WEBVTT - TechStuff Classic: The MMORPG Story

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<v Speaker 1>Get in touch with technology with tech Stuff from how

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<v Speaker 1>stuff works dot com. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I am your host, Jonathan Strickland. I'm an executive producer

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<v Speaker 1>at how Stuff Works in a love all things tech,

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<v Speaker 1>and it's time for another classic episode of tech Stuff.

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<v Speaker 1>The episode you are about to hear originally published on

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<v Speaker 1>June six, two thousand twelve. A two thousand and twelve.

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<v Speaker 1>Do you remember how bride eyed and innocent we were

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<v Speaker 1>back then? Well, this particular classic episode is called the

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<v Speaker 1>m m O RPG Story, the massively multiplayer online role

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<v Speaker 1>playing game story, which granted has changed a lot since

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<v Speaker 1>two thousand twelve. There were games that have come out

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<v Speaker 1>since then that we don't go into in this episode

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<v Speaker 1>because we weren't able to look into the future. But

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<v Speaker 1>we do look at the origins of the m m

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<v Speaker 1>O RPG. Where did it come from and how did

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<v Speaker 1>it volve? And when I say we, I mean me

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<v Speaker 1>and my original co host Chris Pallette. So sit back, relax,

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<v Speaker 1>and enjoy this classic episode. So we are today going

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<v Speaker 1>to talk about the history of massively multiplayer online role

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<v Speaker 1>playing games, and it all actually stems back to what

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<v Speaker 1>I was just alluding to and all of you guys

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<v Speaker 1>out there who are big D n D fans picked

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<v Speaker 1>up on it. I'm sure immediately we're talking about dudgeons

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<v Speaker 1>and dragons, and it's important to talk about dungeons and

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<v Speaker 1>dragons first to understand why M m O RPGs exist

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<v Speaker 1>at all. Yeah, and now there were some computer role

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<v Speaker 1>playing games, but they weren't like what we think of

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<v Speaker 1>today and then and really they came around right about

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<v Speaker 1>the same time as D and D took off. So

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<v Speaker 1>let's let's start with um, let's start with D and

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<v Speaker 1>D first of all to kind of explain what's going on.

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<v Speaker 1>So we're not we're not even talking about D n

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<v Speaker 1>D online. We're actually talking about specifically about the pencil

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<v Speaker 1>and paper and dice and all that jazz game screens,

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<v Speaker 1>et cetera. So back in nineteen uh, there were some

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<v Speaker 1>some some guys who had created a war game, a

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<v Speaker 1>miniature's war game called chain Mail. All right, now, war

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<v Speaker 1>games are they've been around for a while, right, Yeah.

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<v Speaker 1>It's where you essentially have uh, 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 they had the little number

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<v Speaker 1>they kind of look 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. Right,

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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 Mail kind of

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<v Speaker 1>brought that down a little bit. Chain Mail was an

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<v Speaker 1>idea of using smaller units in very specific circumstances, like

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<v Speaker 1>say 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 the 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 was 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 a 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 you when you

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<v Speaker 1>first 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 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 three see six sided die. Um, the

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<v Speaker 1>thing is um with the uh uh you know that

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<v Speaker 1>that's one aspect of it too. But the the dungeon

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<v Speaker 1>master or game master would use a screen to hide

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<v Speaker 1>the dungeon or whatever it is that you were going

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<v Speaker 1>and venturing in, so you didn't really know. Unlike those

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<v Speaker 1>other games where you could see there were mountains ahead

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<v Speaker 1>of your characters, you could go around the mountains when

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<v Speaker 1>you came, Um, you'll be riding six white horses. But meanwhile, UM,

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<v Speaker 1>in a dungeon and in D and D, you didn't

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<v Speaker 1>necessarily know. And this is the difference in a role

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<v Speaker 1>playing game and those other games. You are actually pretending

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<v Speaker 1>to be you know this character, so U one of

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<v Speaker 1>the first things I had to learn, and I when

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<v Speaker 1>I started playing D n D, I was I think

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<v Speaker 1>eight years old or nine years old. Um, you had

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<v Speaker 1>to learn that you can't see what's going on, so

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<v Speaker 1>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 hear the click of a

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<v Speaker 1>trap unless you ask, like, well, you just heard a

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<v Speaker 1>clicking noise? Oh right, that clicking noises in D and

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<v Speaker 1>D were never a good thing. Um. 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>Same thing holds true by the way of m m

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<v Speaker 1>O RPGs. So the only reason I even mentioned all

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<v Speaker 1>of that is so that we have the foundation to

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<v Speaker 1>build upon, so that we understand once we get into

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<v Speaker 1>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 and

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<v Speaker 1>the rise of personal computers on the desktop, uh right,

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<v Speaker 1>right 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 that

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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 which which can be fun because

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<v Speaker 1>you never know what those other people are are going

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<v Speaker 1>to do. And it also gives you this feeling of camaraderie.

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<v Speaker 1>It's pre decor if you will, and and depending upon

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<v Speaker 1>the game, it may allow certain players to band together

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<v Speaker 1>and oppose other players, So you can even have elements

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<v Speaker 1>within the game where you've got a struggle between two

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<v Speaker 1>groups of players. And if the game is designed properly,

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<v Speaker 1>meaning that it's you know, a dynamic element to it,

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<v Speaker 1>you might even be able to have players actually influence

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<v Speaker 1>the course of the game's world, which is pretty tricky

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<v Speaker 1>because you know, that's a very delicate balance to to

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<v Speaker 1>create when you are a developer. You don't want to

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<v Speaker 1>make it so easy to affect the game's world that

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<v Speaker 1>it is uh uh that that one group of players

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<v Speaker 1>essentially dominates and makes all the determinations of where the

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<v Speaker 1>game's world is going. At the same time, you don't

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<v Speaker 1>want it to be so static that it feels like

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<v Speaker 1>no matter what you do, you don't influence the outcome.

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<v Speaker 1>It's a really tricky balance. Well, I would I would

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<v Speaker 1>argue that one of the things that makes UH online

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<v Speaker 1>role playing games so much fun UH is not necessarily

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<v Speaker 1>the high graphics elements. I think the the the element

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<v Speaker 1>of play is most important. That's one of the things.

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<v Speaker 1>I mean, you don't see these things, these fantastic UH

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<v Speaker 1>animations of spells and and UH sword play and whatever

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<v Speaker 1>else that you might happen to be engaged in when

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<v Speaker 1>you're playing a tabletop role playing game, because imagine it.

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<v Speaker 1>What imagine it? It's this thing that we used to

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<v Speaker 1>do before there was the internet. Well, I I do

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<v Speaker 1>love looking at the amazing graphics work of some of

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<v Speaker 1>these game studios now. But um, you know, the very

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<v Speaker 1>first online role playing games were text based. Yeah, in fact,

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<v Speaker 1>we can talk a little bit about them. First of all,

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<v Speaker 1>I wanna define a couple of terms for the very

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<v Speaker 1>earliest games. Some of them were built on something called PLATO,

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<v Speaker 1>which is an acronym for Programmed Logic for Automated Teaching Operations.

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<v Speaker 1>Here's the funny thing, bit Sucker pre dates pretty much

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<v Speaker 1>all of this stuff that we're talking. Plato actually came

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<v Speaker 1>out before D and D the tabletop game came out

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<v Speaker 1>early sixties actually. But but PLATO was all about It

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<v Speaker 1>was supposed to be an educational platform, which of course

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<v Speaker 1>meant that students immediately figured out ways to play games

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<v Speaker 1>on it, and uh like almost immediately. This is for education.

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<v Speaker 1>I want to kill stuff. So, um, the University of

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<v Speaker 1>Illinois built programmed Logic for Automated Teaching operations. So it's

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<v Speaker 1>a platform that could run on networked computers. Now these

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<v Speaker 1>computers are networked to one another, they are not networked

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<v Speaker 1>into a large your 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, move 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 moves

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<v Speaker 1>to is 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 n there was a game

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<v Speaker 1>that came out called Colossal Cave Adventure sometimes just called

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<v Speaker 1>Adventure by William Crowther and it was a single player

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<v Speaker 1>text based game, but it was what created the foundation

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<v Speaker 1>for 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

0:13:10.400 --> 0:13:13.120
<v Speaker 1>see like the green wall with a green door outline

0:13:13.160 --> 0:13:14.680
<v Speaker 1>on it, and you would push a command that would

0:13:14.760 --> 0:13:16.800
<v Speaker 1>knock the door open and then you might have an

0:13:16.920 --> 0:13:19.760
<v Speaker 1>encounter afterward, you might find treasure, that kind of stuff.

0:13:19.920 --> 0:13:22.199
<v Speaker 1>The interesting thing about it was not only did it

0:13:22.200 --> 0:13:24.800
<v Speaker 1>allow up to tend people to play that that itself

0:13:24.880 --> 0:13:29.680
<v Speaker 1>was interesting but it also created the dungeons um every

0:13:29.679 --> 0:13:33.280
<v Speaker 1>time you played, so the dungeons were not pre generated.

0:13:33.520 --> 0:13:36.640
<v Speaker 1>They generated dynamically when you would play the game, so

0:13:36.760 --> 0:13:40.080
<v Speaker 1>you would never necessarily have the same experience twice because

0:13:40.280 --> 0:13:45.080
<v Speaker 1>the dungeon would be randomly created when you started. UM

0:13:45.160 --> 0:13:47.959
<v Speaker 1>and uh. So that that was sort of an early

0:13:48.040 --> 0:13:50.800
<v Speaker 1>example of how people were trying to kind of port

0:13:50.880 --> 0:13:55.080
<v Speaker 1>the experience of playing Dungeons and Dragons or a game

0:13:55.160 --> 0:13:58.760
<v Speaker 1>like D and D to a computer environment and not

0:13:58.920 --> 0:14:02.640
<v Speaker 1>have it be a single player playing with computer generated characters,

0:14:02.679 --> 0:14:05.200
<v Speaker 1>although there are plenty of examples of that as well.

