WEBVTT - The MMORPG Story

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<v Speaker 1>Brought to you by the reinvented two thousand twelve Camray.

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<v Speaker 1>It's ready. Are you get in touch with technology? With

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<v Speaker 1>tech Stuff from how stuff works dot com. Well, hello

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<v Speaker 1>again everyone, and welcome to tech stuff. My name is

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<v Speaker 1>Chris Polette, and I am an editor at how stuff

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<v Speaker 1>works dot com. Sitting across from me, as he typically

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<v Speaker 1>does when we record podcasts, is senior writer Jonathan Strickland.

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<v Speaker 1>You enter a dark room that smells of mold. One

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<v Speaker 1>sputtering torch is the only light source. A rough hewn

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<v Speaker 1>oak table sits at the center of the floor, surrounded

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<v Speaker 1>by overturned chairs. On the table is a spoiled banquet

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<v Speaker 1>left untouched for at least several days. As you glance around,

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<v Speaker 1>you hear a quiet click, the sound of a trap

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<v Speaker 1>going off. Quick roll, you're saving brow'd do you're you're

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<v Speaker 1>you haven't. You took an arrow to the knee, so

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<v Speaker 1>you will now be a guards So I can no

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<v Speaker 1>longer be an adventurer, not like me. So we are

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<v Speaker 1>today going to talk about the history of massively multiplayer

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<v Speaker 1>online role playing games, and it all actually stems back

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<v Speaker 1>to what I was just alluding to, and all of

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<v Speaker 1>you guys out there who are big D n D

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<v Speaker 1>fans picked up on it. I'm sure immediately we're talking

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<v Speaker 1>about dudgeons and dragons, and it's important to talk about

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<v Speaker 1>dungeons and dragons first to understand why m m O

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<v Speaker 1>RPGs exist at all. Yeah, now, there were some computer

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<v Speaker 1>role playing games, but they weren't like what we think

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<v Speaker 1>of today and then and really they came around right

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<v Speaker 1>about the same time as D and D took off.

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<v Speaker 1>So let's let's start with um, let's start with D

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<v Speaker 1>n D first of all to kind of explain what's

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<v Speaker 1>going on. So we're not we're not even talking about

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<v Speaker 1>D n D online. We're actually talking about specifically about

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<v Speaker 1>the pencil and paper and dice and all that jazz

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<v Speaker 1>game screens, etcetera. So back in nineteen uh, there were

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<v Speaker 1>some some some guys who had created a war game,

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<v Speaker 1>a miniature's war game called chain Mail. All right, now,

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<v Speaker 1>war games are they've been around for a while, right, Yeah.

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<v Speaker 1>It's where you essentially have figures that represent military units,

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<v Speaker 1>or you might even have what they used to call chits,

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<v Speaker 1>those little pieces of cardboard that had the little number.

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<v Speaker 1>It kind of looked like, Um, if you haven't seen

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<v Speaker 1>these old style things. They actually sort of look like

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<v Speaker 1>the periodic table. They have the picture of your unit

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<v Speaker 1>and how many hit points it has and all that stuff. Right,

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<v Speaker 1>So the ideas that you would try and uh out

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<v Speaker 1>strategicize your opponent playing on a map, and the map

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<v Speaker 1>might have even topographical elements that would indicate how you

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<v Speaker 1>might have an advantage or disadvantage in a given situation,

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<v Speaker 1>depending upon your unit and where your enemy is located.

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<v Speaker 1>And anyway, the whole game was this idea of you know,

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<v Speaker 1>matching wits against an opponent. Well, chain mailind of brought

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<v Speaker 1>that down a little bit. Chain Mail was an idea

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<v Speaker 1>of using smaller units in very specific circumstances, like say

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<v Speaker 1>in castle or a dungeon. But then the game creators,

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<v Speaker 1>among them a certain Gary Gygax, I feel like I've

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<v Speaker 1>heard that name before, UH, decided that what if we

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<v Speaker 1>were to to to change this. So instead of playing,

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<v Speaker 1>you know, controlling units, you control a specific character, someone

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<v Speaker 1>who has a personality of background, UH, goals, motivations. UH.

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<v Speaker 1>They have their own abilities and their own disadvantages, and

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<v Speaker 1>you were to take on this role within an adventure.

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<v Speaker 1>And that was that where the whole role playing game

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<v Speaker 1>idea kind of spawned out of You would have someone

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<v Speaker 1>who is in charge of explaining all the environments and

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<v Speaker 1>taking care of all the game mechanics on the back end.

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<v Speaker 1>That would be the dungeon master or game master. And

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<v Speaker 1>then the players would each control a character and would

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<v Speaker 1>try and pursue certain goals dependent upon the game itself

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<v Speaker 1>and that character's personality. And this was kind of a

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<v Speaker 1>radical idea at the time, back in nineteen seventy four,

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<v Speaker 1>and uh it called I could I guess you could

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<v Speaker 1>say it was a popular idea, particularly among high school

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<v Speaker 1>and college students. Now, your characters when when you first

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<v Speaker 1>started there, there are some elements of chance involved here. Um.

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<v Speaker 1>When you first create your character, uh, you roll the

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<v Speaker 1>dice to to determine what the character's characteristics are. Their attributes. Yeah, like, um,

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<v Speaker 1>for example, of strength, how strong that person is, or

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<v Speaker 1>or how much dexterity that person has the ability to

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<v Speaker 1>get out of the way when somebody's swinging an axe

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<v Speaker 1>at their head. Um. Now, I haven't played D and

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<v Speaker 1>D for about twenty years, but I remember that it

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<v Speaker 1>used to range between three and eighteen for normal characters. Yes,

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<v Speaker 1>because you roll, Um, the thing is um with the uh.

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<v Speaker 1>You know that that's one aspect of it too. But

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<v Speaker 1>the dungeon master or game master would use a screen

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<v Speaker 1>to hide the dungeon or whatever it is that you

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<v Speaker 1>were going and venturing in, so you didn't really know.

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<v Speaker 1>Unlike those other games where you could see there were

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<v Speaker 1>mountains ahead of your characters, you could go around the

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<v Speaker 1>mountains when you came, Um, you'll be riding six white horses.

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<v Speaker 1>But meanwhile, um, in a dungeon and in D and D,

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<v Speaker 1>you didn't necessarily know. And this is the difference in

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<v Speaker 1>a role playing game and those other games. You are

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<v Speaker 1>actually pretending to be, you know, this character. So uh.

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<v Speaker 1>One of the first things I had to learn and

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<v Speaker 1>I when I started playing dn D, I was I

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<v Speaker 1>think eight years old or nine years old. Um, you

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<v Speaker 1>had to learn that you can't see what's going on,

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<v Speaker 1>so you have to remember to ask what do I see?

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<v Speaker 1>What do I hear? You know, and the dungeon master

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<v Speaker 1>might not necessarily tell you you hear the click of

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<v Speaker 1>a trap unless you ask, like, well, you just heard

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<v Speaker 1>a clicking noise? Oh right, that clicking noises and D

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<v Speaker 1>n D were never a good thing. But you also

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<v Speaker 1>you also had different play styles. Right. You had people

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<v Speaker 1>who would play very achievement oriented, Right. They wanted to

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<v Speaker 1>they wanted to get whatever the goal was, and it

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<v Speaker 1>was less about the experience of being a character. Uh.

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<v Speaker 1>And then you had people who really kind of embraced

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<v Speaker 1>the idea of role playing being someone else and to

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<v Speaker 1>really kind of try and drive that aspect more than

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<v Speaker 1>the rules necessarily. So you you kind of had these

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<v Speaker 1>two types subcategories of players rule rule players that were

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<v Speaker 1>all about the statistics and and getting the good roles

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<v Speaker 1>and getting the best equipment for their character because it

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<v Speaker 1>would guarantee their success that kind of thing, and role

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<v Speaker 1>players who are more interested in the personality aspects. Most

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<v Speaker 1>most players fall somewhere within that spectrum. Between those two.

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<v Speaker 1>The same thing holds true by the way of m

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<v Speaker 1>m O RPGs. So the only reason I even mentioned

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<v Speaker 1>all of that is so that we have the foundation

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<v Speaker 1>to build upon, so that we understand once we get

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<v Speaker 1>into m m O RPGs why they're a big deal. Well,

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<v Speaker 1>computer role playing games have been around, like I said,

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<v Speaker 1>about as long as uh Dungeons and Dragons have, because

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<v Speaker 1>that was they sort of went around at um. The

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<v Speaker 1>rise of personal computers on the desktop. Uh right, right

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<v Speaker 1>about the same time that the mid to late seventies,

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<v Speaker 1>and they got popular in high schools and colleges, which

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<v Speaker 1>were breeding grounds not just for role playing games, but

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<v Speaker 1>for computer sciences. Yes, yes, that's true. Uh. The thing is,

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<v Speaker 1>one of the reasons that that Dungeons and Dragons and

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<v Speaker 1>other role playing games took off was because it gave

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<v Speaker 1>you an opportunity to play a game with your friends.

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<v Speaker 1>You weren't sitting at home on one machine interacting with

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<v Speaker 1>the game on the machine. I mean that was fun too.

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<v Speaker 1>I like playing uh those games by myself. Also, we

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<v Speaker 1>usually call those c RPGs computer role playing games. They

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<v Speaker 1>don't necessarily have a multiplayer element to them, right, but

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<v Speaker 1>but the multiplayer games, both on paper and and computers,

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<v Speaker 1>give you an opportunity to uh go through the experience

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<v Speaker 1>with other people and uh, which which can be fun

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<v Speaker 1>because you never know what those other people are are

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<v Speaker 1>going to do. And it also gives you this feeling

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<v Speaker 1>of camaraderie es pre decor if you will, and and

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<v Speaker 1>depending upon the game, it may allow certain players to

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<v Speaker 1>band together and oppose other players. So you can even

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<v Speaker 1>have elements within the game where you've got a struggle

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<v Speaker 1>between two groups of players, and if the game is

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<v Speaker 1>designed properly, meaning that it's you know, a dynamic element

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<v Speaker 1>to it, you might even be able to have players

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<v Speaker 1>actually influence the course of the game's world, which is

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<v Speaker 1>pretty tricky because you know, that's a very delicate balance

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<v Speaker 1>to to create when you are a developer. You don't

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<v Speaker 1>want to make it so easy to affect the game's

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<v Speaker 1>world that it is UH that that one group of

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<v Speaker 1>players essentially dominates and makes all the determine nations of

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<v Speaker 1>where the game's world is going. At the same time,

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<v Speaker 1>you don't want it to be so static that it

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<v Speaker 1>feels like no matter what you do, you don't influence

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<v Speaker 1>the outcome. It's a really tricky balance. Well, I would UH.

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<v Speaker 1>I would argue that one of the things that makes

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<v Speaker 1>UH online role playing games so much fun UH is

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<v Speaker 1>not necessarily the high graphics elements. I think the the

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<v Speaker 1>the element of play is most important. That's one of

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<v Speaker 1>the things. I mean, you don't see these things, these

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<v Speaker 1>fantastic UH animations of spells and and UH sword play

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<v Speaker 1>and whatever else that you might happen to be engaged

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<v Speaker 1>in when you're playing a tabletop role playing game because

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<v Speaker 1>imagine what imagine it. It's this thing that we used

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<v Speaker 1>to do before there was the internet. Well, I I

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<v Speaker 1>do love looking at the amazing graphics work of some

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<v Speaker 1>of these game studios now, but um, you know, the

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<v Speaker 1>very first online role playing games were text based. Yeah,

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<v Speaker 1>in fact, we can talk a little about them. First

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<v Speaker 1>of all, I wanna define a couple of terms for

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<v Speaker 1>the very earliest games. Some of them were built on

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<v Speaker 1>something called PLATO, which is an acronym for Programmed Logic

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<v Speaker 1>for Automated Teaching Operations. Here's the funny thing, this sucker

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<v Speaker 1>pre dates pretty much all of this stuff that we're talking.

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<v Speaker 1>PLATO actually came out before D and D the tabletop

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<v Speaker 1>game came out early sixties actually. But but PLATO was

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<v Speaker 1>all about. It was supposed to be an educational platform,

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<v Speaker 1>which of course meant that students immediately figured out ways

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<v Speaker 1>to play games on it, and uh like almost immediately.

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<v Speaker 1>This is for education. I want to kill stuff. So, um,

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<v Speaker 1>the University of Illinois built programmed Logic for automated teaching operations.

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<v Speaker 1>So it's a platform that could run on network to computers. Now,

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<v Speaker 1>these computers are networked to one another, they are not

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<v Speaker 1>networked into a larger network. Think land Party, not the Internet, right,

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<v Speaker 1>and uh, immediately you had students start to figure out

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<v Speaker 1>ways to create games because it meant that they could

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<v Speaker 1>link it to other students and have a social experience

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<v Speaker 1>on a computer, which just shows you that, you know,

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<v Speaker 1>we are very social creatures. The you know, the first

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<v Speaker 1>thing we start looking at is how can we use

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<v Speaker 1>this machine to connect to other people? So that's one

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<v Speaker 1>acronym you need to know. Another one is MUD, which

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<v Speaker 1>stands for multi user dungeons, not not what happens when

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<v Speaker 1>you add water to earth um, which just makes me

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<v Speaker 1>almost go off on a brack tangent. But I'm not

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<v Speaker 1>going to what happened to the water. Uh So Also

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<v Speaker 1>with mud come a couple of other um uh topics

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<v Speaker 1>or a couple other acronyms, MoU and mush. Have you

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<v Speaker 1>heard about those? So a move is a move is

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<v Speaker 1>an acronym that has an acronym in it because move

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<v Speaker 1>stands for mud object oriented, MUSH stands for mud users.

