogology-roleplaying-is-dead/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Blizzard</category><category>Elendor</category><category>Elendor-MUSH</category><category>featured</category><category>Lord-of-the-Rings-Online</category><category>LOTRO</category><category>MUD</category><category>MUSH</category><category>role-play</category><category>roleplaying</category><category>Turbine</category><category>World-of-Warcraft</category><category>WoW</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 19 Nov 2007 15:00:00 EST</pubDate></item><item><title><![CDATA[The Escapist wants you to consider Myst Online]]></title><link>http://massively.joystiq.com/2007/11/06/the-escapist-on-myst-onlines-unique-narrative/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/11/06/the-escapist-on-myst-onlines-unique-narrative/</guid><comments>http://massively.joystiq.com/2007/11/06/the-escapist-on-myst-onlines-unique-narrative/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/real-life/" rel="tag">Real life</a>, <a href="http://massively.joystiq.com/category/myst-online-uru-live/" rel="tag">Myst Online: URU Live</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a></p><div align="center"><a href="http://mystonline.com/media_screenshots.html"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/11/uru.jpg" alt="" /></a></div>
<a href="http://www.gamasutra.com/php-bin/news_index.php?story=11557">Storytelling</a> in massively multiplayer games usually occurs only in footnotes. You might read a lore item's description here, get a hint in the quest text there, but it's almost always an ancillary part of the experience. In the olden days of text <a href="http://massively.joystiq.com/2007/11/04/how-the-mmo-crawled-out-of-the-mud/">MUDs</a>, that wasn't necessarily the case. In some MUDs, players and <a href="http://www.google.com/url?sa=t&amp;ct=res&amp;cd=1&amp;url=http%3A%2F%2Fwww.amazon.com%2FSecrets-Mud-Wizards-Programming-Role-Playing%2Fdp%2F0672307235&amp;ei=huswR_-DHoPOiAG8wKjxDw&amp;usg=AFQjCNF9YrsBUPxQhFVa1XmVCd-6mzAMTA&amp;sig2=kNzdKHPxfhoVZtMWE0PcWQ">wizards</a> engaged in communal storytelling, as in the best <a href="http://www.gamasutra.com/php-bin/news_index.php?story=11557">pen-and-paper</a> roleplaying sessions.<br /><br />If you look at today's <a href="http://massively.joystiq.com/category/world-of-warcraft">mainstream</a> <a href="http://massively.joystiq.com/category/city-of-heroes/">online</a> <a href="http://massively.joystiq.com/category/lord-of-the-rings-online">games</a>, it seems as if that art has been lost. There are some smaller communities out there that still herald that kind of experience, though. <a href="http://www.escapistmagazine.com">The Escapist</a> focused on one of those in an article titled "<a href="http://www.escapistmagazine.com/articles/view/issues/issue_122/2598-The-Ending-Has-Not-Yet-Been-Written.2">The Ending Has Not Yet Been Written</a>." It's an excellent piece about how players and developers alike have fostered a unique, niche-storytelling experience in <a href="http://cyanworlds.com/news/">Cyan Worlds'</a> <a href="http://www.mystonline.com/"><em>Myst Online: Uru Live</em></a>.<br /><br /><a href="http://www.wired.com/wired/archive/2.08/myst_pr.html"><em>Myst</em></a> has always been an eccentric in the gaming world. It was a groundbreaking success for computer games, and it spawned <a href="http://www.amazon.com/Dreamcatcher-625904399502-Mysterious-Journey-Chameleon/dp/B0000A344N/ref=pd_sim_vg_shvl_img_2/002-8260495-0871255">countless</a> <a href="http://www.amazon.com/gp/product/B0002BIDEM/ref=cm_cr_pr_product_top/002-8260495-0871255">clones</a>, but no one ever recaptured its magic. Now the series is treading a unique path in the online world, despite past <a href="http://pc.ign.com/articles/490/490114p1.html">setbacks</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/11/06/the-escapist-on-myst-onlines-unique-narrative/">The Escapist wants you to consider Myst Online</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 06 Nov 2007 18:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.escapistmagazine.com/articles/view/issues/issue_122/2598-The-Ending-Has-Not-Yet-Been-Written>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/06/the-escapist-on-myst-onlines-unique-narrative/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1031986/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/06/the-escapist-on-myst-onlines-unique-narrative/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>cyan</category><category>cyan-worlds</category><category>myst</category><category>myst-online</category><category>roleplaying</category><category>storytelling</category><category>the-escapist</category><category>uru</category><category>uru-live</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Tue, 06 Nov 2007 18:30:00 EST</pubDate></item><item><title><![CDATA[How the MMO crawled out of the MUD]]></title><link>http://massively.joystiq.com/2007/11/04/how-the-mmo-crawled-out-of-the-mud/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/11/04/how-the-mmo-crawled-out-of-the-mud/</guid><comments>http://massively.joystiq.com/2007/11/04/how-the-mmo-crawled-out-of-the-mud/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a></p><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/11/mud3.gif" />Clockwork Gamer has <a href="http://clockworkgamer.com/2007/11/02/lessons-from-muds/#more-253">a good juicy post up</a> about how MMOs first learned how to do things from MUDs, and since today is <a href="http://massively.joystiq.com/2007/11/04/massivelys-massive-giveaways-day-3-old-skool/">Old School Day</a>, I thought it was appropriate. Wait, you haven't heard of <a href="http://en.wikipedia.org/wiki/Multi-User_Dungeon">Multi-User Dungeons</a>? If you've never played one, you'll probably be shocked that they used to fascinate people-- imagine an old-school computer, with its green text on a black screen, dialing into another computer and entering a text-based virtual world. As in, you dial up your favorite BBS, and a message greets you "You are in an inn. There are exits north and west," and from there, you type in words telling the computer what to do, while other users play the game with you. You can try the whole thing <a href="http://t2tmud.org/connect.php">with the java client here</a> if you want.<br /><br />A far cry from the virtual worlds we know today, yes, but that's where it started. CG actually focuses on the higher level of things (in many MUDs, players could actually form guilds, and wander around the world together-- "go north"-- killing dragons-- "attack dragon with great mace"), but even the most basic of MMO thrills was <a href="http://dragonmud.com/aboutus.html">originated in the MUD world</a>. "Seeing" a virtual character pass through the room you're in ("Kingofworld enters the room. Kingofworld leaves the room.") was a thrill, because you knew that there was someone else, looking at a screen just like you, behind that character. On the other hand, as CG points out, there were a lot of things that MUDs could do that graphical MMOs can't nowadays.<p><a href="http://massively.joystiq.com/2007/11/04/how-the-mmo-crawled-out-of-the-mud/" rel="bookmark">Continue reading <em>How the MMO crawled out of the MUD</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/11/04/how-the-mmo-crawled-out-of-the-mud/">How the MMO crawled out of the MUD</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 04 Nov 2007 11:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://clockworkgamer.com/2007/11/02/lessons-from-muds/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/04/how-the-mmo-crawled-out-of-the-mud/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1029018/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/04/how-the-mmo-crawled-out-of-the-mud/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bbs</category><category>chat</category><category>clockwork-gamer</category><category>computer</category><category>featured</category><category>mmos</category><category>mud</category><category>MUDs</category><category>old-school</category><category>text-based</category><category>virtual-world</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Sun, 04 Nov 2007 11:15:00 EST</pubDate></item></channel></rss>