0:14:06.320 --> 0:14:10.160
<v Speaker 1>UM and Then in nineteen seventy eight, a fellow named

0:14:10.400 --> 0:14:14.040
<v Speaker 1>Roy trub Shaw created the very first multi user dungeon

0:14:14.440 --> 0:14:17.800
<v Speaker 1>and it was called Mud. That's why we call them

0:14:17.880 --> 0:14:20.360
<v Speaker 1>MUDs because he made it. It was he was in

0:14:20.520 --> 0:14:24.640
<v Speaker 1>Essex University, and so mud became the generic term for

0:14:24.760 --> 0:14:28.400
<v Speaker 1>games that were built in this way. UM and it

0:14:28.440 --> 0:14:31.880
<v Speaker 1>became very very popular. And then eventually again these were

0:14:31.880 --> 0:14:35.680
<v Speaker 1>on network computers. There was no Internet yet, but Trubshaw

0:14:35.960 --> 0:14:39.680
<v Speaker 1>connected his game to the ARPA net in nineteen eighty,

0:14:40.360 --> 0:14:47.560
<v Speaker 1>so suddenly you had essentially the ancestor to massively multiplayer

0:14:47.640 --> 0:14:50.640
<v Speaker 1>online role playing games because it made it gave access

0:14:50.680 --> 0:14:56.240
<v Speaker 1>to people beyond just folks who had uh the access

0:14:56.280 --> 0:15:00.560
<v Speaker 1>to those specific computers within Essex University to play. Yeah.

0:15:00.600 --> 0:15:03.200
<v Speaker 1>My my notes have the game down as being called

0:15:03.280 --> 0:15:06.960
<v Speaker 1>Dungeon d U N G E N. Yeah, I have

0:15:07.000 --> 0:15:12.360
<v Speaker 1>it as it was called multi user Dungeon. Yeah. So yeah, yeah,

0:15:13.280 --> 0:15:15.360
<v Speaker 1>but by the same same thing. I mean, that's that

0:15:15.520 --> 0:15:17.680
<v Speaker 1>is where mud came from. They probably, I'm sure it

0:15:17.720 --> 0:15:22.200
<v Speaker 1>was called dungeon, just as uh for shorthand the next

0:15:22.240 --> 0:15:25.680
<v Speaker 1>one I have doesn't pop up till do you have

0:15:25.720 --> 0:15:29.000
<v Speaker 1>anything you wanted to mention before I go to that? Okay,

0:15:29.040 --> 0:15:32.120
<v Speaker 1>So in the University of Virginia there were a couple

0:15:32.160 --> 0:15:36.160
<v Speaker 1>of classmates, John Taylor and Kelton Flynn, and they created

0:15:36.200 --> 0:15:39.680
<v Speaker 1>a game called The Dungeons of Kezm which was a

0:15:39.720 --> 0:15:42.840
<v Speaker 1>six player game and it was also inspired by duchess

0:15:42.840 --> 0:15:46.440
<v Speaker 1>and dragons and it used as key graphics to represent

0:15:47.040 --> 0:15:50.960
<v Speaker 1>elements of the game. Yeah. Yeah, it's making me think

0:15:50.960 --> 0:15:52.800
<v Speaker 1>of some of the old games I used to play.

0:15:52.880 --> 0:15:55.720
<v Speaker 1>And they also founded a company in eighty two called

0:15:55.760 --> 0:15:58.880
<v Speaker 1>the Kezmi Company. A few years later they I'll mention

0:15:58.920 --> 0:16:00.520
<v Speaker 1>it when it happens, but they would come up with

0:16:00.520 --> 0:16:04.640
<v Speaker 1>another game that would be UH kind of a big

0:16:04.680 --> 0:16:09.360
<v Speaker 1>influence on online role playing games in the future. UH.

0:16:09.360 --> 0:16:12.359
<v Speaker 1>In any four, you had a fellow named Mark Peterson

0:16:12.760 --> 0:16:17.560
<v Speaker 1>who wrote The Realm of ang Mar and UH. It

0:16:17.640 --> 0:16:20.680
<v Speaker 1>was originally a kind of an offshoot of another game

0:16:20.720 --> 0:16:24.920
<v Speaker 1>called The Scepter of Goth and UH. In ninety four

0:16:25.200 --> 0:16:29.680
<v Speaker 1>Peterson rewrote it and adapted it for MS DOSS, which

0:16:30.360 --> 0:16:32.400
<v Speaker 1>I don't know how many of you guys remember MS DOSS.

0:16:32.480 --> 0:16:36.840
<v Speaker 1>That's pre windows Um, but that was the that formed

0:16:36.880 --> 0:16:39.920
<v Speaker 1>the basis of a game that ended up being found

0:16:39.960 --> 0:16:43.200
<v Speaker 1>on a lot of Bolton Board systems. So if you

0:16:43.240 --> 0:16:47.120
<v Speaker 1>guys heard our episode about bbs is, you know that

0:16:47.160 --> 0:16:49.960
<v Speaker 1>there used to be these communities. Still aren't in many cases,

0:16:50.000 --> 0:16:53.840
<v Speaker 1>but there were these communities that were housed on individual,

0:16:53.880 --> 0:16:57.560
<v Speaker 1>private individuals computers, although you could also have companies that

0:16:57.600 --> 0:16:59.920
<v Speaker 1>do this too, But you could have a private end

0:17:00.040 --> 0:17:03.760
<v Speaker 1>visual who would open up their computer to allow other

0:17:03.800 --> 0:17:07.560
<v Speaker 1>people to dial into their computer to access files and

0:17:07.600 --> 0:17:10.320
<v Speaker 1>play games. This is one of the games that was

0:17:10.400 --> 0:17:12.399
<v Speaker 1>found on a lot of bbs is. And if the

0:17:12.440 --> 0:17:15.040
<v Speaker 1>bbs would allow multiple people to call in at once,

0:17:15.359 --> 0:17:17.720
<v Speaker 1>if they had multiple lines that would allow for that.

0:17:18.280 --> 0:17:23.440
<v Speaker 1>Then you can have people play this game simultaneously. Um.

0:17:23.480 --> 0:17:27.240
<v Speaker 1>And in eight five you had the introduction of Mirror World,

0:17:27.320 --> 0:17:29.240
<v Speaker 1>which was a multi user dungeon that could be run

0:17:29.280 --> 0:17:32.520
<v Speaker 1>on a home computer as opposed to some you know,

0:17:32.880 --> 0:17:38.439
<v Speaker 1>research institution or university's computer. Yeah. I remember the modem

0:17:38.520 --> 0:17:43.600
<v Speaker 1>speeds back then. That was yeah, yeah, I've got an

0:17:43.600 --> 0:17:48.120
<v Speaker 1>interesting thing to mentioned in about that. Five was also

0:17:48.160 --> 0:17:51.080
<v Speaker 1>the year that the Kezmi Corporation came out with Island

0:17:51.200 --> 0:17:55.439
<v Speaker 1>of Kezmi, which again Kelton Flynn and John Taylor, and

0:17:55.520 --> 0:17:58.879
<v Speaker 1>this ran on compu Serve. Yeah, I've heard of them. Yeah.

0:17:59.080 --> 0:18:03.600
<v Speaker 1>So it was the first commercial multiplayer online role playing game.

0:18:03.640 --> 0:18:06.440
<v Speaker 1>I don't think you could call it massive because it

0:18:06.560 --> 0:18:09.240
<v Speaker 1>had a limit to how many players could play one,

0:18:10.960 --> 0:18:13.680
<v Speaker 1>no more than one. Compared compared to the earlier games,

0:18:13.680 --> 0:18:16.120
<v Speaker 1>that's pretty massive. Yeah, compared to you know, the old

0:18:16.280 --> 0:18:18.480
<v Speaker 1>the older Kids My game where six people could play,

0:18:18.600 --> 0:18:24.520
<v Speaker 1>or even the the ten player Maria game, it's you know,

0:18:24.640 --> 0:18:28.359
<v Speaker 1>it's I think it's almost ten times that. Wow. So

0:18:29.680 --> 0:18:35.000
<v Speaker 1>I'm not that stupid people, almost but not quite. An

0:18:35.119 --> 0:18:38.920
<v Speaker 1>interesting game comes out interesting for a couple of reasons, because,

0:18:39.080 --> 0:18:41.120
<v Speaker 1>for one thing, you can confuse it with another game

0:18:41.160 --> 0:18:45.160
<v Speaker 1>by the same name, Never Winter Nights by Don Daglo

0:18:45.280 --> 0:18:48.359
<v Speaker 1>and Catherine Mattega comes out has no connection at all

0:18:48.440 --> 0:18:50.720
<v Speaker 1>to the Never Winter Nights game that came out by BioWare.

0:18:51.880 --> 0:18:55.960
<v Speaker 1>But this game ran on A O L. And I've

0:18:56.000 --> 0:18:58.680
<v Speaker 1>heard of it. I used that joke already. They and

0:18:58.840 --> 0:19:03.600
<v Speaker 1>A O L used a an interesting pricing mechanism. So

0:19:03.680 --> 0:19:06.320
<v Speaker 1>this is a commercial game. You had to pay to play,

0:19:06.400 --> 0:19:08.120
<v Speaker 1>and the way it worked was that you would pay

0:19:08.720 --> 0:19:11.880
<v Speaker 1>six dollars an hour to play this game at three

0:19:11.960 --> 0:19:17.200
<v Speaker 1>hundred bawd. And when we were talking hours, that's about

0:19:17.200 --> 0:19:20.000
<v Speaker 1>how long it would take to loads to make a move. Uh.

0:19:20.280 --> 0:19:24.600
<v Speaker 1>For twelve dollars an hour, you can play at twelve bad. Hey,

0:19:24.640 --> 0:19:28.600
<v Speaker 1>that's just screaming fast, right, good, it's screaming all right.