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<v Speaker 1>Shared hallucination or shared hack or shared habitat or shared holiday.

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<v Speaker 1>It really depends on who you ask. They're all pretty similar.

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<v Speaker 1>But but these are basically the frameworks within which people

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<v Speaker 1>built games. Now back in there was a game that

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<v Speaker 1>came out called Colossal Cave Adventure sometimes just called Adventure

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<v Speaker 1>by William Crowther and it was a single player text

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<v Speaker 1>based game, but it was what created the foundation for

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<v Speaker 1>some of the multi user games that came after it.

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<v Speaker 1>UH In ninety seven and published in seventy eight, a

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<v Speaker 1>game called Maria came out, and now Maria was built

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<v Speaker 1>on top of Plato. There were other games that came

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<v Speaker 1>out before Maria, but Maria is one of the more

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<v Speaker 1>famous ones, and it allowed up to ten players to

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<v Speaker 1>get together in a party and go on a dungeon

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<v Speaker 1>crawling adventure UH. And it was created with these these

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<v Speaker 1>very simple vector graphics like a UM. You know, you

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<v Speaker 1>see like the green wall with a green door outline

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<v Speaker 1>on it, and you would push a command that would

0:13:08.520 --> 0:13:10.559
<v Speaker 1>knock the door open and then you might have an

0:13:10.679 --> 0:13:13.520
<v Speaker 1>encounter afterward, you might find treasure, that kind of stuff.

0:13:13.679 --> 0:13:15.920
<v Speaker 1>The interesting thing about it was not only did it

0:13:15.960 --> 0:13:18.560
<v Speaker 1>allow up to tend people to play that that itself

0:13:18.640 --> 0:13:23.440
<v Speaker 1>was interesting, but it also created the dungeons um every

0:13:23.440 --> 0:13:27.000
<v Speaker 1>time you played, so the dungeons were not pre generated,

0:13:27.280 --> 0:13:30.400
<v Speaker 1>they generated dynamically when you would play the game, so

0:13:30.520 --> 0:13:33.840
<v Speaker 1>you would never necessarily have the same experience twice because

0:13:34.040 --> 0:13:38.839
<v Speaker 1>the dungeon would be randomly created when you started. UM

0:13:38.880 --> 0:13:41.720
<v Speaker 1>and UH. So that that was sort of an early

0:13:41.800 --> 0:13:44.520
<v Speaker 1>example of how people were trying to kind of port

0:13:44.600 --> 0:13:48.800
<v Speaker 1>the experience of playing Dungeons and Dragons or a game

0:13:48.880 --> 0:13:52.480
<v Speaker 1>like D and D to a computer environment and not

0:13:52.679 --> 0:13:56.400
<v Speaker 1>have it be a single player playing with computer generated characters,

0:13:56.440 --> 0:13:58.920
<v Speaker 1>although there are plenty of examples of that as well.

0:14:00.120 --> 0:14:03.920
<v Speaker 1>UM and then in nineteen seventy eight, a fellow named

0:14:04.160 --> 0:14:08.320
<v Speaker 1>Roy Trubshaw created the very first multi user dungeon and

0:14:08.360 --> 0:14:12.280
<v Speaker 1>it was called Mud. That's why we call the MUDs

0:14:12.320 --> 0:14:15.840
<v Speaker 1>because he made it. It was he was in Essex University,

0:14:16.040 --> 0:14:18.839
<v Speaker 1>and so Mud became the generic term for games that

0:14:18.880 --> 0:14:22.680
<v Speaker 1>were built in this way. UM and it became very

0:14:22.760 --> 0:14:26.760
<v Speaker 1>very popular. And then eventually again these were on network computers.

0:14:26.880 --> 0:14:30.960
<v Speaker 1>There was no Internet yet, but Trubshaw connected his game

0:14:31.440 --> 0:14:34.920
<v Speaker 1>to the ARPA net in nineteen eighty, so suddenly you

0:14:35.000 --> 0:14:42.560
<v Speaker 1>had essentially the ancestor too massively multiplayer online role playing games.

0:14:42.600 --> 0:14:45.440
<v Speaker 1>Because it made it gave access to people beyond just

0:14:45.640 --> 0:14:51.479
<v Speaker 1>folks who had uh the access to those specific computers

0:14:51.480 --> 0:14:55.320
<v Speaker 1>within Essex University to play. Yeah, my my notes have

0:14:55.440 --> 0:14:58.040
<v Speaker 1>the game down as being called Dungeon d U N

0:14:58.120 --> 0:15:01.480
<v Speaker 1>G E N. Yeah, I have it as it was

0:15:01.520 --> 0:15:07.520
<v Speaker 1>called multi User Dungeon. So yeah, yeah, but by the

0:15:07.560 --> 0:15:10.040
<v Speaker 1>same same thing. I mean, that's that is where mud

0:15:10.080 --> 0:15:12.200
<v Speaker 1>came from. They probably, I'm sure it was called dungeon,

0:15:12.520 --> 0:15:16.600
<v Speaker 1>just as uh for shorthand the next one I have

0:15:17.040 --> 0:15:20.080
<v Speaker 1>doesn't pop up til do you have anything you wanted

0:15:20.120 --> 0:15:23.200
<v Speaker 1>to mention before I go to that? Okay. So in

0:15:23.240 --> 0:15:26.600
<v Speaker 1>the University of Virginia there were a couple of classmates,

0:15:26.720 --> 0:15:30.280
<v Speaker 1>John Taylor and Kelton Flynn, and they created a game

0:15:30.320 --> 0:15:34.480
<v Speaker 1>called The Dungeons of Kezm, which was a six player game,

0:15:34.920 --> 0:15:37.160
<v Speaker 1>and it was also inspired by duchess and dragons, and

0:15:37.200 --> 0:15:43.880
<v Speaker 1>it used as key graphics to represent elements of the game. Yeah. Yeah,

0:15:43.920 --> 0:15:45.720
<v Speaker 1>it's making me think of some of the old games

0:15:45.720 --> 0:15:48.200
<v Speaker 1>I used to play. And they also founded a company

0:15:48.240 --> 0:15:51.640
<v Speaker 1>in eight two called the Kezmi Company. A few years later,

0:15:51.680 --> 0:15:53.840
<v Speaker 1>they I'll mention it when it happens, but they would

0:15:53.880 --> 0:15:57.040
<v Speaker 1>come up with another game that would be uh kind

0:15:57.040 --> 0:16:01.080
<v Speaker 1>of a big influence on online role playing games in

0:16:01.080 --> 0:16:04.840
<v Speaker 1>the future. UH. In any four, you had a fellow

0:16:04.920 --> 0:16:08.800
<v Speaker 1>named Mark Peterson who wrote The Realm of ang Mar

0:16:09.400 --> 0:16:13.760
<v Speaker 1>and Uh. It was originally a kind of an offshoot

0:16:13.800 --> 0:16:17.440
<v Speaker 1>of another game called The Scepter of Goth and Uh.

0:16:17.520 --> 0:16:21.600
<v Speaker 1>In ninety four Peterson rewrote it and adapted it for

0:16:21.840 --> 0:16:25.000
<v Speaker 1>MS DOSS, which I don't know how many of you

0:16:25.040 --> 0:16:28.840
<v Speaker 1>guys remember MS DOSS. That's pre windows UM, but that

0:16:28.960 --> 0:16:32.520
<v Speaker 1>was the that formed the basis of a game that

0:16:32.640 --> 0:16:36.680
<v Speaker 1>ended up being found on a lot of bulletin board systems. So,

0:16:36.720 --> 0:16:40.400
<v Speaker 1>if you guys heard our episode about bbs IS, you

0:16:40.480 --> 0:16:43.000
<v Speaker 1>know that there used to be these communities. Still aren't

0:16:43.040 --> 0:16:45.160
<v Speaker 1>in many cases, but there were these communities that were

0:16:45.160 --> 0:16:50.600
<v Speaker 1>housed on individual, private individuals computers, although you could also

0:16:50.640 --> 0:16:53.120
<v Speaker 1>have companies that do this too, but you could have

0:16:53.160 --> 0:16:56.840
<v Speaker 1>a private individual who would open up their computer to

0:16:56.920 --> 0:17:00.640
<v Speaker 1>allow other people to dial into their computer to access

0:17:00.680 --> 0:17:03.680
<v Speaker 1>files and play games. This is one of the games

0:17:03.680 --> 0:17:05.840
<v Speaker 1>that was found on a lot of bbs is. And

0:17:05.880 --> 0:17:08.280
<v Speaker 1>if the BBS would allow multiple people to call in

0:17:08.320 --> 0:17:11.080
<v Speaker 1>at once, if they had multiple lines that would allow

0:17:11.160 --> 0:17:17.200
<v Speaker 1>for that, then you can have people play this game simultaneously. UM.

0:17:17.240 --> 0:17:21.000
<v Speaker 1>And in eight five you had the introduction of Mirror World,

0:17:21.080 --> 0:17:23.000
<v Speaker 1>which was a multi user dungeon that could be run

0:17:23.040 --> 0:17:26.240
<v Speaker 1>on a home computer as opposed to some you know,

0:17:26.600 --> 0:17:32.200
<v Speaker 1>research institution or university's computer. Yeah, I remember the modem

0:17:32.280 --> 0:17:37.360
<v Speaker 1>speeds back then. That was. Yeah. Yeah, I've got an

0:17:37.359 --> 0:17:41.600
<v Speaker 1>interesting thing to mentioned in one about that. Five was

0:17:41.640 --> 0:17:44.119
<v Speaker 1>also the year that the Kezmi Corporation came out with

0:17:44.320 --> 0:17:48.680
<v Speaker 1>Island of Kezmi, which again Kelton Flynn and John Taylor,

0:17:49.119 --> 0:17:52.639
<v Speaker 1>and this ran on compu Serve. Yeah, I've heard of them. Yeah.

0:17:52.840 --> 0:17:57.320
<v Speaker 1>So it was the first commercial multiplayer online role playing game.

0:17:57.359 --> 0:18:00.160
<v Speaker 1>I don't think you could call it massive. Big has

0:18:00.320 --> 0:18:03.000
<v Speaker 1>had a limit to how many players could play one,

0:18:04.720 --> 0:18:07.440
<v Speaker 1>no more than one. Compared compared to the earlier games,

0:18:07.440 --> 0:18:09.880
<v Speaker 1>that's pretty massive. Yeah, compared to you know, the old

0:18:10.040 --> 0:18:12.240
<v Speaker 1>the Older Kids My game where six people could play,

0:18:12.320 --> 0:18:18.000
<v Speaker 1>or even the the the ten player Maria game, it's

0:18:18.040 --> 0:18:21.440
<v Speaker 1>you know, it's I think it's almost ten times that. Wow.

0:18:22.000 --> 0:18:28.040
<v Speaker 1>So I'm not that stupid people, almost but not quite.

0:18:28.640 --> 0:18:31.760
<v Speaker 1>An interesting game comes out interesting for a couple of

0:18:31.800 --> 0:18:34.240
<v Speaker 1>reasons because, for one thing, you can confuse it with

0:18:34.280 --> 0:18:38.000
<v Speaker 1>another game by the same name. Never Winter Nights by

0:18:38.119 --> 0:18:41.840
<v Speaker 1>Don Daglo and Catherine Mattega comes out has no connection

0:18:41.880 --> 0:18:43.639
<v Speaker 1>at all to the Never Winter Nights game that came

0:18:43.640 --> 0:18:48.080
<v Speaker 1>out by BioWare. But this game ran on A O L.

0:18:49.080 --> 0:18:51.920
<v Speaker 1>And I've heard of it. I used that joke already.

0:18:52.040 --> 0:18:57.080
<v Speaker 1>They and A O L used an interesting pricing mechanism.

0:18:57.200 --> 0:18:59.080
<v Speaker 1>So this is a commercial game. You had to pay

0:18:59.119 --> 0:19:01.359
<v Speaker 1>to play. And the way it worked was that you

0:19:01.400 --> 0:19:05.160
<v Speaker 1>would pay six dollars an hour to play this game

0:19:05.200 --> 0:19:09.960
<v Speaker 1>at three hundred bawd. And when we were talking hours,

0:19:10.520 --> 0:19:12.600
<v Speaker 1>that's about how long it would take to load to

0:19:12.640 --> 0:19:15.600
<v Speaker 1>make a move. Uh. For twelve dollars an hour, you

0:19:15.600 --> 0:19:21.280
<v Speaker 1>could play at Hey, that's just screaming fast, right, It's

0:19:21.400 --> 0:19:23.600
<v Speaker 1>it's screaming all right. I don't know if it's screaming fast.

0:19:23.640 --> 0:19:29.640
<v Speaker 1>And this was the first graphics based M M O RPG. Uh, Now,

0:19:29.680 --> 0:19:31.919
<v Speaker 1>do you have any you want to mention at all

0:19:31.960 --> 0:19:35.639
<v Speaker 1>before we get to ninety, because then I've got the biggie. Well.