0:19:28.640 --> 0:19:30.280
<v Speaker 1>I don't know if it's streaming fast. And this was

0:19:30.320 --> 0:19:35.880
<v Speaker 1>the first graphics based M M O RPG. Uh. Now,

0:19:35.920 --> 0:19:38.159
<v Speaker 1>do you have any you want to mention at all

0:19:38.200 --> 0:19:41.800
<v Speaker 1>before we get to ninety, because then I've got the biggie. Well.

0:19:42.480 --> 0:19:44.919
<v Speaker 1>I figured that we were going to talk about the

0:19:44.920 --> 0:19:48.000
<v Speaker 1>the Ultimate series of games because they were important for

0:19:48.400 --> 0:19:52.520
<v Speaker 1>the role playing game world. But they weren't massively multiplayer,

0:19:52.720 --> 0:19:55.480
<v Speaker 1>right and that yes, that will definitely lead into a

0:19:55.560 --> 0:19:59.399
<v Speaker 1>very important discussion. So Ultima. While while we've got this

0:19:59.480 --> 0:20:02.640
<v Speaker 1>development over here with the multi user games, there's still

0:20:02.720 --> 0:20:05.359
<v Speaker 1>quite a bit of work being done in single player

0:20:05.440 --> 0:20:08.320
<v Speaker 1>computer role playing games. Oh absolutely, they were huge and

0:20:08.400 --> 0:20:12.080
<v Speaker 1>one of the one of the people who was really

0:20:12.080 --> 0:20:15.120
<v Speaker 1>spiritheading this movement. We've actually we did an entire episode

0:20:15.119 --> 0:20:20.480
<v Speaker 1>on him, Richard Garriott, the Lord British of the Ultimate Series.

0:20:20.520 --> 0:20:24.000
<v Speaker 1>He founded the Ultimate Series. First game was Al Kalabeth,

0:20:24.600 --> 0:20:27.520
<v Speaker 1>which then eventually of which he was in college at

0:20:27.520 --> 0:20:30.840
<v Speaker 1>the time. Yeah. Yeah, and uh, he actually dropped out

0:20:30.840 --> 0:20:34.520
<v Speaker 1>of college because his computer game business took off so well.

0:20:35.680 --> 0:20:39.760
<v Speaker 1>His dad, by the way, astronaut. Yes, dad's an astronaut.

0:20:40.200 --> 0:20:43.920
<v Speaker 1>He jumps out of college, makes millions of dollars. But yeah,

0:20:43.920 --> 0:20:46.160
<v Speaker 1>they were he was working with. Don't take that as

0:20:46.160 --> 0:20:49.119
<v Speaker 1>a lesson, kids, I'm not saying drop out of college.

0:20:49.240 --> 0:20:53.080
<v Speaker 1>Your mileage may very Yes. Um, yeah, he was talking

0:20:53.320 --> 0:20:59.760
<v Speaker 1>in one about the possibility of an online version of Ultima. Yeah. Now,

0:20:59.800 --> 0:21:02.520
<v Speaker 1>all Tima was a series that he created after his

0:21:02.600 --> 0:21:07.040
<v Speaker 1>first success in computer role playing games, and then Ultima UH.

0:21:07.080 --> 0:21:09.800
<v Speaker 1>The original Ultimate games were kind of your standard hack

0:21:09.840 --> 0:21:12.879
<v Speaker 1>and slash RPG type games where you took on the

0:21:13.000 --> 0:21:17.760
<v Speaker 1>role of a character and tried to defeat some sort

0:21:17.800 --> 0:21:23.040
<v Speaker 1>of massively evil villain. But after Ultima three UH, Richard

0:21:23.080 --> 0:21:26.719
<v Speaker 1>Garriott took an interesting turn. He really began to do

0:21:26.800 --> 0:21:30.439
<v Speaker 1>something new with computer role playing games. He created the

0:21:30.480 --> 0:21:33.840
<v Speaker 1>concept of UH. Well it didn't create the concept, but

0:21:33.880 --> 0:21:37.840
<v Speaker 1>he incorporated the concept of morality and how your choices

0:21:37.880 --> 0:21:43.240
<v Speaker 1>can affect gameplay and UH. In Ultima four, you took

0:21:43.280 --> 0:21:45.359
<v Speaker 1>on the role of a character called the Avatar, who

0:21:45.440 --> 0:21:49.679
<v Speaker 1>was supposed to be the exemplification of all the best

0:21:49.880 --> 0:21:54.160
<v Speaker 1>traits in the world. He was supposed to be the

0:21:54.160 --> 0:21:57.359
<v Speaker 1>the paragon of virtue. And if you, um, if you

0:21:57.440 --> 0:22:00.959
<v Speaker 1>played like a nasty person and you know, stule stuff,

0:22:00.960 --> 0:22:03.720
<v Speaker 1>and you killed innocence, you could not win the game.

0:22:04.119 --> 0:22:05.920
<v Speaker 1>It was impossible to win the game because in order

0:22:05.920 --> 0:22:07.399
<v Speaker 1>to win the game you had to make lots of

0:22:07.400 --> 0:22:12.880
<v Speaker 1>sacrifices and and be virtuous UH. And then this sort

0:22:12.920 --> 0:22:16.119
<v Speaker 1>of gave a real shot in the arm to his series.

0:22:16.119 --> 0:22:18.800
<v Speaker 1>I mean, it was already popular, but then it became

0:22:19.680 --> 0:22:24.400
<v Speaker 1>crazy popular, and so he continued to develop the games,

0:22:24.480 --> 0:22:32.920
<v Speaker 1>and as the multi user craze continued with fairly primitive

0:22:32.960 --> 0:22:37.639
<v Speaker 1>games compared to some of the the standalone games on computers,

0:22:38.200 --> 0:22:41.400
<v Speaker 1>he began to turn his eye towards developing an online

0:22:41.520 --> 0:22:45.360
<v Speaker 1>version of This Ultimate World. Now. In the meantime, just

0:22:45.440 --> 0:22:49.439
<v Speaker 1>before this, well while this, this whole plan for an

0:22:49.440 --> 0:22:53.200
<v Speaker 1>online version of Ultima was in the earliest development phases,

0:22:53.600 --> 0:22:57.359
<v Speaker 1>another game in nineties six came out called Meridian fifty nine,

0:22:58.119 --> 0:23:01.119
<v Speaker 1>and that was developed by a company called Radio, which

0:23:01.480 --> 0:23:04.520
<v Speaker 1>no longer exists. Um, they were, They were something of

0:23:04.520 --> 0:23:07.280
<v Speaker 1>an innovator for their time. Yes, um, but if you've

0:23:07.320 --> 0:23:10.000
<v Speaker 1>never heard of them, and it's because they've been closed

0:23:10.040 --> 0:23:12.399
<v Speaker 1>for for quite a while. It's one of the first

0:23:12.920 --> 0:23:16.520
<v Speaker 1>massively multiplayer online role playing games ever released by a

0:23:16.560 --> 0:23:19.560
<v Speaker 1>major publisher, and and a lot of the things that

0:23:19.600 --> 0:23:24.200
<v Speaker 1>we associate with m m O RPGs began with this game.

0:23:24.359 --> 0:23:27.120
<v Speaker 1>For one, it had a monthly subscription for a flat rate,

0:23:27.920 --> 0:23:29.880
<v Speaker 1>so you would pay us a flat rate each month

0:23:29.920 --> 0:23:32.760
<v Speaker 1>to play. It had a three D first person view

0:23:32.760 --> 0:23:36.880
<v Speaker 1>of the world in a fantasy setting, and uh not all.

0:23:37.400 --> 0:23:39.359
<v Speaker 1>In fact, a lot of m m O RPGs do

0:23:39.400 --> 0:23:41.919
<v Speaker 1>not take the first person views. Several of them take

0:23:41.960 --> 0:23:45.000
<v Speaker 1>a third person view where you're either behind or or

0:23:45.119 --> 0:23:49.840
<v Speaker 1>over the character you're playing. Um, but U three d

0:23:49.960 --> 0:23:53.199
<v Speaker 1>O ran this game, but then it shut down. The

0:23:53.280 --> 0:23:56.520
<v Speaker 1>three d O shutdown in two thousand three. It ceased

0:23:56.600 --> 0:24:00.000
<v Speaker 1>to be actually they closed the game on August thirty,

0:24:00.040 --> 0:24:02.959
<v Speaker 1>first of two. From what I have, yeah, well the

0:24:03.000 --> 0:24:07.320
<v Speaker 1>game itself still continued because what happened was in February

0:24:08.280 --> 0:24:12.199
<v Speaker 1>Meridian fifty nine was turned over to the original technical developers,

0:24:12.600 --> 0:24:16.040
<v Speaker 1>which were a couple of brothers who have opened the

0:24:16.080 --> 0:24:19.000
<v Speaker 1>game to the public for no charge to the player.

0:24:19.560 --> 0:24:24.080
<v Speaker 1>So there it's running on two servers in the United States.

0:24:24.560 --> 0:24:26.760
<v Speaker 1>But yeah, I love the name of the company though,

0:24:27.119 --> 0:24:32.080
<v Speaker 1>Near Death Studios. Yeah, it's it's just as the game

0:24:32.200 --> 0:24:36.720
<v Speaker 1>is when it's running on two servers. Yeah, but it's

0:24:36.760 --> 0:24:40.280
<v Speaker 1>but it's interesting that it's still you know, this shows

0:24:40.320 --> 0:24:43.119
<v Speaker 1>that the people who adopt these games can be very passionate,

0:24:43.520 --> 0:24:47.040
<v Speaker 1>and even when a studio itself is in financial trouble,

0:24:47.440 --> 0:24:50.840
<v Speaker 1>people want those games to continue, which is somewhat problematic

0:24:51.359 --> 0:24:55.919
<v Speaker 1>because how do you keep this going when the in

0:24:56.040 --> 0:24:57.840
<v Speaker 1>order to run the game, you actually do have to

0:24:58.000 --> 0:25:02.080
<v Speaker 1>spend real money because you're about electricity costs, you're talking

0:25:02.119 --> 0:25:04.720
<v Speaker 1>about server costs, you're talking about you know, you might

0:25:04.760 --> 0:25:09.040
<v Speaker 1>have to have space for that machine. It's uh, it's tough.

0:25:09.520 --> 0:25:12.359
<v Speaker 1>And UM that's not the only time that has happened

0:25:12.640 --> 0:25:17.240
<v Speaker 1>by log shot. But so at that same time, Richard

0:25:17.240 --> 0:25:20.160
<v Speaker 1>Garriott and the folks over at Origin and later Electronic

0:25:20.200 --> 0:25:25.200
<v Speaker 1>Cards were working on Ultimate Online. Yeah. Ultimate Online was

0:25:25.240 --> 0:25:28.639
<v Speaker 1>apparently originally supposed to go on. Now, keeping in mind

0:25:29.119 --> 0:25:31.199
<v Speaker 1>the time frame we were originally talking about for that

0:25:31.280 --> 0:25:33.440
<v Speaker 1>when I met when I brought it up, we were

0:25:33.520 --> 0:25:37.560
<v Speaker 1>very much in the online service provider world and Sierra

0:25:37.640 --> 0:25:39.840
<v Speaker 1>had its own network it was working on, but they

0:25:40.280 --> 0:25:44.959
<v Speaker 1>ended up shutting it down. Um, and Ultimate Online became

0:25:45.000 --> 0:25:50.640
<v Speaker 1>a an Internet m M RPG, which UH was probably

0:25:50.680 --> 0:25:53.560
<v Speaker 1>better for uh for everyone involved, because it gave you

0:25:53.640 --> 0:25:57.800
<v Speaker 1>a much wider audience. I got to actually see this

0:25:57.960 --> 0:26:00.080
<v Speaker 1>game and action when it was in its alf A

0:26:00.200 --> 0:26:04.040
<v Speaker 1>build before it even opened up to the beta world. Uh.

0:26:04.080 --> 0:26:06.840
<v Speaker 1>And UH because um, Richard Garrett came down to a

0:26:06.880 --> 0:26:09.399
<v Speaker 1>science fiction convention that I go to a lot, Dragon

0:26:09.400 --> 0:26:12.560
<v Speaker 1>Con in Atlanta. So Richard Garrett used to be a

0:26:12.640 --> 0:26:15.399
<v Speaker 1>very frequent guest a dragon Con, and in fact he

0:26:15.480 --> 0:26:17.000
<v Speaker 1>and I kind of struck up a bit of a

0:26:17.040 --> 0:26:19.119
<v Speaker 1>friendship and we would chat about the games and stuff,

0:26:19.119 --> 0:26:21.800
<v Speaker 1>and he would show me the games that were in development,

0:26:21.800 --> 0:26:25.200
<v Speaker 1>including Ultimate Online, and it was really a neat thing.

0:26:25.320 --> 0:26:27.080
<v Speaker 1>It was a it was a kind of a new idea.

0:26:27.400 --> 0:26:30.440
<v Speaker 1>It was building on that work that other people have

0:26:30.560 --> 0:26:33.560
<v Speaker 1>done in in previous generations of multi user dungeons, but

0:26:33.640 --> 0:26:37.080
<v Speaker 1>on a huge scale, and also created a much more

0:26:37.200 --> 0:26:41.439
<v Speaker 1>dynamic world. So Ultimate Online had a world where, in

0:26:41.600 --> 0:26:46.240
<v Speaker 1>theory anyway, you had ecosystems that could actually be affected

0:26:46.240 --> 0:26:49.679
<v Speaker 1>by player behavior. So, for example, let's say that you

0:26:49.720 --> 0:26:52.520
<v Speaker 1>are in a forest and you decide one day that

0:26:52.600 --> 0:26:55.080
<v Speaker 1>you are the bunny slayer, and you go on a

0:26:55.160 --> 0:26:59.000
<v Speaker 1>bunny slaying rampage and you hack can slash every bunny

0:26:59.040 --> 0:27:01.400
<v Speaker 1>you can find. Well, there's a limited number of bunnies

0:27:02.480 --> 0:27:05.399
<v Speaker 1>for a given amount of time, and as you start

0:27:05.760 --> 0:27:09.679
<v Speaker 1>slaying these bunnies, there are other consequences. For example, there

0:27:09.720 --> 0:27:12.240
<v Speaker 1>are also wolves in the forest, and now all the

0:27:12.240 --> 0:27:15.080
<v Speaker 1>bunnies are gone, which means that the food source for

0:27:15.119 --> 0:27:17.919
<v Speaker 1>the wolves are gone. You know, they no longer have

0:27:18.200 --> 0:27:21.000
<v Speaker 1>their normal food source, so they might actually venture out

0:27:21.040 --> 0:27:24.399
<v Speaker 1>of the forest and start to attack villagers. So you

0:27:24.440 --> 0:27:28.320
<v Speaker 1>could actually, inadvertently, while slaying bunnies, as any good hero

0:27:28.440 --> 0:27:32.879
<v Speaker 1>would want to do, bring terror and and and hardship

0:27:33.000 --> 0:27:38.159
<v Speaker 1>upon a village because these wolves are now attacking people. Uh.

0:27:38.200 --> 0:27:41.600
<v Speaker 1>On the flip side, if you were you know, Wolf's Bane,

0:27:42.000 --> 0:27:43.919
<v Speaker 1>and you were going out into the woods to slay

0:27:43.960 --> 0:27:47.800
<v Speaker 1>every single wolf you saw, the bunny population might explode.

0:27:48.000 --> 0:27:52.840
<v Speaker 1>And bunnies are everywhere almost like triples. Yeah, that's just

0:27:52.880 --> 0:27:57.320
<v Speaker 1>a small example of what was dynamically supposed to happen

0:27:57.359 --> 0:28:01.120
<v Speaker 1>in the world. Uh. And and to some degree it

0:28:01.160 --> 0:28:04.119
<v Speaker 1>did work like that, although there were definitely some issues

0:28:04.160 --> 0:28:07.560
<v Speaker 1>as well. It didn't always work exactly the way people

0:28:07.600 --> 0:28:12.879
<v Speaker 1>had planned. And also player behavior really really changed that

0:28:12.960 --> 0:28:16.840
<v Speaker 1>world quite a bit. Yeah. If you, uh, if you've

0:28:16.840 --> 0:28:22.040
<v Speaker 1>played recent mmorpg more recent MMO RPGs and been annoyed

0:28:22.080 --> 0:28:24.840
<v Speaker 1>at the fact that there are people who are playing

0:28:24.880 --> 0:28:30.960
<v Speaker 1>the game just apparently to make other people miserable, called griefers. Yeah, uh,

0:28:31.119 --> 0:28:34.080
<v Speaker 1>that started pretty much with the dawn of mmrpgs. Yeah. Now,

0:28:34.080 --> 0:28:37.400
<v Speaker 1>there were people who would lurk just outside of starting

0:28:37.440 --> 0:28:42.120
<v Speaker 1>areas and waylay characters, and uh, sometimes they would just

0:28:42.160 --> 0:28:44.000
<v Speaker 1>do it just to do it. You know it wasn't

0:28:44.400 --> 0:28:47.800
<v Speaker 1>They knew you probably were not carrying anything of value

0:28:47.920 --> 0:28:50.120
<v Speaker 1>on you. There was no reason to really attack you.

0:28:50.160 --> 0:28:52.360
<v Speaker 1>There's no real benefit, and yet they would do it

0:28:52.400 --> 0:28:56.720
<v Speaker 1>because they're jerks. Um it. Meanwhile, and there were a

0:28:56.720 --> 0:28:58.560
<v Speaker 1>lot of other problems. There were people who were finding

0:28:58.560 --> 0:29:01.720
<v Speaker 1>ways to cheat the system. In fact, there was a

0:29:01.800 --> 0:29:05.440
<v Speaker 1>monumental event. So the game launches in ninety seven. Well,

0:29:05.480 --> 0:29:12.000
<v Speaker 1>August of the game has its first monumental event. August.

0:29:12.480 --> 0:29:15.480
<v Speaker 1>What happened? Oh was it ninth? Oh, I've got eighth,

0:29:15.480 --> 0:29:17.760
<v Speaker 1>but but you know what I'm talking about right, Well,

0:29:17.800 --> 0:29:21.400
<v Speaker 1>and there was an assassination, yes, of Lord British himself.

0:29:21.920 --> 0:29:26.440
<v Speaker 1>Now here's the thing. Lord British is uh normally in

0:29:26.440 --> 0:29:31.720
<v Speaker 1>the game was invulnerable to attack. But um uh, there

0:29:31.800 --> 0:29:34.360
<v Speaker 1>was an in game appearance of Lord British that happened

0:29:34.400 --> 0:29:37.560
<v Speaker 1>during the beta testing of Ultimate Online. So the game

0:29:37.560 --> 0:29:39.560
<v Speaker 1>had not gone gold yet, it was still but it

0:29:39.600 --> 0:29:42.920
<v Speaker 1>was open to players who were in the beta program.

0:29:43.000 --> 0:29:47.360
<v Speaker 1>And uh so Lord British was showing up during uh

0:29:47.600 --> 0:29:50.920
<v Speaker 1>an event in order to kind of stress test the servers.