0:19:36.200 --> 0:19:38.639
<v Speaker 1>I figured that we were going to talk about the

0:19:38.640 --> 0:19:41.719
<v Speaker 1>the Ultimate series of games because they were important for

0:19:42.160 --> 0:19:46.640
<v Speaker 1>the role playing game world, but they weren't massively multiplayer, right,

0:19:46.680 --> 0:19:49.480
<v Speaker 1>and that yes, that will definitely lead into a very

0:19:49.520 --> 0:19:53.760
<v Speaker 1>important discussion so Ultima. While while we've got this development

0:19:53.760 --> 0:19:56.720
<v Speaker 1>over here with the multi user games, there's still quite

0:19:56.760 --> 0:19:59.560
<v Speaker 1>a bit of work being done in single player computer

0:19:59.680 --> 0:20:02.360
<v Speaker 1>role play games. Oh absolutely, they were huge and one

0:20:02.400 --> 0:20:06.399
<v Speaker 1>of the one of the people who was really spearheading

0:20:06.400 --> 0:20:09.399
<v Speaker 1>this movement. We've actually we did an entire episode on him,

0:20:09.520 --> 0:20:14.399
<v Speaker 1>Richard Garriott, the Lord British of the Ultimate series. He

0:20:14.840 --> 0:20:18.639
<v Speaker 1>founded the Ultimate series. First game was Al Kalabeth, which

0:20:19.080 --> 0:20:22.399
<v Speaker 1>then eventually of which he was in college at the time. Yeah. Yeah,

0:20:22.480 --> 0:20:25.679
<v Speaker 1>and uh, he actually chopped out of college because his

0:20:25.920 --> 0:20:30.080
<v Speaker 1>computer game business took off so well. His dad, by

0:20:30.080 --> 0:20:34.520
<v Speaker 1>the way, astronaut. Yes, dad's an astronaut. He jumps out

0:20:34.520 --> 0:20:38.000
<v Speaker 1>of college, makes millions of dollars. But yeah, they were

0:20:38.000 --> 0:20:40.640
<v Speaker 1>he was working with. Don't take that as a lesson, kids,

0:20:40.720 --> 0:20:43.719
<v Speaker 1>I'm not saying drop out of college. Your mileage may

0:20:43.800 --> 0:20:49.160
<v Speaker 1>very yes. Um. Yeah, he was talking in one about

0:20:49.200 --> 0:20:53.560
<v Speaker 1>the possibility of an online version of Ultima. Yeah. Now,

0:20:53.600 --> 0:20:56.679
<v Speaker 1>Ultima was a series that he created after his first

0:20:57.080 --> 0:21:00.800
<v Speaker 1>success in computer role playing games and then Ultimate. Uh.

0:21:00.840 --> 0:21:03.560
<v Speaker 1>The original Ultimate games were kind of your standard hack

0:21:03.600 --> 0:21:06.639
<v Speaker 1>and slash RPG type games where you took on the

0:21:06.760 --> 0:21:11.480
<v Speaker 1>role of a character and tried to defeat some sort

0:21:11.520 --> 0:21:16.840
<v Speaker 1>of massively evil villain. But after Ultimate three UH, Richard

0:21:16.840 --> 0:21:20.479
<v Speaker 1>Garriott took an interesting turn. He really began to do

0:21:20.560 --> 0:21:24.199
<v Speaker 1>something new with computer role playing games. He created the

0:21:24.240 --> 0:21:27.600
<v Speaker 1>concept of UH. Well, it didn't create the concept, but

0:21:27.640 --> 0:21:31.600
<v Speaker 1>he incorporated the concept of morality and how your choices

0:21:31.600 --> 0:21:37.000
<v Speaker 1>can affect gameplay and UH. In Ultima four, you took

0:21:37.040 --> 0:21:39.119
<v Speaker 1>on the role of a character called the Avatar, who

0:21:39.200 --> 0:21:43.439
<v Speaker 1>was supposed to be the exemplification of all the best

0:21:43.640 --> 0:21:47.920
<v Speaker 1>traits in the world. He was supposed to be the

0:21:47.920 --> 0:21:51.119
<v Speaker 1>the paragon of virtue. And if you, um, if you

0:21:51.200 --> 0:21:54.800
<v Speaker 1>played like a nasty person and you stole stuff and

0:21:54.840 --> 0:21:57.960
<v Speaker 1>you killed innocence, you could not win the game. It

0:21:58.040 --> 0:21:59.720
<v Speaker 1>was impossible to win the game because in order to

0:21:59.720 --> 0:22:02.080
<v Speaker 1>win the and you had to make lots of sacrifices

0:22:02.200 --> 0:22:07.760
<v Speaker 1>and and be virtuous. And then this sort of gave

0:22:07.840 --> 0:22:10.080
<v Speaker 1>a real shot in the arm to his series. I mean,

0:22:10.080 --> 0:22:14.600
<v Speaker 1>it was already popular, but then it became crazy popular,

0:22:15.160 --> 0:22:20.080
<v Speaker 1>and so he continued to develop the games, and as

0:22:20.119 --> 0:22:27.720
<v Speaker 1>the multi user craze continued, with fairly primitive games compared

0:22:27.760 --> 0:22:32.440
<v Speaker 1>to some of the standalone games on computers, he began

0:22:32.480 --> 0:22:35.920
<v Speaker 1>to turn his eye towards developing an online version of

0:22:35.960 --> 0:22:40.120
<v Speaker 1>this Ultima world now in the meantime, just before he this,

0:22:40.320 --> 0:22:43.760
<v Speaker 1>while while this this whole plan for an online version

0:22:43.760 --> 0:22:48.080
<v Speaker 1>of Ultima was in the earliest development phases, another game

0:22:48.160 --> 0:22:51.960
<v Speaker 1>in ninety six came out called Meridian fifty nine, and

0:22:52.000 --> 0:22:54.159
<v Speaker 1>that was developed by a company called three d O

0:22:54.600 --> 0:22:58.160
<v Speaker 1>which no longer exists. Um they were, They were something

0:22:58.200 --> 0:23:00.840
<v Speaker 1>of an innovator for their time. Yes, um but if

0:23:00.840 --> 0:23:03.320
<v Speaker 1>you've never heard of them, and it's because they've been

0:23:03.320 --> 0:23:05.760
<v Speaker 1>closed for for quite a while. It's one of the

0:23:05.840 --> 0:23:10.199
<v Speaker 1>first massively multiplayer online role playing games ever released by

0:23:10.200 --> 0:23:13.200
<v Speaker 1>a major publisher, and and a lot of the things

0:23:13.240 --> 0:23:17.080
<v Speaker 1>that we associate with m m O RPGs began with

0:23:17.240 --> 0:23:20.119
<v Speaker 1>this game. For one, it had a monthly subscription for

0:23:20.160 --> 0:23:22.960
<v Speaker 1>a flat rate, so you would pay us a flat

0:23:23.040 --> 0:23:25.359
<v Speaker 1>rate each month to play. It had a three D

0:23:25.520 --> 0:23:28.280
<v Speaker 1>first person view of the world in a fantasy setting,

0:23:29.080 --> 0:23:32.159
<v Speaker 1>and uh not all. In fact, a lot of m

0:23:32.280 --> 0:23:34.720
<v Speaker 1>m O RPGs do not take the first person views.

0:23:34.920 --> 0:23:36.920
<v Speaker 1>Several of them take a third person view, where you're

0:23:36.920 --> 0:23:42.240
<v Speaker 1>either behind or or over the character you're playing. Um

0:23:42.320 --> 0:23:45.840
<v Speaker 1>but U three d O ran this game, but then

0:23:45.840 --> 0:23:48.680
<v Speaker 1>it shut down. The three d O shutdown in two

0:23:48.680 --> 0:23:52.359
<v Speaker 1>thousand three, it ceased to be Actually, they closed the

0:23:52.400 --> 0:23:56.200
<v Speaker 1>game on August thirty one, two from what I have, yeah,

0:23:56.240 --> 0:23:59.440
<v Speaker 1>well the game itself still continued because what happened was

0:23:59.480 --> 0:24:04.320
<v Speaker 1>in February Meridian fifty nine was turned over to the

0:24:04.320 --> 0:24:08.800
<v Speaker 1>original technical developers, which were a couple of brothers who

0:24:08.960 --> 0:24:12.080
<v Speaker 1>have opened the game to the public for no charge

0:24:12.160 --> 0:24:16.760
<v Speaker 1>to the player. So there it's running on two servers

0:24:16.760 --> 0:24:19.639
<v Speaker 1>in the United States. But yeah, I love the name

0:24:19.680 --> 0:24:24.480
<v Speaker 1>of the company though, Near Death Studios. Yeah, it's it's

0:24:24.520 --> 0:24:30.160
<v Speaker 1>just the game is when it's running on two servers. Yeah,

0:24:30.200 --> 0:24:32.920
<v Speaker 1>but it's but it's interesting that it's still you know,

0:24:33.480 --> 0:24:35.919
<v Speaker 1>this shows that the people who adopt these games can

0:24:35.920 --> 0:24:39.480
<v Speaker 1>be very passionate, and even when a studio itself is

0:24:39.520 --> 0:24:43.400
<v Speaker 1>in financial trouble, people want those games to continue, which

0:24:43.440 --> 0:24:47.680
<v Speaker 1>is somewhat problematic because how do you keep this going

0:24:47.840 --> 0:24:51.119
<v Speaker 1>when the in order to run the game, you actually

0:24:51.160 --> 0:24:53.680
<v Speaker 1>do have to spend real money. I mean, because you're

0:24:53.680 --> 0:24:57.560
<v Speaker 1>talking about electricity costs, you're talking about server costs, you're

0:24:57.560 --> 0:24:59.680
<v Speaker 1>talking about you know, you might have to have space

0:24:59.760 --> 0:25:04.720
<v Speaker 1>for that machine. It's Uh, it's tough. And um, that's

0:25:04.720 --> 0:25:07.160
<v Speaker 1>not the only time that has happened by a long shot.

0:25:07.240 --> 0:25:11.720
<v Speaker 1>But so at that same time, Richard Garriott and the

0:25:11.760 --> 0:25:15.560
<v Speaker 1>folks over at Origin and later Electronic Cards were working

0:25:15.680 --> 0:25:20.320
<v Speaker 1>on Ultimate Online. Yeah. Ultimate Online was apparently originally supposed

0:25:20.320 --> 0:25:23.400
<v Speaker 1>to go on now, keeping in mind the time frame

0:25:23.440 --> 0:25:25.480
<v Speaker 1>we were originally talking about for that when I met.

0:25:25.520 --> 0:25:27.919
<v Speaker 1>When I brought it up, we were very much in

0:25:27.960 --> 0:25:31.880
<v Speaker 1>the online service provider world and Sierra had its own

0:25:31.880 --> 0:25:34.719
<v Speaker 1>network it was working on, but they ended up shutting

0:25:34.720 --> 0:25:39.800
<v Speaker 1>it down. Um, and Ultimate Online became a an Internet

0:25:40.560 --> 0:25:45.280
<v Speaker 1>m m O RPG, which was probably better for h

0:25:45.640 --> 0:25:48.800
<v Speaker 1>for everyone involved because it gave you a much wider audience.

0:25:49.200 --> 0:25:52.840
<v Speaker 1>I got to actually see this game and action when

0:25:52.880 --> 0:25:55.680
<v Speaker 1>it was in its alpha build, before it even opened

0:25:55.720 --> 0:25:59.240
<v Speaker 1>up to the beta world. Uh and uh, because um,

0:25:59.440 --> 0:26:01.800
<v Speaker 1>Richard Garrett came down to a science fiction convention that

0:26:01.840 --> 0:26:04.680
<v Speaker 1>I go to a lot, dragon Con in Atlanta. So

0:26:05.359 --> 0:26:07.760
<v Speaker 1>Richard Garrett used to be a very frequent guest at

0:26:07.800 --> 0:26:10.000
<v Speaker 1>dragon Con, and in fact, he and I kind of

0:26:10.000 --> 0:26:11.600
<v Speaker 1>struck up a bit of a friendship and we would

0:26:11.680 --> 0:26:13.480
<v Speaker 1>chat about the games and stuff, and he would show

0:26:13.480 --> 0:26:16.720
<v Speaker 1>me the games that were in development, including Ultima Online,

0:26:17.280 --> 0:26:19.560
<v Speaker 1>and it was really a neat thing. It was. It

0:26:19.640 --> 0:26:21.880
<v Speaker 1>was a kind of a new idea. It was building

0:26:21.960 --> 0:26:25.320
<v Speaker 1>on that work that other people have done in previous

0:26:25.400 --> 0:26:29.160
<v Speaker 1>generations of multi user dungeons, but on a huge scale,

0:26:29.600 --> 0:26:32.959
<v Speaker 1>and also created a much more dynamic world. So Ultimate

0:26:33.000 --> 0:26:37.280
<v Speaker 1>Online had a world where, in theory anyway, you had

0:26:37.960 --> 0:26:41.439
<v Speaker 1>ecosystems that could actually be affected by player behavior. So,

0:26:41.520 --> 0:26:44.280
<v Speaker 1>for example, let's say that you are in a forest

0:26:44.720 --> 0:26:47.640
<v Speaker 1>and you decide one day that you are the bunny slayer,

0:26:48.160 --> 0:26:51.360
<v Speaker 1>and you go on a bunny slaying rampage and you

0:26:51.480 --> 0:26:53.760
<v Speaker 1>hack can slash every bunny you can find. Well, there's

0:26:53.760 --> 0:26:57.480
<v Speaker 1>a limited number of bunnies for a given amount of time,

0:26:58.240 --> 0:27:02.600
<v Speaker 1>and as you start slaying these bunnies, there are other consequences.

0:27:02.760 --> 0:27:05.439
<v Speaker 1>For example, there are also wolves in the forest, and

0:27:05.480 --> 0:27:07.960
<v Speaker 1>now all the bunnies are gone, which means that the

0:27:08.000 --> 0:27:11.040
<v Speaker 1>food source for the wolves are gone. You know, they

0:27:11.119 --> 0:27:13.640
<v Speaker 1>no longer have their normal food source, so they might

0:27:13.720 --> 0:27:17.119
<v Speaker 1>actually venture out of the forest and start to attack villagers.

0:27:17.880 --> 0:27:21.400
<v Speaker 1>So you could actually, inadvertently, while slaying bunnies, as any

0:27:21.520 --> 0:27:25.760
<v Speaker 1>good hero would want to do, bring terror and and

0:27:25.760 --> 0:27:28.600
<v Speaker 1>and hardship upon a village because these wolves are now

0:27:28.600 --> 0:27:33.640
<v Speaker 1>attacking people. Uh. On the flip side, if you were

0:27:34.160 --> 0:27:36.760
<v Speaker 1>you know, Wolf's Bane, and you were going out into

0:27:36.760 --> 0:27:39.359
<v Speaker 1>the woods to slay every single wolf you saw, the

0:27:39.440 --> 0:27:46.119
<v Speaker 1>bunny population might explode, and bunnies are everywhere almost like triples. Yeah,

0:27:46.160 --> 0:27:50.680
<v Speaker 1>that's just a small example of what was dynamically supposed

0:27:50.720 --> 0:27:54.160
<v Speaker 1>to happen in the world. Uh. And and to some

0:27:54.240 --> 0:27:57.080
<v Speaker 1>degree it did work like that, although there were definitely

0:27:57.160 --> 0:28:00.840
<v Speaker 1>some issues as well. It didn't always work exactly the

0:28:00.840 --> 0:28:06.080
<v Speaker 1>way people had planned. And also player behavior really really

0:28:06.160 --> 0:28:10.320
<v Speaker 1>changed that world quite a bit. If you, uh, if

0:28:10.359 --> 0:28:15.040
<v Speaker 1>you've played recent mmorpg more recent MMO RPGs and been

0:28:15.280 --> 0:28:17.760
<v Speaker 1>annoyed at the fact that there are people who are

0:28:18.280 --> 0:28:22.080
<v Speaker 1>playing the game just apparently to make other people miserable,

0:28:22.200 --> 0:28:26.080
<v Speaker 1>called griefers. Yeah, uh, that started pretty much with the

0:28:26.119 --> 0:28:28.960
<v Speaker 1>dawn of mmrpgs. Yeah. Now there were people who would

0:28:29.359 --> 0:28:34.920
<v Speaker 1>lurk just outside of starting areas and waylay characters, and uh,

0:28:35.000 --> 0:28:36.919
<v Speaker 1>sometimes they would just do it just to do it.

0:28:37.119 --> 0:28:39.760
<v Speaker 1>You know. It wasn't they knew you probably were not

0:28:39.920 --> 0:28:43.080
<v Speaker 1>carrying anything of value on you. There was no reason

0:28:43.120 --> 0:28:45.320
<v Speaker 1>to really attack you. There was no real benefit, and

0:28:45.400 --> 0:28:49.600
<v Speaker 1>yet they would do it because they're jerks. Um it. Meanwhile,

0:28:49.960 --> 0:28:51.479
<v Speaker 1>and there were a lot of other problems. There were

0:28:51.480 --> 0:28:54.440
<v Speaker 1>people who were finding ways to cheat the system. In fact,

0:28:55.040 --> 0:28:58.920
<v Speaker 1>there was a monumental event. So the game launches in Yeah,

0:28:59.000 --> 0:29:02.720
<v Speaker 1>well August of nine seven. The game has its first

0:29:03.560 --> 0:29:08.760
<v Speaker 1>monumental event. August. What happened? Oh was it ninth? I've

0:29:08.800 --> 0:29:11.520
<v Speaker 1>got eighth. But but you know what I'm talking about, right, Well,

0:29:11.640 --> 0:29:16.080
<v Speaker 1>there was an assassination, yes, of Lord British himself. Now

0:29:16.400 --> 0:29:20.320
<v Speaker 1>here's the thing. Lord British is uh. Normally in the

0:29:20.320 --> 0:29:25.600
<v Speaker 1>game was invulnerable to attack. But um uh, there was

0:29:25.640 --> 0:29:28.360
<v Speaker 1>an in game appearance of Lord British that happened during

0:29:28.360 --> 0:29:31.480
<v Speaker 1>the beta testing of Ultimate Online. So the game had

0:29:31.480 --> 0:29:33.440
<v Speaker 1>not gone gold yet. It was still but it was

0:29:33.480 --> 0:29:36.800
<v Speaker 1>open to players who were in the beta program. And

0:29:37.120 --> 0:29:41.800
<v Speaker 1>uh so Lord British was showing up during an event

0:29:41.880 --> 0:29:45.479
<v Speaker 1>in order to kind of stress test the servers. The

0:29:45.520 --> 0:29:47.920
<v Speaker 1>idea was that if Lord British is there, then most

0:29:47.920 --> 0:29:49.680
<v Speaker 1>of the beta players are going to be logged on

0:29:49.720 --> 0:29:54.920
<v Speaker 1>and this will help the origin and determine how well

0:29:55.000 --> 0:29:57.080
<v Speaker 1>their servers can hold up to the strain of a

0:29:57.080 --> 0:30:00.880
<v Speaker 1>lot of people playing at one time, yes, uh. And

0:30:00.920 --> 0:30:06.360
<v Speaker 1>then depending upon whom you ask, uh, something went terribly wrong.

0:30:06.800 --> 0:30:10.400
<v Speaker 1>Either it was a computer issue or a human issue.

0:30:10.760 --> 0:30:14.160
<v Speaker 1>And it's kind of kind of hard to, uh to

0:30:14.240 --> 0:30:16.680
<v Speaker 1>say what, although I think I know what it really happened.

0:30:16.840 --> 0:30:21.920
<v Speaker 1>What happened is that the server crashed, server reboots. Richard

0:30:21.960 --> 0:30:25.680
<v Speaker 1>Garriott is there as Lord British, server reboots and resets

0:30:25.680 --> 0:30:30.200
<v Speaker 1>Lord British, turning off his invulnerability flag. Richard Garriott does

0:30:30.200 --> 0:30:32.960
<v Speaker 1>not think he needs, does not realize this, and does

0:30:33.000 --> 0:30:36.440
<v Speaker 1>not turn the invulnerability flag back on. And then there

0:30:36.520 --> 0:30:42.240
<v Speaker 1>was a character called Reins who testing out this theory,

0:30:42.760 --> 0:30:47.960
<v Speaker 1>attacked Lord British and killed him. And he was also

0:30:48.120 --> 0:30:51.680
<v Speaker 1>he was not the player behind Rains was already kind

0:30:51.680 --> 0:30:54.680
<v Speaker 1>of a notorious on the servers because he was known

0:30:54.720 --> 0:30:59.640
<v Speaker 1>for exploiting bugs as opposed to reporting bugs, a software

0:30:59.640 --> 0:31:04.600
<v Speaker 1>consul from what I understand, so um uh it was

0:31:04.640 --> 0:31:10.640
<v Speaker 1>also supposedly one of the earliest griefers in the beta program,

0:31:10.680 --> 0:31:12.520
<v Speaker 1>So he was one of these people I was talking

0:31:12.520 --> 0:31:16.200
<v Speaker 1>about in a way, so uh, yeah, they were. He

0:31:16.280 --> 0:31:18.960
<v Speaker 1>was already kind of on thin ice, so that it

0:31:19.080 --> 0:31:23.080
<v Speaker 1>was an amusing situation and it was an irritating situation,

0:31:23.600 --> 0:31:27.720
<v Speaker 1>and uh they you know, the game also even had

0:31:27.800 --> 0:31:33.200
<v Speaker 1>little humorous responses and references to this when it went gold.

0:31:33.600 --> 0:31:37.960
<v Speaker 1>But yeah, that was one of those memorable moments in

0:31:38.160 --> 0:31:43.160
<v Speaker 1>m m O RPG history. So Ultimate Online ends up

0:31:43.240 --> 0:31:46.480
<v Speaker 1>being the very first mm O RPG to hit one

0:31:46.880 --> 0:31:50.600
<v Speaker 1>thousand subscribers. It's really successful early on in in the

0:31:50.880 --> 0:31:53.760
<v Speaker 1>in these early early days of the mm O RPG. Yeah.

0:31:53.760 --> 0:31:56.480
<v Speaker 1>But the next one that I have is it's going

0:31:56.560 --> 0:31:58.840
<v Speaker 1>to put it to shame even are you talking about

0:31:58.920 --> 0:32:04.880
<v Speaker 1>the one from Variant Interactive Later Sony Online Entertainment premiered

0:32:04.880 --> 0:32:10.480
<v Speaker 1>in ever Crack also known as ever Quest or Rest

0:32:10.720 --> 0:32:13.320
<v Speaker 1>or never Rest. Yeah, lots of different names for this. Yeah,

0:32:13.360 --> 0:32:16.200
<v Speaker 1>this was again. And what's also interesting is so far

0:32:16.320 --> 0:32:20.000
<v Speaker 1>Maridy in fifty nine Ultima Online request all three fantasy

0:32:20.040 --> 0:32:24.640
<v Speaker 1>based role playing games. Yes, EverQuest launches and it is

0:32:24.920 --> 0:32:28.160
<v Speaker 1>a massive success. Uh. It was in development at the

0:32:28.200 --> 0:32:30.880
<v Speaker 1>same time as Ultimate Online. Had a very different look

0:32:30.880 --> 0:32:33.680
<v Speaker 1>from Ultima Online, although similar setting in the sense of

0:32:33.720 --> 0:32:37.320
<v Speaker 1>it's the sword and sorcery realm. And uh, yeah, it

0:32:37.400 --> 0:32:40.160
<v Speaker 1>was one of those games where eventually, if you were

0:32:40.160 --> 0:32:42.560
<v Speaker 1>talking about an m m O RPG, you were talking

0:32:42.720 --> 0:32:47.160
<v Speaker 1>either about Ultimate Online or ever Request, and EverQuest popularity

0:32:47.880 --> 0:32:52.920
<v Speaker 1>skyrocketed that that might be a and and understatement in

0:32:52.960 --> 0:32:55.600
<v Speaker 1>some ways, and as people would play it for hours

0:32:55.600 --> 0:32:58.120
<v Speaker 1>and hours and and and lose track of time, and

0:32:58.560 --> 0:33:02.720
<v Speaker 1>there were divorces and well and also it was you know,

0:33:02.760 --> 0:33:05.480
<v Speaker 1>they had the benefit of seeing what was not working

0:33:05.560 --> 0:33:09.880
<v Speaker 1>on Ultimate Online and building out their world so that

0:33:10.000 --> 0:33:13.080
<v Speaker 1>it could limit these problems as much as possible. Some

0:33:13.160 --> 0:33:16.600
<v Speaker 1>problems are hard to get around because they are human generated,

0:33:16.920 --> 0:33:20.560
<v Speaker 1>and it's hard to create systems that prevent human behavior

0:33:20.640 --> 0:33:23.840
<v Speaker 1>from happening. Humans are very good at figuring out ways

0:33:23.880 --> 0:33:27.200
<v Speaker 1>to get around systems so that they can be jerks. Uh,

0:33:28.040 --> 0:33:30.720
<v Speaker 1>it's just true. We're you know, we're like, hey, I

0:33:30.760 --> 0:33:33.640
<v Speaker 1>really wanted to to to do this one thing. The

0:33:33.680 --> 0:33:35.440
<v Speaker 1>game's not letting me. But I bet if I try

0:33:35.440 --> 0:33:39.240
<v Speaker 1>it this way, it'll work. So yeah, Quest launches. But

0:33:39.280 --> 0:33:42.480
<v Speaker 1>another game also fairly popular, not nearly as popular as

0:33:42.520 --> 0:33:46.960
<v Speaker 1>ever Quest launches, called Asheran's Call. That one was from

0:33:47.000 --> 0:33:52.040
<v Speaker 1>Turbine Entertainment later on taken over by Microsoft and Ashuran's Call.