0:29:51.600 --> 0:29:53.920
<v Speaker 1>The idea was that if Lord British is there, then

0:29:53.960 --> 0:29:55.920
<v Speaker 1>most of the beta players are going to be logged on,

0:29:56.000 --> 0:30:01.160
<v Speaker 1>and this will help the origin and determine all well

0:30:01.240 --> 0:30:03.320
<v Speaker 1>their servers can hold up to the strain of a

0:30:03.320 --> 0:30:06.400
<v Speaker 1>lot of people playing at one time. And then, depending

0:30:06.480 --> 0:30:11.760
<v Speaker 1>upon whom you ask, uh, something went terribly wrong. Either

0:30:11.880 --> 0:30:15.480
<v Speaker 1>it was a computer issue or a human issue. And

0:30:15.520 --> 0:30:19.200
<v Speaker 1>it's kind of kind of hard to uh to say what,

0:30:19.360 --> 0:30:21.560
<v Speaker 1>although I think I know what it really happened. What

0:30:21.720 --> 0:30:27.040
<v Speaker 1>happened is that the server crashed, server reboots. Richard Garriott

0:30:27.400 --> 0:30:30.920
<v Speaker 1>is there as Lord British. Server reboots and resets Lord British,

0:30:31.160 --> 0:30:35.200
<v Speaker 1>turning off his invulnerability flag. Richard Garriott does not think

0:30:35.240 --> 0:30:38.000
<v Speaker 1>he needs, does not realize this, and does not turn

0:30:38.040 --> 0:30:41.280
<v Speaker 1>the invulnerability flag back on. And then there was a

0:30:41.360 --> 0:30:48.080
<v Speaker 1>character called Reins who testing out this theory, attacked Lord

0:30:48.080 --> 0:30:53.240
<v Speaker 1>British and killed him. He was also he was not

0:30:53.880 --> 0:30:57.240
<v Speaker 1>the player behind Rains was already kind of a notorious

0:30:57.760 --> 0:31:00.400
<v Speaker 1>on the servers because he was known for x bloyding

0:31:00.480 --> 0:31:04.320
<v Speaker 1>bugs as opposed to reporting bugs. He was a software

0:31:04.320 --> 0:31:09.240
<v Speaker 1>consultant from what I understand, so um uh. It was

0:31:09.280 --> 0:31:15.280
<v Speaker 1>also supposedly one of the earliest griefers in the beta program,

0:31:15.320 --> 0:31:17.120
<v Speaker 1>so he was one of these people I was talking

0:31:17.160 --> 0:31:20.840
<v Speaker 1>about in a way, so, uh yeah, they were. He

0:31:20.880 --> 0:31:23.600
<v Speaker 1>was already kind of on thin ice, so that it

0:31:23.720 --> 0:31:27.720
<v Speaker 1>was an amusing situation and it was an irritating situation,

0:31:28.200 --> 0:31:32.360
<v Speaker 1>and uh they you know. The game also even had

0:31:32.440 --> 0:31:37.840
<v Speaker 1>little humorous responses and references to this when it went gold.

0:31:38.240 --> 0:31:42.600
<v Speaker 1>But yeah, that was one of those memorable moments in

0:31:42.800 --> 0:31:46.120
<v Speaker 1>m m O RPG history. Chris and I will have

0:31:46.200 --> 0:31:49.360
<v Speaker 1>more to say about how to play games online with

0:31:49.400 --> 0:31:51.680
<v Speaker 1>a whole bunch of other Yahoo's in just a second,

0:31:51.680 --> 0:31:54.200
<v Speaker 1>but first let's take a quick break to thank our sponsor.

0:32:02.920 --> 0:32:06.800
<v Speaker 1>So Ultimate Online ends up being the very first MMO

0:32:06.920 --> 0:32:11.200
<v Speaker 1>RPG to hit one thousand subscribers. It's really successful early

0:32:11.240 --> 0:32:13.840
<v Speaker 1>on in in the in these early early days of

0:32:13.880 --> 0:32:15.960
<v Speaker 1>the m m O RPG. Yeah. But the next one

0:32:16.000 --> 0:32:18.560
<v Speaker 1>that I have is it's going to put it to

0:32:18.640 --> 0:32:22.200
<v Speaker 1>Shane even are you talking about the one from Variant

0:32:22.240 --> 0:32:29.440
<v Speaker 1>Interactive later Sony Online Entertainment, premiered in ever Crack, Yes,

0:32:29.960 --> 0:32:33.280
<v Speaker 1>also known as ever Request or Rest or never Rest. Yeah,

0:32:33.440 --> 0:32:35.680
<v Speaker 1>lots of different names for this. Yeah, this was again.

0:32:35.920 --> 0:32:38.560
<v Speaker 1>And what's also interesting is so far Maridy in fifty

0:32:38.640 --> 0:32:43.280
<v Speaker 1>nine Ultimate Online Request, all three fantasy based role playing games. Yes,

0:32:44.000 --> 0:32:48.600
<v Speaker 1>EverQuest launches and it is a massive success. Uh. It

0:32:48.720 --> 0:32:51.040
<v Speaker 1>was in development at the same time as Ultima Online,

0:32:51.280 --> 0:32:54.280
<v Speaker 1>had a very different look from Ultima Online, although similar

0:32:54.280 --> 0:32:57.560
<v Speaker 1>setting in the sense of it's the Sword and Sorcery realm.

0:32:57.640 --> 0:33:01.080
<v Speaker 1>And uh, yeah, it was one of those games where eventually,

0:33:01.360 --> 0:33:03.120
<v Speaker 1>if you were talking about an M M O RPG,

0:33:03.240 --> 0:33:06.720
<v Speaker 1>you were talking either about Ultimate Online or ever Request,

0:33:07.280 --> 0:33:13.320
<v Speaker 1>and EverQuest popularity skyrocketed that that might be a and

0:33:13.320 --> 0:33:16.360
<v Speaker 1>and understatement in some ways, and and people would play

0:33:16.360 --> 0:33:18.920
<v Speaker 1>it for hours and hours and and and lose track

0:33:18.960 --> 0:33:22.880
<v Speaker 1>of time, and there were divorces and well, and also

0:33:23.200 --> 0:33:25.720
<v Speaker 1>it was you know, they had the benefit of seeing

0:33:25.880 --> 0:33:29.880
<v Speaker 1>what was not working on Ultimate Online and building out

0:33:30.000 --> 0:33:33.680
<v Speaker 1>their world so that it could limit these problems as

0:33:33.760 --> 0:33:36.080
<v Speaker 1>much as possible. Some problems are hard to get around

0:33:36.120 --> 0:33:39.800
<v Speaker 1>because they are human generated, and it's hard to create

0:33:39.880 --> 0:33:44.080
<v Speaker 1>systems that prevent human behavior from happening. Humans are very

0:33:44.120 --> 0:33:46.800
<v Speaker 1>good at figuring out ways to get around systems so

0:33:46.840 --> 0:33:51.240
<v Speaker 1>that they can be jerks. Uh, it's just true. We're

0:33:51.280 --> 0:33:53.960
<v Speaker 1>you know, we're like, hey, I really wanted to to

0:33:53.960 --> 0:33:56.040
<v Speaker 1>to do this one thing. The game's not letting me

0:33:56.120 --> 0:33:58.080
<v Speaker 1>but I bet if I try it this way, it'll work.

0:33:58.720 --> 0:34:02.719
<v Speaker 1>So yeah, Quest launches. But another game also fairly popular,

0:34:02.840 --> 0:34:05.000
<v Speaker 1>not nearly as popular as ever Quest Launch, is called

0:34:05.000 --> 0:34:09.520
<v Speaker 1>Asheron's Call Yep, yep. That one was from Turbine Entertainment,

0:34:09.600 --> 0:34:14.759
<v Speaker 1>later on taken over by Microsoft an Ashuran's Call. Uh

0:34:14.840 --> 0:34:20.279
<v Speaker 1>another fantasy game. Yeah, yeah, it had. It had sort

0:34:20.280 --> 0:34:23.000
<v Speaker 1>of a different system though, uh to it. It was

0:34:23.000 --> 0:34:27.680
<v Speaker 1>sort of a loyalty system where you would basically, um,

0:34:27.719 --> 0:34:29.840
<v Speaker 1>there were It was sort of like a lord and

0:34:29.920 --> 0:34:34.080
<v Speaker 1>vassals kind of situation where um, the lord was expected

0:34:34.120 --> 0:34:38.239
<v Speaker 1>to be good to his I assume there were ladies too,

0:34:38.719 --> 0:34:40.600
<v Speaker 1>But basically in in this role, the person at the

0:34:40.640 --> 0:34:42.480
<v Speaker 1>top of the pyramid is supposed to be expected to

0:34:42.480 --> 0:34:46.040
<v Speaker 1>be good to their people, um, for which they would

0:34:46.040 --> 0:34:49.960
<v Speaker 1>be rewarded and the people would be able to support

0:34:50.040 --> 0:34:53.280
<v Speaker 1>their uh, the person at the top of the pyramid.

0:34:53.440 --> 0:34:55.480
<v Speaker 1>So it was supposed to kind of like feudalism. Yeah,

0:34:55.520 --> 0:34:57.359
<v Speaker 1>it was really supposed to work out in the game,

0:34:57.400 --> 0:34:59.759
<v Speaker 1>and apparently it was sort of a limited success. It

0:34:59.800 --> 0:35:01.879
<v Speaker 1>was a different, a very different kind of system than

0:35:01.960 --> 0:35:04.239
<v Speaker 1>than anyone else had had. There are a couple of

0:35:04.239 --> 0:35:06.960
<v Speaker 1>games that really tried to break the mold. UM, and

0:35:07.040 --> 0:35:10.239
<v Speaker 1>that was one of them. And and they they've all

0:35:10.320 --> 0:35:14.440
<v Speaker 1>met with varying degrees of success. UM. Two thousand was

0:35:14.480 --> 0:35:18.520
<v Speaker 1>an interesting year because that's when Lucas Arts announced, uh,

0:35:18.520 --> 0:35:21.880
<v Speaker 1>that it was developing a game that initially I was

0:35:22.680 --> 0:35:25.600
<v Speaker 1>very very eager to get my hands on, called Star

0:35:25.680 --> 0:35:30.319
<v Speaker 1>Wars Galaxies. So it's announced in two thousand and the

0:35:30.360 --> 0:35:33.040
<v Speaker 1>original launch date was going to be in two thousand one,

0:35:33.480 --> 0:35:39.400
<v Speaker 1>but it was delayed until two thousand three. Uh. The game, UH,

0:35:39.719 --> 0:35:41.640
<v Speaker 1>the setting of the game first of all set in

0:35:41.680 --> 0:35:44.520
<v Speaker 1>the Star Wars universe obviously, but the actual setting of

0:35:44.560 --> 0:35:47.319
<v Speaker 1>the game was set after the events of Episode four

0:35:48.360 --> 0:35:53.080
<v Speaker 1>often just called Star Wars, also known as a New Hope,

0:35:53.320 --> 0:35:56.480
<v Speaker 1>So and you hope justin it's so death Stars blown up.

0:35:56.520 --> 0:35:58.480
<v Speaker 1>That's when the game is set. And you could actually

0:35:58.600 --> 0:36:04.080
<v Speaker 1>encounter character from the films as you played the game. UM.

0:36:04.120 --> 0:36:06.360
<v Speaker 1>But there were a lot of issues people had with

0:36:06.400 --> 0:36:09.040
<v Speaker 1>this game. There was some gameplay issues, there were some

0:36:09.080 --> 0:36:11.920
<v Speaker 1>story issues. There were people who were very upset that

0:36:11.960 --> 0:36:15.160
<v Speaker 1>the Jedi system was kind of weird and Star Wars

0:36:15.160 --> 0:36:17.640
<v Speaker 1>Galaxies in order to be a Jedi, you know, keep

0:36:17.680 --> 0:36:20.760
<v Speaker 1>in mind set during the original trilogy, not a Jedi.

0:36:20.920 --> 0:36:24.520
<v Speaker 1>In that original trilogy, you essentially had Luke and then

0:36:24.560 --> 0:36:26.400
<v Speaker 1>you had you know, Jonnith Vader, the Dark Lord of

0:36:26.400 --> 0:36:29.319
<v Speaker 1>the Sith, and you had Yoda, and then as far

0:36:29.360 --> 0:36:32.840
<v Speaker 1>as you knew that was that was it was Obi

0:36:32.880 --> 0:36:35.120
<v Speaker 1>Wan in the first film, but then he dies spoiler alert,

0:36:35.200 --> 0:36:38.839
<v Speaker 1>and so, um, you didn't have that any Jedi running around.

0:36:38.880 --> 0:36:40.640
<v Speaker 1>I mean, the idea was that Darth Vader had gone

0:36:40.719 --> 0:36:43.759
<v Speaker 1>and and pretty much killed all the rest of them. So,

0:36:45.080 --> 0:36:47.880
<v Speaker 1>because you know, they wanted the game to be true

0:36:47.920 --> 0:36:50.480
<v Speaker 1>to the lore of Star Wars as much as possible,

0:36:50.800 --> 0:36:52.799
<v Speaker 1>they did not want it to be easy to go

0:36:52.840 --> 0:36:55.359
<v Speaker 1>out and create a Jedi, because if it were, then

0:36:55.360 --> 0:36:56.920
<v Speaker 1>everyone would go out and create a Jedi, and then

0:36:56.960 --> 0:36:59.000
<v Speaker 1>you'd suddenly you have a Star Wars universe where a

0:36:59.080 --> 0:37:01.520
<v Speaker 1>hundred thousand Jedi are running around. I wouldn't feel like

0:37:01.560 --> 0:37:04.600
<v Speaker 1>Star Wars. So what they did was they created a

0:37:04.640 --> 0:37:09.000
<v Speaker 1>system that was difficult to discover how to unlock the Jedi.

0:37:09.040 --> 0:37:13.319
<v Speaker 1>It was almost, ah, it seemed almost random, like there

0:37:13.360 --> 0:37:16.160
<v Speaker 1>was this list of criteria you had to complete and

0:37:16.160 --> 0:37:21.000
<v Speaker 1>the list was never made public. But uh so the

0:37:21.040 --> 0:37:23.479
<v Speaker 1>game launched in two thousand three, the first the first

0:37:23.480 --> 0:37:27.680
<v Speaker 1>person to unlock the Jedi slot character did it within

0:37:27.960 --> 0:37:32.239
<v Speaker 1>I think four months after the game launched. Uh. They

0:37:32.320 --> 0:37:36.040
<v Speaker 1>later on change the requirements for becoming a Jedi and

0:37:36.120 --> 0:37:39.439
<v Speaker 1>made it a quest that you could take, so that

0:37:39.520 --> 0:37:41.600
<v Speaker 1>you would have a very specific pathway you could take

0:37:41.600 --> 0:37:43.319
<v Speaker 1>in order to become a Jedi, because people were saying

0:37:44.200 --> 0:37:46.840
<v Speaker 1>Star Wars. The coolest people in Star Wars are the Jedi.

0:37:46.880 --> 0:37:48.440
<v Speaker 1>They have They're the ones who have all the really

0:37:48.480 --> 0:37:51.080
<v Speaker 1>cool powers. They have the light sabers. These guys are awesome,

0:37:51.120 --> 0:37:52.879
<v Speaker 1>and you're making it impossible for me to find out

0:37:52.880 --> 0:37:56.200
<v Speaker 1>how to play one. So it's a very frustrating experience

0:37:56.239 --> 0:38:00.880
<v Speaker 1>for people. Well, these problems continued, among other issues, including

0:38:00.880 --> 0:38:03.600
<v Speaker 1>things like reefers and cheaters that sort of stuff, and

0:38:03.680 --> 0:38:07.240
<v Speaker 1>the game was ultimately shut down in twenty eleven, partially

0:38:07.280 --> 0:38:10.640
<v Speaker 1>because there was another Star Wars game on the horizon,

0:38:10.719 --> 0:38:12.680
<v Speaker 1>but we'll get to that in a little bit. Yeah,

0:38:12.719 --> 0:38:14.440
<v Speaker 1>I was a little surprised that you didn't mention Dark

0:38:14.480 --> 0:38:17.920
<v Speaker 1>Age of Camelot in two thousand one. Well that's because

0:38:18.000 --> 0:38:23.200
<v Speaker 1>because the Star Wars Galaxies was originally But yeah, in

0:38:23.239 --> 0:38:25.480
<v Speaker 1>two thousand one, dark Age of Camelot came out, and

0:38:25.520 --> 0:38:28.480
<v Speaker 1>that was that was an interesting game too because that

0:38:28.520 --> 0:38:32.160
<v Speaker 1>focused a lot on player versus player gameplay and it

0:38:32.239 --> 0:38:35.440
<v Speaker 1>was specifically set within the the world of King Arthur

0:38:36.160 --> 0:38:40.719
<v Speaker 1>theory and legend. Yeah another fantasy, but um but yeah,

0:38:41.480 --> 0:38:44.839
<v Speaker 1>very specific fantasy though, that's true. The the interesting thing

0:38:44.840 --> 0:38:48.200
<v Speaker 1>about this is that you had games where player versus

0:38:48.239 --> 0:38:52.520
<v Speaker 1>player combat was possible because a lot of people wanted

0:38:52.560 --> 0:38:55.000
<v Speaker 1>to have the ability to test their characters against other

0:38:55.000 --> 0:38:58.160
<v Speaker 1>people's characters and play against them. There were other games

0:38:58.200 --> 0:39:02.960
<v Speaker 1>that really stressed uh uh player cooperation, and some did

0:39:02.960 --> 0:39:06.319
<v Speaker 1>not even allow player versus player interaction. You had to

0:39:07.040 --> 0:39:10.560
<v Speaker 1>you could not attack another player. Uh. Some games tried

0:39:10.600 --> 0:39:13.480
<v Speaker 1>to split the difference where within certain regions there was

0:39:13.560 --> 0:39:16.440
<v Speaker 1>no way you could attack another player. If you ventured

0:39:16.480 --> 0:39:19.759
<v Speaker 1>outside of those regions, outside those safe zones, then you

0:39:19.800 --> 0:39:22.879
<v Speaker 1>could attack or be attacked by other players. And uh.

0:39:22.960 --> 0:39:25.720
<v Speaker 1>Then there was another way of doing this where games

0:39:25.719 --> 0:39:29.200
<v Speaker 1>would create specific servers where if you would log on

0:39:29.239 --> 0:39:32.120
<v Speaker 1>to certain servers, they'd be player friendly in the sense

0:39:32.160 --> 0:39:33.919
<v Speaker 1>that you are not going to be attacked by any

0:39:33.920 --> 0:39:36.799
<v Speaker 1>other player because that's the kind of server it is,

0:39:36.960 --> 0:39:39.400
<v Speaker 1>and other servers or player versus player servers where it's

0:39:39.400 --> 0:39:44.399
<v Speaker 1>anything goes and lots of different experimentation during this time

0:39:44.400 --> 0:39:46.719
<v Speaker 1>to find out what what's the right way of going

0:39:46.719 --> 0:39:49.800
<v Speaker 1>about it, and to this day companies are still experimenting

0:39:49.800 --> 0:39:54.000
<v Speaker 1>with that. It also had the people in the game,

0:39:54.040 --> 0:39:57.520
<v Speaker 1>the characters in the game UH as part of a

0:39:57.920 --> 0:40:02.640
<v Speaker 1>basically specific tribes UM basically the the Uh, the English,

0:40:02.719 --> 0:40:06.080
<v Speaker 1>the Norse, and the Celtic groups when and each of

0:40:06.120 --> 0:40:10.560
<v Speaker 1>them had specific attributes at which they excelled UM. For example,

0:40:10.640 --> 0:40:15.160
<v Speaker 1>the the Celts were particularly good at magic UM and UM.