0:33:52.480 --> 0:33:58.480
<v Speaker 1>Uh another fantasy game. Yeah, yeah, it had it had

0:33:58.560 --> 0:34:01.360
<v Speaker 1>sort of a different system though UH to it. It

0:34:01.400 --> 0:34:06.160
<v Speaker 1>was sort of a loyalty system where you would basically, um,

0:34:06.200 --> 0:34:08.279
<v Speaker 1>there were It was sort of like a lord and

0:34:08.400 --> 0:34:12.520
<v Speaker 1>vassals kind of situation where um, the lord was expected

0:34:12.560 --> 0:34:16.719
<v Speaker 1>to be good to his I assume there were ladies too,

0:34:17.160 --> 0:34:19.080
<v Speaker 1>But basically in in this role, the person at the

0:34:19.120 --> 0:34:21.040
<v Speaker 1>top of the pyramid is supposed to expected to be

0:34:21.080 --> 0:34:24.640
<v Speaker 1>good to their people, um, for which they would be

0:34:24.680 --> 0:34:30.040
<v Speaker 1>rewarded and the people would be able to support their uh,

0:34:30.200 --> 0:34:32.040
<v Speaker 1>the person at the top of the pyramid. So it

0:34:32.080 --> 0:34:34.319
<v Speaker 1>was supposed to kind of feudalism. Yeah, it was really

0:34:34.360 --> 0:34:36.440
<v Speaker 1>supposed to work out in the game, and apparently it

0:34:36.480 --> 0:34:38.760
<v Speaker 1>was sort of a limited success, but it was a different,

0:34:38.760 --> 0:34:41.120
<v Speaker 1>a very different kind of system than than anyone else

0:34:41.120 --> 0:34:43.080
<v Speaker 1>had had. There. There are a couple of games that

0:34:43.160 --> 0:34:45.799
<v Speaker 1>really tried to break the mold UM and that was

0:34:45.840 --> 0:34:49.239
<v Speaker 1>one of them, and and they they've all met with

0:34:49.400 --> 0:34:53.960
<v Speaker 1>varying degrees of success. Um. Two thousand wasn't interesting year

0:34:54.080 --> 0:34:57.440
<v Speaker 1>because that's when Lucas Arts announced UH that it was

0:34:57.480 --> 0:35:02.040
<v Speaker 1>developing a game that initially I was very very eager

0:35:02.080 --> 0:35:06.719
<v Speaker 1>to get my hands on, called Star Wars Galaxies. So

0:35:06.760 --> 0:35:09.919
<v Speaker 1>it's announced in two thousand and the original launch date

0:35:10.000 --> 0:35:12.200
<v Speaker 1>was going to be in two thousand one, but it

0:35:12.239 --> 0:35:18.279
<v Speaker 1>was delayed until two thousand three. Uh. The game. The

0:35:18.280 --> 0:35:20.200
<v Speaker 1>setting of the game, first of all set in the

0:35:20.239 --> 0:35:23.080
<v Speaker 1>Star Wars universe, obviously, but the actual setting of the

0:35:23.080 --> 0:35:27.120
<v Speaker 1>game was set after the events of Episode four, often

0:35:27.200 --> 0:35:31.520
<v Speaker 1>just called Star Wars, also known as a New Hope.

0:35:31.760 --> 0:35:34.920
<v Speaker 1>So and you hope justin It's O Death Stars blown up.

0:35:34.960 --> 0:35:36.960
<v Speaker 1>That's when the game is set. And you could actually

0:35:37.040 --> 0:35:42.520
<v Speaker 1>encounter characters from the films as you played the game. Um,

0:35:42.560 --> 0:35:44.840
<v Speaker 1>but there were a lot of issues people had with

0:35:44.880 --> 0:35:47.480
<v Speaker 1>this game. There were some gameplay issues, there were some

0:35:47.520 --> 0:35:50.360
<v Speaker 1>story issues. There were people who were very upset that

0:35:50.400 --> 0:35:53.640
<v Speaker 1>the Jedi system was kind of weird in Star Wars

0:35:53.640 --> 0:35:56.120
<v Speaker 1>Galaxies in order to be a Jedi, you know, keep

0:35:56.120 --> 0:35:58.759
<v Speaker 1>in mind set during the original trilogy, not a lot

0:35:58.800 --> 0:36:02.239
<v Speaker 1>of Jedi in that original trilogy. You essentially had Luke,

0:36:02.719 --> 0:36:04.320
<v Speaker 1>and then you had you know, Darth Vader of the

0:36:04.400 --> 0:36:07.239
<v Speaker 1>Dark Lord of the Sith, and you had Yoda and

0:36:07.280 --> 0:36:09.759
<v Speaker 1>then as far as you knew that was that was

0:36:09.800 --> 0:36:12.640
<v Speaker 1>it Obi Wan in the first film, but then he

0:36:12.680 --> 0:36:16.120
<v Speaker 1>dies spoiler alert, and so, um, you didn't have that

0:36:16.160 --> 0:36:18.160
<v Speaker 1>any Jedi running around. I mean, the idea was that

0:36:18.239 --> 0:36:20.799
<v Speaker 1>Darth Vader had gone and and pretty much killed all

0:36:20.840 --> 0:36:25.200
<v Speaker 1>the rest of them. So, because you know, they wanted

0:36:25.239 --> 0:36:27.680
<v Speaker 1>the game to be true to the lore of Star

0:36:27.719 --> 0:36:30.319
<v Speaker 1>Wars as much as possible, they did not want it

0:36:30.360 --> 0:36:32.280
<v Speaker 1>to be easy to go out and create a Jedi,

0:36:33.000 --> 0:36:34.640
<v Speaker 1>as if it were, then everyone would go out and

0:36:34.640 --> 0:36:36.239
<v Speaker 1>create a Jedi, and then you'd suddenly have a Star

0:36:36.239 --> 0:36:39.239
<v Speaker 1>Wars universe where a hundred thousand Jedi are running around.

0:36:39.239 --> 0:36:42.080
<v Speaker 1>It wouldn't feel like Star Wars. So what they did

0:36:42.160 --> 0:36:45.920
<v Speaker 1>was they created a system that was difficult to discover

0:36:46.080 --> 0:36:50.200
<v Speaker 1>how to unlock the Jedi. It was almost ah, it

0:36:50.280 --> 0:36:53.160
<v Speaker 1>seemed almost random, like there was this list of criteria

0:36:53.239 --> 0:36:56.280
<v Speaker 1>you had to complete, and the list was never made public.

0:36:57.200 --> 0:37:00.920
<v Speaker 1>But uh so the game longed. In two thousand three,

0:37:01.000 --> 0:37:04.200
<v Speaker 1>the first the first person to unlock the Jedi slot

0:37:04.400 --> 0:37:08.200
<v Speaker 1>character did it within I think four months after the

0:37:08.200 --> 0:37:13.520
<v Speaker 1>game launched. Uh They later on changed the requirements for

0:37:13.600 --> 0:37:16.319
<v Speaker 1>becoming a Jedi and made it a quest that you

0:37:16.320 --> 0:37:19.240
<v Speaker 1>could take, so that you would have a very specific

0:37:19.280 --> 0:37:20.879
<v Speaker 1>pathway you could take in order to become a Jedi.

0:37:20.920 --> 0:37:24.160
<v Speaker 1>Because people were saying Star Wars The coolest people in

0:37:24.200 --> 0:37:26.279
<v Speaker 1>Star Wars are the Jedi. They have They're the ones

0:37:26.280 --> 0:37:27.800
<v Speaker 1>who have all the really cool powers. They have the

0:37:27.880 --> 0:37:30.160
<v Speaker 1>light sabers. These guys are awesome, and you're making it

0:37:30.200 --> 0:37:31.920
<v Speaker 1>impossible for me to find out how to play one.

0:37:32.640 --> 0:37:36.000
<v Speaker 1>So it's a very frustrating experience for people. Well, these

0:37:36.040 --> 0:37:40.279
<v Speaker 1>problems continued, among other issues, including things like reefers and

0:37:40.360 --> 0:37:43.400
<v Speaker 1>cheaters that sort of stuff, and the game was ultimately

0:37:43.520 --> 0:37:47.839
<v Speaker 1>shut down in twven, partially because there was another Star

0:37:47.840 --> 0:37:50.040
<v Speaker 1>Wars game on the horizon, but we'll get to that

0:37:50.120 --> 0:37:51.920
<v Speaker 1>in a little bit. Yeah, I was a little surprised

0:37:51.960 --> 0:37:54.239
<v Speaker 1>that you didn't mention Dark Age of Camelot in two

0:37:54.239 --> 0:37:58.520
<v Speaker 1>thousand one. Well that's just because the Star Wars Galaxies

0:37:58.520 --> 0:38:02.319
<v Speaker 1>was originally and now. But yeah, in two thousand one,

0:38:02.400 --> 0:38:05.080
<v Speaker 1>Dark Age of Camelot came out and that was that

0:38:05.160 --> 0:38:07.879
<v Speaker 1>was an interesting game too, because that focused a lot

0:38:07.960 --> 0:38:11.600
<v Speaker 1>on player versus player gameplay and it was specifically set

0:38:11.640 --> 0:38:16.279
<v Speaker 1>within the the world of King Arthur and legend. Yeah

0:38:16.280 --> 0:38:21.279
<v Speaker 1>another fantasy, but um but yeah, very specific fantasy though,

0:38:21.360 --> 0:38:24.080
<v Speaker 1>that's true. The the interesting thing about this is that

0:38:24.880 --> 0:38:27.960
<v Speaker 1>you had games where player versus player combat was possible

0:38:28.640 --> 0:38:31.880
<v Speaker 1>because a lot of people wanted to have the ability

0:38:31.920 --> 0:38:34.560
<v Speaker 1>to test their characters against other people's characters and play

0:38:34.600 --> 0:38:39.040
<v Speaker 1>against them. There were other games that really stressed UH

0:38:39.239 --> 0:38:42.919
<v Speaker 1>player cooperation, and some did not even allow player versus

0:38:42.960 --> 0:38:47.960
<v Speaker 1>player interaction. You had to you could not attack another player. UH.

0:38:48.040 --> 0:38:51.160
<v Speaker 1>Some games tried to split the difference where within certain

0:38:51.200 --> 0:38:53.640
<v Speaker 1>regions there was no way you could attack another player.

0:38:53.960 --> 0:38:57.520
<v Speaker 1>If you ventured outside of those regions, outside those safe zones,

0:38:57.880 --> 0:39:00.440
<v Speaker 1>then you could attack or be attacked by other players

0:39:00.920 --> 0:39:03.319
<v Speaker 1>and UH. Then there was another way of doing this

0:39:03.360 --> 0:39:07.279
<v Speaker 1>where games would create specific servers where if you would

0:39:07.320 --> 0:39:10.160
<v Speaker 1>log on to certain servers, they'd be player friendly in

0:39:10.200 --> 0:39:12.080
<v Speaker 1>the sense that you are not going to be attacked

0:39:12.080 --> 0:39:14.879
<v Speaker 1>by any other player because that's the kind of server

0:39:15.000 --> 0:39:17.520
<v Speaker 1>it is. And other servers or player versus player servers

0:39:17.520 --> 0:39:22.520
<v Speaker 1>where it's anything goes and lots of different experimentation during

0:39:22.520 --> 0:39:24.800
<v Speaker 1>this time to find out what what's the right way

0:39:24.800 --> 0:39:27.520
<v Speaker 1>of going about it, and to this day companies are

0:39:27.520 --> 0:39:31.920
<v Speaker 1>still experimenting with that. It also had the the people

0:39:31.960 --> 0:39:34.480
<v Speaker 1>in the game, the characters in the game UH as

0:39:34.560 --> 0:39:40.040
<v Speaker 1>part of a basically specific tribes UM basically the the UH,

0:39:40.480 --> 0:39:44.200
<v Speaker 1>the English, the Norse and the Celtic groups when and

0:39:44.239 --> 0:39:48.240
<v Speaker 1>each of them had specific attributes at which they excelled UM.

0:39:48.440 --> 0:39:52.760
<v Speaker 1>For example, the the Celts were particularly good at magic um,

0:39:53.160 --> 0:39:57.520
<v Speaker 1>and UM. The Norse were better at melee combat UM.

0:39:57.560 --> 0:39:59.920
<v Speaker 1>And that's something again. These systems, if you'll notice, the

0:40:00.120 --> 0:40:02.920
<v Speaker 1>systems are the kinds of things that are pretty common

0:40:02.960 --> 0:40:06.200
<v Speaker 1>across all of the the current m m O RPGs.

0:40:06.280 --> 0:40:09.040
<v Speaker 1>But it's sort of like they're being rolled out game

0:40:09.120 --> 0:40:12.920
<v Speaker 1>by game and people are um, they're sort of picking

0:40:13.000 --> 0:40:15.200
<v Speaker 1>up to the point where it's they take a, B, C,

0:40:15.480 --> 0:40:18.640
<v Speaker 1>D and E, where before they were just sort of a, well,

0:40:18.719 --> 0:40:20.920
<v Speaker 1>this is an okay game, but look at this one thing.

0:40:21.360 --> 0:40:25.439
<v Speaker 1>It's so cool. Yeah. Um. Two thousand one was also

0:40:25.480 --> 0:40:30.480
<v Speaker 1>an anarchy online launched as a science fiction based game,

0:40:30.600 --> 0:40:32.799
<v Speaker 1>so breaking the mold. I mean, Star Wars Galaxies had

0:40:32.840 --> 0:40:34.520
<v Speaker 1>not come out yet. It had been announced, but it

0:40:34.520 --> 0:40:36.560
<v Speaker 1>hadn't come out. And you could also argue that Star

0:40:36.600 --> 0:40:39.239
<v Speaker 1>Wars is in fact a fantasy not science fiction. I

0:40:39.239 --> 0:40:42.880
<v Speaker 1>would not argue against that. I think it's both. I

0:40:42.920 --> 0:40:46.000
<v Speaker 1>think that when most of the explanations for the technology

0:40:46.040 --> 0:40:48.480
<v Speaker 1>within Star Wars really boiled down to magic, it pretty

0:40:48.560 --> 0:40:51.279
<v Speaker 1>much just suggest fantasy. Well well yeah, but the thing

0:40:51.360 --> 0:40:55.120
<v Speaker 1>yet well anyway, a lightsabers, a magic sword, it really is.