0:40:15.520 --> 0:40:19.399
<v Speaker 1>The Norse were better at melee combat UM. And that's

0:40:19.440 --> 0:40:22.319
<v Speaker 1>something again. These systems, if you'll notice, these systems are

0:40:22.440 --> 0:40:25.080
<v Speaker 1>the kinds of things that are pretty common across all

0:40:25.280 --> 0:40:28.239
<v Speaker 1>of the the current mm O RPGs, but it's sort

0:40:28.280 --> 0:40:31.560
<v Speaker 1>of like they're being rolled out game by game and

0:40:31.640 --> 0:40:34.960
<v Speaker 1>people are UM. They're sort of picking up to the

0:40:35.000 --> 0:40:38.120
<v Speaker 1>point where it's they take a, B, C, D and E,

0:40:38.400 --> 0:40:40.400
<v Speaker 1>where before they were just sort of a well, this

0:40:40.440 --> 0:40:42.480
<v Speaker 1>is an okay game, but look at this one thing.

0:40:42.880 --> 0:40:47.160
<v Speaker 1>It's so cool. UM. Two thousand one was also an

0:40:47.200 --> 0:40:52.279
<v Speaker 1>Anarchy Online launched as a science fiction based game, So

0:40:52.360 --> 0:40:54.440
<v Speaker 1>breaking the Mold I mean, Star Wars Galaxies had not

0:40:54.520 --> 0:40:56.360
<v Speaker 1>come out yet. It had been announced, but it hadn't

0:40:56.360 --> 0:40:58.440
<v Speaker 1>come out. And you could also argue that Star Wars

0:40:58.520 --> 0:41:01.120
<v Speaker 1>is in fact a fantasy science fiction. I would not

0:41:01.200 --> 0:41:04.879
<v Speaker 1>argue against that. I think it's both. I think that

0:41:05.040 --> 0:41:08.000
<v Speaker 1>when most of the explanations for the technology within Star

0:41:08.000 --> 0:41:11.120
<v Speaker 1>Wars really boiled down to magic, it pretty much just fantasy.

0:41:11.239 --> 0:41:15.080
<v Speaker 1>Well yeah, but the thing, ye well, a lightsabers a

0:41:15.080 --> 0:41:20.560
<v Speaker 1>magic sword, it really is. But u blasters and lands

0:41:20.600 --> 0:41:25.359
<v Speaker 1>feeders or technology, which is when yeah, yeah, okay, all right,

0:41:25.400 --> 0:41:27.880
<v Speaker 1>it's got the trappings of science fiction. It's a fantasy exactly.

0:41:27.960 --> 0:41:31.280
<v Speaker 1>Anarchy Online was science fiction based. It had some pretty

0:41:31.320 --> 0:41:34.560
<v Speaker 1>major technical issues when it launched, and had particular problems

0:41:34.680 --> 0:41:37.759
<v Speaker 1>handling large loads of players. So if a lot of

0:41:37.760 --> 0:41:40.480
<v Speaker 1>people tried to play on one server, there were a

0:41:40.520 --> 0:41:44.040
<v Speaker 1>lot of issues with lag and and and server stability.

0:41:44.440 --> 0:41:47.399
<v Speaker 1>So it had some issues when it launched. There's still

0:41:47.400 --> 0:41:49.040
<v Speaker 1>a lot of people who really loved that game, but

0:41:49.080 --> 0:41:51.239
<v Speaker 1>there were a lot of problems with it. It did

0:41:51.320 --> 0:41:54.640
<v Speaker 1>have several expansions, though, and this is when this is

0:41:54.680 --> 0:41:56.200
<v Speaker 1>the period in which you started to see a lot

0:41:56.280 --> 0:42:00.120
<v Speaker 1>of that Ever, Quest was infamous for the expansion that

0:42:00.400 --> 0:42:04.279
<v Speaker 1>I think sixteen different expansions came out Forever Quest, So

0:42:04.320 --> 0:42:07.640
<v Speaker 1>that's you know, and these were ways to increase the

0:42:07.760 --> 0:42:10.120
<v Speaker 1>appeal of the game to the long time players who

0:42:10.160 --> 0:42:12.640
<v Speaker 1>had pretty much achieved everything they could do within the

0:42:13.160 --> 0:42:15.960
<v Speaker 1>base game. Now why why would they keep playing? And

0:42:16.040 --> 0:42:18.560
<v Speaker 1>remember these games are based on not just a purchase price,

0:42:18.600 --> 0:42:22.920
<v Speaker 1>but a monthly subscription, and so you want to try

0:42:22.920 --> 0:42:25.279
<v Speaker 1>and keep those players around as long as possible. Well,

0:42:25.280 --> 0:42:28.160
<v Speaker 1>one way to do that is to release expansions that

0:42:28.640 --> 0:42:32.400
<v Speaker 1>continue to engage players even after they have completed, you know,

0:42:32.719 --> 0:42:37.120
<v Speaker 1>the massive percentage of the base game. Well. Uh, in

0:42:37.160 --> 0:42:40.640
<v Speaker 1>two thousand two, we saw the launch of Final Fantasy

0:42:40.719 --> 0:42:45.320
<v Speaker 1>eleven online. Uh yeah, so it launched in in Japan

0:42:45.520 --> 0:42:48.560
<v Speaker 1>on the PlayStation two and at that time, so it

0:42:48.640 --> 0:42:51.160
<v Speaker 1>was available on multiple platforms. In fact, that was a

0:42:51.160 --> 0:42:55.160
<v Speaker 1>big deal. It was a massively multiplayer online game that

0:42:55.400 --> 0:43:00.560
<v Speaker 1>was supporting platforms across various kinds of machines. So it

0:43:00.640 --> 0:43:02.520
<v Speaker 1>wasn't you know, you didn't have to just play the

0:43:02.560 --> 0:43:05.200
<v Speaker 1>game on one particular computer. In fact, the same servers

0:43:05.239 --> 0:43:08.520
<v Speaker 1>were supporting the game for multiple platforms. And you might say, well,

0:43:08.560 --> 0:43:11.000
<v Speaker 1>you know, so what's the big deal about consoles. Well,

0:43:11.520 --> 0:43:14.840
<v Speaker 1>keep in mind that consoles for the most part, don't

0:43:14.840 --> 0:43:17.760
<v Speaker 1>necessarily have keyboards, and so if you want to talk,

0:43:18.080 --> 0:43:22.080
<v Speaker 1>this is part of the online multiplayer experience. You want

0:43:22.080 --> 0:43:25.760
<v Speaker 1>to communicate with your your teammates to achieve whatever goals

0:43:25.800 --> 0:43:28.200
<v Speaker 1>to slay the dragon or to break into the fortress

0:43:28.280 --> 0:43:31.719
<v Speaker 1>or whatever that you're trying to accomplish them, or to

0:43:31.760 --> 0:43:35.279
<v Speaker 1>irritate people, uh, taunt people. You need to be able

0:43:35.320 --> 0:43:38.360
<v Speaker 1>to communicate with one another. And so now they're starting

0:43:38.360 --> 0:43:41.160
<v Speaker 1>to figure out ways convenient ways to do that to

0:43:41.160 --> 0:43:44.920
<v Speaker 1>make that happen in two thousand three. Uh and by

0:43:44.960 --> 0:43:47.520
<v Speaker 1>the way, there are a lot of games that can

0:43:47.800 --> 0:43:50.520
<v Speaker 1>come out over in Asia that fall into this category

0:43:50.760 --> 0:43:52.359
<v Speaker 1>that I'm not really going to talk about. I'm telling

0:43:52.400 --> 0:43:54.880
<v Speaker 1>mostly about the ones that were playing in the Western hemisphere,

0:43:55.000 --> 0:43:57.680
<v Speaker 1>um because that's where the majority of our listeners are from.

0:43:58.640 --> 0:44:01.480
<v Speaker 1>But in two thousand three, Ube Soft launches a game

0:44:01.520 --> 0:44:05.360
<v Speaker 1>called Shadow Bain and Shadow Bain. The interesting thing to

0:44:05.440 --> 0:44:08.040
<v Speaker 1>me about Shadow Bain was that the idea behind it

0:44:08.080 --> 0:44:12.320
<v Speaker 1>was that the game's events would not be pregenerated quests

0:44:12.840 --> 0:44:15.239
<v Speaker 1>because for a lot of these m M O RPGs,

0:44:15.320 --> 0:44:18.279
<v Speaker 1>you create a character. There are certain quests within the

0:44:18.280 --> 0:44:22.239
<v Speaker 1>world that exists and have existed for everyone that you

0:44:22.280 --> 0:44:24.520
<v Speaker 1>can go and complete. So your buddy can go and

0:44:24.960 --> 0:44:28.120
<v Speaker 1>they get a quest from this person, Hey, this in

0:44:28.440 --> 0:44:30.399
<v Speaker 1>is full of rats. I need you to clean it out.

0:44:30.680 --> 0:44:32.479
<v Speaker 1>And your buddy goes in and cleans out all the rats,

0:44:32.480 --> 0:44:34.920
<v Speaker 1>and then you go to that same person that persusays, hey,

0:44:34.920 --> 0:44:36.600
<v Speaker 1>this in is full of rats. I needed to clean

0:44:36.640 --> 0:44:38.040
<v Speaker 1>them out. Then you can go and clean out all

0:44:38.080 --> 0:44:41.799
<v Speaker 1>the rats. Um Shadow Bain was different. It depended upon

0:44:41.840 --> 0:44:45.600
<v Speaker 1>the players to generate the content and the events within

0:44:45.680 --> 0:44:49.680
<v Speaker 1>the game that would affect everyone, which is pretty cool.