0:40:55.680 --> 0:41:00.360
<v Speaker 1>But uh, blasters and and land speeders are techno apology,

0:41:00.920 --> 0:41:04.279
<v Speaker 1>which is yeah, yeah, okay, all right, it's got the

0:41:04.320 --> 0:41:07.280
<v Speaker 1>trappings of science fiction. It's a fantasy. So Anarchy Online

0:41:07.360 --> 0:41:10.000
<v Speaker 1>was science fiction based. Uh. It had some pretty major

0:41:10.040 --> 0:41:13.560
<v Speaker 1>technical issues when it launched, and had particular problems handling

0:41:14.120 --> 0:41:16.520
<v Speaker 1>large loads of players. So if a lot of people

0:41:16.840 --> 0:41:19.120
<v Speaker 1>tried to play on one server, there were a lot

0:41:19.160 --> 0:41:23.040
<v Speaker 1>of issues with lag and and and server stability. So

0:41:23.120 --> 0:41:25.920
<v Speaker 1>it had some issues when it launched. There's still a

0:41:25.920 --> 0:41:27.680
<v Speaker 1>lot of people who really loved that game, but there

0:41:27.680 --> 0:41:29.880
<v Speaker 1>were a lot of problems with it. It did have

0:41:29.960 --> 0:41:33.120
<v Speaker 1>several expansions though, yes, and this is when this is

0:41:33.120 --> 0:41:34.719
<v Speaker 1>the period in which you started to see a lot

0:41:34.719 --> 0:41:38.600
<v Speaker 1>of that. Ever, Quest was infamous for the expansions that

0:41:38.880 --> 0:41:42.719
<v Speaker 1>I think sixteen different expansions came out forever request, so

0:41:42.760 --> 0:41:46.120
<v Speaker 1>that's you know, and these were ways to increase the

0:41:46.200 --> 0:41:48.799
<v Speaker 1>appeal of the game to the longtime players who had

0:41:48.800 --> 0:41:52.880
<v Speaker 1>pretty much achieved everything they could do within the base game. Now,

0:41:52.960 --> 0:41:55.359
<v Speaker 1>why why would they keep playing? And remember, these games

0:41:55.360 --> 0:41:57.279
<v Speaker 1>are based on not just a purchase price, but a

0:41:57.320 --> 0:42:01.719
<v Speaker 1>monthly subscription. And so you want to try and keep

0:42:01.719 --> 0:42:04.120
<v Speaker 1>those players around as long as possible. Well, one way

0:42:04.120 --> 0:42:07.680
<v Speaker 1>to do that is to release expansions that continue to

0:42:07.719 --> 0:42:11.239
<v Speaker 1>engage players even after they have completed, you know, the

0:42:12.120 --> 0:42:15.799
<v Speaker 1>massive percentage of the base game. Well. Uh, in two

0:42:15.800 --> 0:42:21.719
<v Speaker 1>thousand two, we saw the launch of Final Fantasy eleven online. Uh. Yeah,

0:42:21.760 --> 0:42:25.280
<v Speaker 1>so it launched in in Japan on the PlayStation two

0:42:25.400 --> 0:42:28.800
<v Speaker 1>and at that time, so it was available on multiple platforms.

0:42:28.880 --> 0:42:30.440
<v Speaker 1>In fact, that was a big deal. It was a

0:42:30.800 --> 0:42:36.719
<v Speaker 1>massively multiplayer online game that was supporting platforms across various

0:42:36.920 --> 0:42:40.040
<v Speaker 1>kinds of machines. So it wasn't you know, you didn't

0:42:40.040 --> 0:42:42.440
<v Speaker 1>have to just play the game on one particular computer.

0:42:42.480 --> 0:42:44.600
<v Speaker 1>In fact, the same servers were supporting the game for

0:42:44.719 --> 0:42:47.400
<v Speaker 1>multiple platforms. And you might say, well, you know, so

0:42:47.440 --> 0:42:50.560
<v Speaker 1>what's the big deal about consoles. Well, keep in mind

0:42:50.600 --> 0:42:54.600
<v Speaker 1>that consoles, for the most part, don't necessarily have keyboards.

0:42:55.000 --> 0:42:57.040
<v Speaker 1>And so if you want to talk, this is part

0:42:57.040 --> 0:43:01.359
<v Speaker 1>of the online multiplayers variods. You want to communicate with

0:43:01.400 --> 0:43:04.680
<v Speaker 1>your your teammates to achieve whatever goals to slay the

0:43:04.760 --> 0:43:07.360
<v Speaker 1>dragon or to break into the fortress or whatever that

0:43:07.400 --> 0:43:11.640
<v Speaker 1>you're trying to accomplish, you need them or to irritate people, uh,

0:43:12.160 --> 0:43:14.799
<v Speaker 1>taunt people. You need to be able to communicate with

0:43:14.840 --> 0:43:17.359
<v Speaker 1>one another. And so now they're starting to figure out

0:43:17.360 --> 0:43:20.280
<v Speaker 1>ways convenient ways to do that to make that happen.

0:43:21.160 --> 0:43:24.040
<v Speaker 1>In two thousand three, h and by the way, there

0:43:24.080 --> 0:43:26.919
<v Speaker 1>are a lot of games that can come out over

0:43:26.960 --> 0:43:29.600
<v Speaker 1>in Asia that fall into this category that I'm not

0:43:29.600 --> 0:43:31.360
<v Speaker 1>really going to talk about. I'm telling mostly about the

0:43:31.360 --> 0:43:34.200
<v Speaker 1>ones that were played in the Western hemisphere, um because

0:43:34.200 --> 0:43:37.160
<v Speaker 1>that's where the majority of our listeners are from. But

0:43:37.239 --> 0:43:40.600
<v Speaker 1>in two thousand three, Ubisoft launches a game called Shadow

0:43:40.680 --> 0:43:44.279
<v Speaker 1>Bain and Shadow Bain. The interesting thing to me about

0:43:44.320 --> 0:43:46.719
<v Speaker 1>Shadow Bain was that the idea behind it was that

0:43:46.840 --> 0:43:51.680
<v Speaker 1>the game's events would not be pregenerated quests. Because for

0:43:51.719 --> 0:43:54.160
<v Speaker 1>a lot of these m m O RPGs, you create

0:43:54.160 --> 0:43:57.560
<v Speaker 1>a character, there are certain quests within the world that

0:43:57.600 --> 0:44:01.040
<v Speaker 1>exist and have existed for everyone that you can go

0:44:01.080 --> 0:44:03.839
<v Speaker 1>and complete. So your buddy can go and they get

0:44:03.840 --> 0:44:07.160
<v Speaker 1>a quest from this person, Hey, this in is full

0:44:07.200 --> 0:44:09.200
<v Speaker 1>of rats. I need you to clean it out. And

0:44:09.239 --> 0:44:10.919
<v Speaker 1>your buddy goes in and cleans out all the rats,

0:44:10.960 --> 0:44:13.400
<v Speaker 1>and then you go to that same person. That person says, hey,

0:44:13.400 --> 0:44:14.880
<v Speaker 1>this in is full of rats. I need you to

0:44:14.880 --> 0:44:16.359
<v Speaker 1>clean them out. Then you can go and clean out

0:44:16.400 --> 0:44:20.040
<v Speaker 1>all the rats. Uh Shadow Bain was different. It depended

0:44:20.080 --> 0:44:23.759
<v Speaker 1>upon the players to generate the content and the events

0:44:23.800 --> 0:44:28.160
<v Speaker 1>within the game that would affect everyone, which is pretty cool.

0:44:28.960 --> 0:44:31.640
<v Speaker 1>It's also putting a lot of responsibility on the backs

0:44:31.640 --> 0:44:36.000
<v Speaker 1>of the players. So I can't tell you exactly how

0:44:36.040 --> 0:44:38.040
<v Speaker 1>well it works because I never played Shadow Bain. I

0:44:38.080 --> 0:44:40.080
<v Speaker 1>just thought it was interesting to try and go about

0:44:40.200 --> 0:44:42.640
<v Speaker 1>making a game in that way. I have played in

0:44:42.719 --> 0:44:46.360
<v Speaker 1>games where the game content was supposed to be player generated,

0:44:46.640 --> 0:44:50.520
<v Speaker 1>and I gotta tell you, for every cool event that happens,

0:44:50.880 --> 0:44:56.040
<v Speaker 1>there's about twenty hours of nothing happening. Um one one

0:44:56.160 --> 0:44:59.439
<v Speaker 1>phenomenon we didn't mention. I just it's really not core

0:44:59.520 --> 0:45:02.360
<v Speaker 1>to what we're talking about, but just to show the

0:45:02.360 --> 0:45:06.040
<v Speaker 1>popularity of of uh M m O RPGs in the

0:45:06.080 --> 0:45:09.560
<v Speaker 1>early two thousand's is also when we start talking about

0:45:09.760 --> 0:45:14.800
<v Speaker 1>people trading real money for stuff in games and spawning

0:45:14.840 --> 0:45:17.760
<v Speaker 1>its own economy. Of course that that became a problem

0:45:17.840 --> 0:45:20.319
<v Speaker 1>for a lot of people. You know, gold farming as

0:45:20.360 --> 0:45:23.320
<v Speaker 1>they call it. Yeah, so you had it's kind of

0:45:23.360 --> 0:45:26.279
<v Speaker 1>crazy comment. Across many platforms, in many games, you had

0:45:26.280 --> 0:45:29.680
<v Speaker 1>people willing to pay real money to get in game

0:45:30.400 --> 0:45:34.319
<v Speaker 1>resources to make their players stronger within the game, which

0:45:34.360 --> 0:45:37.120
<v Speaker 1>is kind of interesting because you think you could be

0:45:37.200 --> 0:45:39.880
<v Speaker 1>using that real money to get you real resources to

0:45:40.000 --> 0:45:43.200
<v Speaker 1>make you happier in real life. But people were deriving

0:45:43.200 --> 0:45:45.800
<v Speaker 1>so much pleasure from the games themselves that they wanted

0:45:46.440 --> 0:45:49.360
<v Speaker 1>to uh to to deck out their characters with the

0:45:49.400 --> 0:45:51.600
<v Speaker 1>best stuff that they could possibly get. And in some

0:45:51.640 --> 0:45:54.200
<v Speaker 1>cases it wasn't like some cases it was so that

0:45:54.239 --> 0:45:56.440
<v Speaker 1>they could show off. Some cases, it was so that

0:45:56.480 --> 0:45:59.160
<v Speaker 1>they could take advantage of other players more effectively. Some

0:45:59.200 --> 0:46:02.239
<v Speaker 1>people just wanted, you know, they really like playing the game,

0:46:02.239 --> 0:46:04.759
<v Speaker 1>and they just wanted to have the coolest stuff that

0:46:04.800 --> 0:46:06.879
<v Speaker 1>they could get for their character, and they really didn't

0:46:06.920 --> 0:46:09.760
<v Speaker 1>have the time or the inclination to go get it themselves.

0:46:09.880 --> 0:46:14.640
<v Speaker 1>Because sometimes you're talking about items that would drop only

0:46:14.760 --> 0:46:19.000
<v Speaker 1>if you killed a certain monster and not always. You know,

0:46:19.080 --> 0:46:21.600
<v Speaker 1>it wouldn't always drop, so in other words, you might

0:46:21.640 --> 0:46:24.880
<v Speaker 1>have to face off against this particularly powerful creature and

0:46:25.000 --> 0:46:27.520
<v Speaker 1>use a lot of your resources like health potions or whatever,

0:46:27.840 --> 0:46:30.200
<v Speaker 1>in order to take the creature down, and then the

0:46:30.239 --> 0:46:33.640
<v Speaker 1>creature drops items, and it may even be that, you know,

0:46:33.719 --> 0:46:35.880
<v Speaker 1>it's only a certain percentage of the time will it

0:46:35.960 --> 0:46:38.520
<v Speaker 1>drop the item you're specifically looking for. To make it

0:46:38.560 --> 0:46:41.800
<v Speaker 1>more complicated, you would have games where other players could

0:46:42.080 --> 0:46:44.799
<v Speaker 1>pick up an item when it dropped, and so it

0:46:44.920 --> 0:46:48.560
<v Speaker 1>may only drop that one item. But then there's fifty

0:46:48.560 --> 0:46:50.399
<v Speaker 1>people all trying to grab it at the same time,

0:46:50.440 --> 0:46:53.439
<v Speaker 1>and there's only one instance of that item. Well, then

0:46:53.880 --> 0:46:56.719
<v Speaker 1>you know that would cause problems too, because you have

0:46:57.080 --> 0:47:00.200
<v Speaker 1>people who would camp out waiting for a mom start

0:47:00.239 --> 0:47:02.520
<v Speaker 1>to regenerate in order for them to go in and

0:47:02.560 --> 0:47:06.480
<v Speaker 1>try and farm out this particular item. And it for

0:47:06.520 --> 0:47:09.080
<v Speaker 1>some people it was worthwhile. For others, they just said,

0:47:09.160 --> 0:47:13.000
<v Speaker 1>this doesn't make the game fun if I'm just you know,

0:47:13.160 --> 0:47:15.160
<v Speaker 1>competing against all these people to wait for this one

0:47:15.200 --> 0:47:18.320
<v Speaker 1>monster to loads so I can get this one item.

0:47:19.120 --> 0:47:21.560
<v Speaker 1>You know, this feels more like work than a game,

0:47:21.640 --> 0:47:24.080
<v Speaker 1>and that became a problem for some people. It's still

0:47:24.120 --> 0:47:27.000
<v Speaker 1>a problem today, depending upon how the game handles items.

0:47:27.000 --> 0:47:28.600
<v Speaker 1>There are a lot of games now that will drop

0:47:28.640 --> 0:47:32.680
<v Speaker 1>items that are specific only to that one character, so

0:47:32.680 --> 0:47:35.480
<v Speaker 1>that each character that is participating and say a raid

0:47:36.000 --> 0:47:41.000
<v Speaker 1>all has access to the same general stuff, but if

0:47:41.040 --> 0:47:43.440
<v Speaker 1>they take it, it does not get removed from the

0:47:43.440 --> 0:47:46.880
<v Speaker 1>other person's game. So if if we are banding together

0:47:46.880 --> 0:47:49.920
<v Speaker 1>and we take down a monster and that monster drops

0:47:49.920 --> 0:47:52.120
<v Speaker 1>twenty gold, you get to pick up twenty gold. I

0:47:52.160 --> 0:47:54.879
<v Speaker 1>get to pick up twenty gold, and it's not like

0:47:55.000 --> 0:47:57.960
<v Speaker 1>the twenty gold only exists for the two of us.

0:47:58.040 --> 0:48:01.360
<v Speaker 1>So anyway, moving onto two thousand and four, which is

0:48:01.360 --> 0:48:03.920
<v Speaker 1>a big year and m m O RPGs again, I'm

0:48:03.960 --> 0:48:07.400
<v Speaker 1>surprised you didn't mention evonline, which also debuted into Yeah,

0:48:07.440 --> 0:48:09.759
<v Speaker 1>I thought about that and then I didn't. Do you

0:48:09.800 --> 0:48:14.400
<v Speaker 1>want to say anything about ev evonline is still very popular, Um,

0:48:14.400 --> 0:48:18.600
<v Speaker 1>it's uh it's made by a European company, um named

0:48:18.680 --> 0:48:24.400
<v Speaker 1>CCP Games, and very predominantly male too from what I understand, Um,

0:48:24.440 --> 0:48:27.919
<v Speaker 1>but yeah, it's a it's a big still very very

0:48:27.960 --> 0:48:33.200
<v Speaker 1>popular with space exploration and basically space combat. Um. Whereas

0:48:33.239 --> 0:48:35.719
<v Speaker 1>in the Star Wars games you might actually be a

0:48:35.880 --> 0:48:39.279
<v Speaker 1>character and you know, on your feet, most of what

0:48:39.320 --> 0:48:42.439
<v Speaker 1>I've seen of EV online is uh, space based, so

0:48:42.680 --> 0:48:45.359
<v Speaker 1>you know, you have your ship and you're doing stuff, um,

0:48:45.440 --> 0:48:49.120
<v Speaker 1>and there's there's interstellar commerce and that kind of thing. Um.

0:48:49.360 --> 0:48:51.520
<v Speaker 1>Obviously I've never played, but it's I do know some

0:48:51.560 --> 0:48:54.400
<v Speaker 1>people who do, and they really love it so and

0:48:54.440 --> 0:48:56.399
<v Speaker 1>it's it's got a big following, which is why I thought,

0:48:56.440 --> 0:48:59.320
<v Speaker 1>you know, you should mention it. Always one of us

0:48:59.400 --> 0:49:02.120
<v Speaker 1>nice to see a game that does not necessarily just

0:49:02.160 --> 0:49:07.319
<v Speaker 1>fall into the sword and sorcery realm. So next we

0:49:07.400 --> 0:49:10.720
<v Speaker 1>have in two thousand four three games that three among

0:49:10.840 --> 0:49:13.440
<v Speaker 1>the many games that came out, three big ones, ever

0:49:13.440 --> 0:49:16.759
<v Speaker 1>Request To, which you know, because ever Quest, even with

0:49:16.840 --> 0:49:19.480
<v Speaker 1>the expansion packs, was starting to show its age, and

0:49:19.560 --> 0:49:23.399
<v Speaker 1>ever Quest two was an opportunity for Well to sell

0:49:23.440 --> 0:49:25.440
<v Speaker 1>more copies of games for one thing, but also to

0:49:25.600 --> 0:49:29.719
<v Speaker 1>update the graphics and game engine beyond what an expansion

0:49:29.719 --> 0:49:33.360
<v Speaker 1>pack could do. And so ever Quest To launches, City

0:49:33.400 --> 0:49:37.879
<v Speaker 1>of Heroes launches, and now you've got the superhero supervillain

0:49:38.000 --> 0:49:42.759
<v Speaker 1>kind of games launching, which was a neat um, a

0:49:43.040 --> 0:49:48.640
<v Speaker 1>neat expansion on m m O RPGs. And then the

0:49:48.719 --> 0:49:53.399
<v Speaker 1>big game that is on the tip of everyone's tongue

0:49:53.400 --> 0:49:57.319
<v Speaker 1>when they talk about m m O RPGs, World of Warcraft,

0:49:58.360 --> 0:50:04.080
<v Speaker 1>which I think you cannot describe anything other than phenomenal success.

0:50:04.719 --> 0:50:07.560
<v Speaker 1>Oh yeah, I mean it was. It was a true phenomenon.

0:50:07.719 --> 0:50:10.400
<v Speaker 1>There are over ten million people playing the game. I

0:50:10.520 --> 0:50:13.359
<v Speaker 1>remember when Ultimate Online launched, it was a big deal

0:50:13.360 --> 0:50:16.280
<v Speaker 1>when they hit a hundred thousand subscribers. Now we're talking

0:50:16.280 --> 0:50:19.720
<v Speaker 1>about ten million people playing this game, and it even

0:50:19.719 --> 0:50:22.720
<v Speaker 1>it even. I know that the largest number I've seen

0:50:22.960 --> 0:50:24.960
<v Speaker 1>attributed to it was a couple from a couple of

0:50:25.040 --> 0:50:28.480
<v Speaker 1>years ago. Now we're recording this in twelve where they

0:50:28.480 --> 0:50:31.360
<v Speaker 1>had hit twelve million at one point, maybe even thirteen.

0:50:31.719 --> 0:50:35.000
<v Speaker 1>So it is declined in the past year or two,

0:50:35.120 --> 0:50:39.760
<v Speaker 1>but not it's still going. Yeah, there there are plenty

0:50:39.760 --> 0:50:43.120
<v Speaker 1>of people who still play. And uh, and the expansion

0:50:43.120 --> 0:50:48.120
<v Speaker 1>packs have really continued the development of that world so

0:50:48.239 --> 0:50:52.120
<v Speaker 1>much so that they destroyed it at one point, Cataclysm completely.

0:50:52.239 --> 0:50:55.640
<v Speaker 1>Uh turned the world upside down and UH. It upsets

0:50:55.640 --> 0:50:59.120
<v Speaker 1>some players because things changed so dramatically. But the whole

0:50:59.160 --> 0:51:02.000
<v Speaker 1>point of it was that the player base for for

0:51:02.080 --> 0:51:05.640
<v Speaker 1>Wow was made up a lot a lot of the

0:51:05.640 --> 0:51:08.840
<v Speaker 1>player base we're old time players who have been playing forever,

0:51:08.960 --> 0:51:12.240
<v Speaker 1>and you know, you have to keep making things interesting

0:51:12.360 --> 0:51:15.720
<v Speaker 1>and adding a new realm every now and then, and

0:51:15.920 --> 0:51:19.239
<v Speaker 1>upping the level cap by five only goes so far.

0:51:19.880 --> 0:51:23.240
<v Speaker 1>And so there have been some calculated risks of really

0:51:23.280 --> 0:51:26.839
<v Speaker 1>shaking the game up in order to keep long time

0:51:26.880 --> 0:51:30.520
<v Speaker 1>players around and interested, because now they've got you know,

0:51:30.680 --> 0:51:35.480
<v Speaker 1>even places that seemed familiar are now new to them. Uh.

0:51:35.560 --> 0:51:39.040
<v Speaker 1>For new players, it was a little confusing, so you'd ask,

0:51:39.120 --> 0:51:42.040
<v Speaker 1>like a level seventy eight character, Hey, how do I

0:51:42.080 --> 0:51:44.600
<v Speaker 1>get to such and such? Like, Uh, well, I can

0:51:44.640 --> 0:51:46.640
<v Speaker 1>tell you how you used to be able to get there,

0:51:48.440 --> 0:51:52.040
<v Speaker 1>I don't know how you get there now. Um, left

0:51:52.040 --> 0:51:54.799
<v Speaker 1>at the barrel should have taken on the left. And Albuquerque.

0:51:55.320 --> 0:51:57.759
<v Speaker 1>Uh so, yeah, that those games, all three of those

0:51:57.800 --> 0:52:00.560
<v Speaker 1>games were made a big impact. And you know, it

0:52:00.640 --> 0:52:02.399
<v Speaker 1>was at this point that you really started to see

0:52:02.400 --> 0:52:06.200
<v Speaker 1>some real competition between games, because there are only so

0:52:06.239 --> 0:52:08.640
<v Speaker 1>many gamers out there who want to play online role

0:52:08.719 --> 0:52:13.839
<v Speaker 1>playing games. And yeah, and subscriptions can start to rack up.

0:52:14.400 --> 0:52:17.240
<v Speaker 1>I mean, these are not necessarily cheap and maybe somewhere

0:52:17.320 --> 0:52:21.600
<v Speaker 1>in the realm of you know, twenty a month a

0:52:21.640 --> 0:52:24.879
<v Speaker 1>month to play, and you know, you start playing multiple games,

0:52:24.920 --> 0:52:26.919
<v Speaker 1>you only have so much time to dedicate to each game.

0:52:27.040 --> 0:52:31.279
<v Speaker 1>So the competition was pretty fierce. World of Warcraft ran

0:52:31.400 --> 0:52:36.000
<v Speaker 1>with this and did really well. Two thousand eight there

0:52:36.040 --> 0:52:38.080
<v Speaker 1>was a game that launched that you know in other

0:52:38.080 --> 0:52:42.080
<v Speaker 1>games again launched between two thousand four, and Guild Wars

0:52:42.120 --> 0:52:44.280
<v Speaker 1>is a good one. That's actually a really good example

0:52:45.440 --> 0:52:49.200
<v Speaker 1>dn D Online, which changed from and it's not the

0:52:49.239 --> 0:52:50.799
<v Speaker 1>only one. In fact, the one I'm about to mention

0:52:50.840 --> 0:52:53.759
<v Speaker 1>also did this. D n D Online and Age of

0:52:53.800 --> 0:52:57.440
<v Speaker 1>Conan which launched. Both of those were games that you

0:52:57.440 --> 0:53:00.520
<v Speaker 1>would pay for originally and you did a monthly subscription.

0:53:00.600 --> 0:53:03.080
<v Speaker 1>Both of those games also came out with free to

0:53:03.160 --> 0:53:05.880
<v Speaker 1>play models, where you could play the game for free,

0:53:06.520 --> 0:53:09.520
<v Speaker 1>but you would not have access to all the content,

0:53:10.520 --> 0:53:13.600
<v Speaker 1>and depending upon the way the game model was, like

0:53:13.640 --> 0:53:16.000
<v Speaker 1>an Age of Conan, you could switch from a free

0:53:17.280 --> 0:53:19.480
<v Speaker 1>account to a paid account and then you would get

0:53:19.520 --> 0:53:22.360
<v Speaker 1>access to all the premium content. D and D Online

0:53:22.360 --> 0:53:26.160
<v Speaker 1>had a system where you could pay money for in

0:53:26.320 --> 0:53:29.000
<v Speaker 1>game credits and use those in game credits to unlock

0:53:29.280 --> 0:53:32.880
<v Speaker 1>areas of the game. Uh So, yeah, it was It

0:53:32.960 --> 0:53:38.000
<v Speaker 1>was a experimenting with different ways to get players engaged

0:53:38.000 --> 0:53:40.760
<v Speaker 1>with the game and enough so that they'd be willing

0:53:40.800 --> 0:53:44.239
<v Speaker 1>to pay to play the whole thing. And I don't

0:53:44.280 --> 0:53:46.600
<v Speaker 1>know how successful that was, honestly, I mean, it's it's

0:53:46.640 --> 0:53:48.399
<v Speaker 1>not the only time we've seen that too. We've also

0:53:48.440 --> 0:53:51.080
<v Speaker 1>seen online role playing games where if you pay real

0:53:51.120 --> 0:53:54.759
<v Speaker 1>money you get access to in game resources. UM. This

0:53:54.880 --> 0:53:57.520
<v Speaker 1>is also carried over into casual games. We've seen that.

0:53:57.560 --> 0:53:59.600
<v Speaker 1>When we had our episode about casual games, we talked

0:53:59.600 --> 0:54:02.799
<v Speaker 1>about games where you can pay cash to get an

0:54:02.840 --> 0:54:07.719
<v Speaker 1>advantage in the game freemium freemium. And it's also a

0:54:07.760 --> 0:54:12.040
<v Speaker 1>fairly controversial approach because you've got gamers who are saying

0:54:12.680 --> 0:54:14.799
<v Speaker 1>this takes skill out of it. If I just have

0:54:14.880 --> 0:54:17.320
<v Speaker 1>deep enough pockets, I can get an advantage over everyone

0:54:17.360 --> 0:54:19.759
<v Speaker 1>else in the game and it has no bearing on

0:54:19.800 --> 0:54:22.520
<v Speaker 1>whether I play the game well or not. And you

0:54:22.560 --> 0:54:25.160
<v Speaker 1>know there's something to that. But guess what, that's what

0:54:25.280 --> 0:54:27.719
<v Speaker 1>real life is about too. I hate to tell you

0:54:28.600 --> 0:54:31.280
<v Speaker 1>a real life if you have a lot of money,

0:54:31.560 --> 0:54:34.640
<v Speaker 1>you can make up for a basic lack of skills.

0:54:36.040 --> 0:54:38.200
<v Speaker 1>As it turns out, you can hire people who have

0:54:38.280 --> 0:54:41.719
<v Speaker 1>skills for you. Uh. And then I wanted to end

0:54:42.160 --> 0:54:47.320
<v Speaker 1>my discussion anyway on a game that launched in UM

0:54:48.640 --> 0:54:52.640
<v Speaker 1>sort of like tail in twenty eleven into into it's

0:54:52.680 --> 0:54:56.040
<v Speaker 1>a little game called Star Wars the Old Republic. Yes,

0:54:57.239 --> 0:55:00.480
<v Speaker 1>we have finally reached the one m m oh rpg

0:55:00.920 --> 0:55:04.560
<v Speaker 1>I actually play, alright, I have not played any other

0:55:04.680 --> 0:55:07.400
<v Speaker 1>m m O rpg. I've seen them developed, I've you know,

0:55:07.440 --> 0:55:09.719
<v Speaker 1>I've played on someone else's account just to get a

0:55:09.719 --> 0:55:12.400
<v Speaker 1>feel for it, but I've never actually got an account myself.

0:55:12.440 --> 0:55:14.200
<v Speaker 1>I mean, I did play a little bit of dn

0:55:14.280 --> 0:55:17.120
<v Speaker 1>D online for about a couple of months. But well,

0:55:17.200 --> 0:55:19.520
<v Speaker 1>you you wrote an article for the site. Yes, and

0:55:19.840 --> 0:55:22.719
<v Speaker 1>as that, I created an account so I could play it,

0:55:22.800 --> 0:55:24.960
<v Speaker 1>so I could get a better understanding of how it worked.

0:55:25.360 --> 0:55:28.160
<v Speaker 1>So Star Wars the Old Republic the reason there are

0:55:28.160 --> 0:55:29.600
<v Speaker 1>a couple of reasons why I wanted to play it.

0:55:29.680 --> 0:55:31.640
<v Speaker 1>One is that my hatred for Star Wars has not

0:55:31.719 --> 0:55:35.560
<v Speaker 1>gotten that out of hand yet. The prequels really did

0:55:35.560 --> 0:55:38.000
<v Speaker 1>a number on me. People still don't get me started,

0:55:38.040 --> 0:55:41.520
<v Speaker 1>please don't. But but I still despite all that, I

0:55:41.560 --> 0:55:45.120
<v Speaker 1>still loved the Star Wars universe, and I really loved

0:55:45.120 --> 0:55:47.040
<v Speaker 1>the Knights of the Old Republic games, which are set

0:55:47.160 --> 0:55:51.560
<v Speaker 1>up almost four thousand years before the original trilogy. Uh.

0:55:51.600 --> 0:55:54.319
<v Speaker 1>Star Wars the Old Republic has set about thirty years

0:55:54.360 --> 0:55:58.040
<v Speaker 1>before the original trilogy, so there are no characters from

0:55:58.040 --> 0:56:01.120
<v Speaker 1>the original trilogy or any of the the Star Wars

0:56:01.120 --> 0:56:05.640
<v Speaker 1>movies that are in the games. The games, You're You're in,

0:56:05.680 --> 0:56:11.879
<v Speaker 1>You're You're encountering, you know, ancestors several generations removed from

0:56:11.920 --> 0:56:15.479
<v Speaker 1>anyone in the the film series. The nice thing about

0:56:15.520 --> 0:56:18.319
<v Speaker 1>that is that you don't have to worry about impacting

0:56:18.360 --> 0:56:20.960
<v Speaker 1>the world so much that the movies could not have

0:56:21.080 --> 0:56:24.880
<v Speaker 1>happened right, because that was one of the problems, is

0:56:24.920 --> 0:56:28.360
<v Speaker 1>that you want this rich world that Lucas created that

0:56:28.440 --> 0:56:32.080
<v Speaker 1>people find so interesting and compelling, but they didn't want

0:56:32.120 --> 0:56:34.680
<v Speaker 1>to create it in such a way that if you

0:56:34.719 --> 0:56:38.840
<v Speaker 1>did one set of actions, you you invalidate what happens

0:56:38.840 --> 0:56:41.000
<v Speaker 1>in the movies, because then you've just invalidated the reason

0:56:41.000 --> 0:56:44.200
<v Speaker 1>why everyone loves it in the first place. So that's

0:56:44.200 --> 0:56:48.000
<v Speaker 1>a tricky balance. Well, by setting it years before the

0:56:48.040 --> 0:56:52.040
<v Speaker 1>events of the films, it kind of take that causation away.

0:56:52.719 --> 0:56:55.600
<v Speaker 1>And Uh, the Nights of the Old Republic games were

0:56:56.480 --> 0:56:58.400
<v Speaker 1>a lot of fun for me, So I wanted to

0:56:58.400 --> 0:57:01.000
<v Speaker 1>play this and I ended up getting account and I

0:57:01.000 --> 0:57:04.600
<v Speaker 1>do play. Uh. The my main character in case you're

0:57:04.600 --> 0:57:08.920
<v Speaker 1>all wondering, is an imperial agent. You can play either

0:57:09.160 --> 0:57:11.960
<v Speaker 1>as the imperial side or the rebel side. It's not

0:57:12.040 --> 0:57:16.480
<v Speaker 1>the same as the movies and on. Depending on which

0:57:16.520 --> 0:57:18.600
<v Speaker 1>side you're you're on, you can play light side or

0:57:18.680 --> 0:57:21.800
<v Speaker 1>dark side, so you could be a light side Imperial

0:57:21.840 --> 0:57:26.240
<v Speaker 1>agent if you wanted to be. I'm not. I played

0:57:26.240 --> 0:57:29.240
<v Speaker 1>the dark side. Yeah. Every time I can't I can,

0:57:29.400 --> 0:57:33.240
<v Speaker 1>I play it, I choose the dark side option. Um.

0:57:33.280 --> 0:57:36.200
<v Speaker 1>And so anyway, it's a really fun game set in

0:57:36.200 --> 0:57:39.720
<v Speaker 1>the Star Wars universe, and I've been having a blast

0:57:39.760 --> 0:57:42.000
<v Speaker 1>with it, and it makes me think that if I

0:57:42.040 --> 0:57:45.120
<v Speaker 1>had had a broadband connection earlier, I probably would have

0:57:45.120 --> 0:57:48.080
<v Speaker 1>gotten into M m O RPGs earlier. Now the way

0:57:48.120 --> 0:57:50.000
<v Speaker 1>I play it, I play it more as a single

0:57:50.000 --> 0:57:52.880
<v Speaker 1>player kind of experience, and I only occasionally team up

0:57:52.920 --> 0:57:55.240
<v Speaker 1>with people because I just haven't made that many friends

0:57:55.280 --> 0:57:58.120
<v Speaker 1>on on Star Wars the Old Republic yet. But who knows,

0:57:58.120 --> 0:58:01.000
<v Speaker 1>maybe after this podcast goes live, folks will track me

0:58:01.080 --> 0:58:03.320
<v Speaker 1>down and be like, hey, man, I'll help you out.

0:58:03.960 --> 0:58:07.120
<v Speaker 1>You're having trouble taking that Mandalorian down, And I will say, yes,

0:58:07.480 --> 0:58:10.400
<v Speaker 1>yes I am. That guy is tough and he's really

0:58:10.440 --> 0:58:15.360
<v Speaker 1>irritating me. So yeah, they're They're scads of other games

0:58:15.360 --> 0:58:19.520
<v Speaker 1>that we haven't mentioned, some very high profile games dozen

0:58:19.800 --> 0:58:24.080
<v Speaker 1>like Halo games, and yeah, and there are other games

0:58:24.080 --> 0:58:26.320
<v Speaker 1>that are There are other games that are massively multiplayer.

0:58:26.360 --> 0:58:28.000
<v Speaker 1>In fact, I'd argue that the Halo games fit in

0:58:28.040 --> 0:58:30.840
<v Speaker 1>this where there's not role playing involved, but it is

0:58:30.840 --> 0:58:34.040
<v Speaker 1>a massively multiplayer online game, so you can have a

0:58:34.080 --> 0:58:36.000
<v Speaker 1>lot of people playing at once even though they're not

0:58:36.040 --> 0:58:39.280
<v Speaker 1>necessarily role playing. Yeah, it's it's funny because I think

0:58:39.280 --> 0:58:42.880
<v Speaker 1>in a way, some of them, some of it's fuzzy.

0:58:42.920 --> 0:58:46.000
<v Speaker 1>To be honest, Um, there are different degrees of the

0:58:46.120 --> 0:58:50.280
<v Speaker 1>role playing involved. When you're playing you, is that really

0:58:50.280 --> 0:58:54.360
<v Speaker 1>playing a role Yeah, so so, and again there are

0:58:54.360 --> 0:58:56.200
<v Speaker 1>people who get into the role playing, and there are

0:58:56.240 --> 0:58:59.920
<v Speaker 1>people who despise the role playing. And sometimes you'll have

0:59:00.000 --> 0:59:03.280
<v Speaker 1>of companies create servers just for role players so that

0:59:03.320 --> 0:59:06.600
<v Speaker 1>the role players can be all, you know. The hardcore

0:59:06.640 --> 0:59:09.520
<v Speaker 1>gamers might say that's all hippie dippy, So the role

0:59:09.560 --> 0:59:11.800
<v Speaker 1>players gonna be all hippie dipping on their own servers,

0:59:12.080 --> 0:59:14.040
<v Speaker 1>and everyone who's just you know, who just wants to

0:59:14.040 --> 0:59:16.720
<v Speaker 1>play the game can be on their servers. I like

0:59:16.760 --> 0:59:19.040
<v Speaker 1>a balance between the two. So I'm somewhere in the middle.

0:59:19.320 --> 0:59:22.080
<v Speaker 1>I don't I don't really identify myself with either group.

0:59:23.280 --> 0:59:26.440
<v Speaker 1>So anyway, that's kind of a bird's eye view of

0:59:26.480 --> 0:59:28.680
<v Speaker 1>the history of m m O RPGs. We really have

0:59:29.320 --> 0:59:31.840
<v Speaker 1>Dungeons and Dragons to thank for it. I'm sure that

0:59:31.920 --> 0:59:34.520
<v Speaker 1>the games would have would have developed on their own

0:59:34.560 --> 0:59:37.400
<v Speaker 1>without it, but that was truly an inspiration. And D

0:59:37.480 --> 0:59:40.960
<v Speaker 1>and D and yeah, and role playing games in general

0:59:41.080 --> 0:59:43.800
<v Speaker 1>go well beyond just D n D. You can find

0:59:44.640 --> 0:59:46.400
<v Speaker 1>tons and tons of them. Some of them are out

0:59:46.400 --> 0:59:50.800
<v Speaker 1>of print now, but there have been games ranging across

0:59:50.840 --> 0:59:55.680
<v Speaker 1>all genres, from horror to science fiction, mystery, just about

0:59:55.720 --> 0:59:57.959
<v Speaker 1>everything you could think about there is a role playing

0:59:57.960 --> 1:00:00.960
<v Speaker 1>game out there that fits it. So guys, if you

1:00:01.040 --> 1:00:03.600
<v Speaker 1>have any suggestions for topics that we should tackle in

1:00:03.720 --> 1:00:06.560
<v Speaker 1>future episodes, please let us know. You can say as

1:00:06.560 --> 1:00:09.920
<v Speaker 1>an email all right, just as tech stuff at Discovery

1:00:10.040 --> 1:00:12.760
<v Speaker 1>dot com or let us know on Facebook or Twitter

1:00:13.000 --> 1:00:16.520
<v Speaker 1>are handled, there is tech stuff hs W and Chris

1:00:16.560 --> 1:00:20.520
<v Speaker 1>and I will game with you again really soon. For

1:00:20.680 --> 1:00:23.200
<v Speaker 1>more on this and thousands of other topics, visit how

1:00:23.240 --> 1:00:29.840
<v Speaker 1>staff works dot Com, brought to you by the reinvented

1:00:29.880 --> 1:00:32.600
<v Speaker 1>two thousand twelve camera. It's ready, are you