0:44:50.520 --> 0:44:53.160
<v Speaker 1>It's also putting a lot of responsibility on the backs

0:44:53.200 --> 0:44:57.560
<v Speaker 1>of the players, So I can't tell you exactly how

0:44:57.560 --> 0:44:59.520
<v Speaker 1>well it works because I never played Shadow Bain. I

0:44:59.600 --> 0:45:01.720
<v Speaker 1>just thought it was interesting to try and go about

0:45:01.760 --> 0:45:04.200
<v Speaker 1>making a game in that way. I have played in

0:45:04.280 --> 0:45:07.920
<v Speaker 1>games where the game content was supposed to be player generated,

0:45:08.200 --> 0:45:12.080
<v Speaker 1>and I gotta tell you, for every cool event that happens,

0:45:12.400 --> 0:45:16.440
<v Speaker 1>there's about twenty hours of nothing happening. Hey it's Jonathan

0:45:16.480 --> 0:45:19.840
<v Speaker 1>again from you know the present, just letting you guys

0:45:19.880 --> 0:45:21.319
<v Speaker 1>know that we have a little bit more to say

0:45:21.360 --> 0:45:24.200
<v Speaker 1>about m m O RPGs, But before we get into that,

0:45:24.280 --> 0:45:28.400
<v Speaker 1>I'm just this rate is just not going well for me.

0:45:28.480 --> 0:45:31.040
<v Speaker 1>All Right, We're gonna take a quick break and thank

0:45:31.040 --> 0:45:41.719
<v Speaker 1>our sponsor. And the early two thousands is also when

0:45:41.719 --> 0:45:46.760
<v Speaker 1>we start talking about people trading real money for stuff

0:45:46.800 --> 0:45:49.960
<v Speaker 1>in games and spawning its own economy. Of course, that

0:45:49.960 --> 0:45:52.440
<v Speaker 1>that became a problem for a lot of people, you know,

0:45:52.560 --> 0:45:55.160
<v Speaker 1>gold farming as they call it. Yeah, so you had

0:45:56.480 --> 0:45:59.560
<v Speaker 1>it's kind of crazy coming across many platforms in many games. Yeah,

0:45:59.560 --> 0:46:02.439
<v Speaker 1>you had the willing to pay real money to get

0:46:02.600 --> 0:46:07.319
<v Speaker 1>in game resources to make their players stronger within the game,

0:46:07.640 --> 0:46:10.600
<v Speaker 1>which is kind of interesting because you think you could

0:46:10.600 --> 0:46:13.319
<v Speaker 1>be using that real money to get you real resources

0:46:13.360 --> 0:46:16.319
<v Speaker 1>to make you happier in real life. But people were

0:46:16.360 --> 0:46:18.960
<v Speaker 1>deriving so much pleasure from the games themselves that they

0:46:19.000 --> 0:46:22.800
<v Speaker 1>wanted to uh to to deck out their characters with

0:46:22.840 --> 0:46:24.960
<v Speaker 1>the best stuff that they could possibly get. And in

0:46:25.000 --> 0:46:27.600
<v Speaker 1>some cases it wasn't like some cases it was so

0:46:27.719 --> 0:46:29.880
<v Speaker 1>that they could show off. Some cases, it was so

0:46:29.920 --> 0:46:32.520
<v Speaker 1>that they could take advantage of other players more effectively.

0:46:32.640 --> 0:46:35.480
<v Speaker 1>Some people just wanted you know, they really like playing

0:46:35.520 --> 0:46:37.800
<v Speaker 1>the game, and they just wanted to have the coolest

0:46:37.880 --> 0:46:39.960
<v Speaker 1>stuff that they could get for their character, and they

0:46:40.000 --> 0:46:42.719
<v Speaker 1>relatedn't have the time or the inclination to go get

0:46:42.760 --> 0:46:46.920
<v Speaker 1>it themselves. Because sometimes you're talking about items that would

0:46:47.040 --> 0:46:51.840
<v Speaker 1>drop only if you killed a certain monster and not always.

0:46:52.400 --> 0:46:54.839
<v Speaker 1>You know, it wouldn't always drop. So in other words,

0:46:54.880 --> 0:46:57.520
<v Speaker 1>you might have to face off against this particularly powerful

0:46:57.600 --> 0:47:00.239
<v Speaker 1>creature and use a lot of your resources like health

0:47:00.239 --> 0:47:03.000
<v Speaker 1>potions or whatever, in order to take the creature down.

0:47:03.360 --> 0:47:06.520
<v Speaker 1>And then the creature drops items, and it may even

0:47:06.560 --> 0:47:08.880
<v Speaker 1>be that you know, it's only a certain percentage of

0:47:08.920 --> 0:47:11.399
<v Speaker 1>the time will it drop the item you're specifically looking for.

0:47:11.719 --> 0:47:13.960
<v Speaker 1>To make it more complicated, you would have games where

0:47:14.280 --> 0:47:17.400
<v Speaker 1>other players could pick up an item when it dropped,

0:47:17.760 --> 0:47:21.000
<v Speaker 1>and so it may only drop that one item, But

0:47:21.080 --> 0:47:23.440
<v Speaker 1>then there's fifty people all trying to grab it at

0:47:23.440 --> 0:47:26.759
<v Speaker 1>the same time and there's only one instance of that item. Well,

0:47:26.800 --> 0:47:30.080
<v Speaker 1>then you know that would cause problems too, because you

0:47:30.160 --> 0:47:33.680
<v Speaker 1>have people who would camp out waiting for a monster

0:47:33.760 --> 0:47:36.080
<v Speaker 1>to regenerate in order for them to go in and

0:47:36.120 --> 0:47:40.080
<v Speaker 1>try and farm out this particular item, and it for

0:47:40.120 --> 0:47:42.680
<v Speaker 1>some people it was worthwhile. For others, they just said,

0:47:42.760 --> 0:47:46.560
<v Speaker 1>this doesn't make the game fun. If I'm just you know,

0:47:46.719 --> 0:47:48.759
<v Speaker 1>competing against all these people to wait for this one

0:47:48.800 --> 0:47:51.920
<v Speaker 1>monster to loads so I can get this one item,

0:47:52.719 --> 0:47:55.160
<v Speaker 1>you know, this feels more like work than a game,

0:47:55.239 --> 0:47:57.680
<v Speaker 1>and that became a problem for some people. It's still

0:47:57.680 --> 0:48:00.560
<v Speaker 1>a problem today depending upon how the game handles items.

0:48:00.560 --> 0:48:02.160
<v Speaker 1>There are a lot of games now that will drop

0:48:02.239 --> 0:48:06.239
<v Speaker 1>items that are specific only to that one character, so

0:48:06.280 --> 0:48:09.040
<v Speaker 1>that each character that is participating and say a raid,

0:48:09.560 --> 0:48:14.560
<v Speaker 1>all has access to the same general stuff. But if

0:48:14.600 --> 0:48:17.000
<v Speaker 1>they take it, it does not get removed from the

0:48:17.040 --> 0:48:20.440
<v Speaker 1>other person's game. So if if we are banding together

0:48:20.480 --> 0:48:23.480
<v Speaker 1>and we take down a monster and that monster drops

0:48:23.520 --> 0:48:25.719
<v Speaker 1>twenty gold, you get to pick up twenty gold. I

0:48:25.760 --> 0:48:28.440
<v Speaker 1>get to pick up twenty gold, and it's not like

0:48:28.560 --> 0:48:30.719
<v Speaker 1>the twenty gold only exists for the two of us.

0:48:31.600 --> 0:48:34.920
<v Speaker 1>So anyway, moving on to two thousand four, which is

0:48:34.960 --> 0:48:37.520
<v Speaker 1>a big year and m m O RPGs again, I'm

0:48:37.520 --> 0:48:40.880
<v Speaker 1>surprised you didn't mention eve Online, which also debuted into Yeah,

0:48:41.040 --> 0:48:43.320
<v Speaker 1>I thought about that and then I didn't. Do you

0:48:43.360 --> 0:48:47.160
<v Speaker 1>want to say anything about eval Online is still very popular.

0:48:47.560 --> 0:48:51.760
<v Speaker 1>Um it's uh. It's made by a European company UM

0:48:51.880 --> 0:48:56.279
<v Speaker 1>named CCP games and very predominantly male too from what

0:48:56.320 --> 0:48:59.839
<v Speaker 1>I understand. Um, but yeah, it's a it's a big

0:49:00.080 --> 0:49:04.440
<v Speaker 1>um still very very popular with space exploration and basically

0:49:04.440 --> 0:49:08.120
<v Speaker 1>space combat. Um, whereas in the Star Wars games you

0:49:08.200 --> 0:49:11.919
<v Speaker 1>might actually be a character and you know, on your feet,

0:49:12.200 --> 0:49:14.200
<v Speaker 1>and most of what I've seen of viv Online is

0:49:14.640 --> 0:49:17.160
<v Speaker 1>uh space based, so you know, you have your ship

0:49:17.200 --> 0:49:21.080
<v Speaker 1>and you're doing stuff. Um, and there's there's interstellar commerce

0:49:21.080 --> 0:49:24.040
<v Speaker 1>and that kind of thing. Um. Obviously I've never played,

0:49:24.080 --> 0:49:25.840
<v Speaker 1>but it's I do know some people who do, and

0:49:26.080 --> 0:49:28.719
<v Speaker 1>they really love it so and it's it's kind a

0:49:28.760 --> 0:49:30.400
<v Speaker 1>big following, which is why I thought, you know, you

0:49:30.440 --> 0:49:32.560
<v Speaker 1>should mention it. It's you know, always again one of

0:49:32.600 --> 0:49:35.560
<v Speaker 1>us nice to see a game that does not necessarily

0:49:35.600 --> 0:49:40.640
<v Speaker 1>just fall into the sword and sorcery realm. So next

0:49:40.760 --> 0:49:43.560
<v Speaker 1>we have in two thousand four three games that three

0:49:43.960 --> 0:49:46.200
<v Speaker 1>among the many games that came out, three big ones

0:49:47.000 --> 0:49:50.319
<v Speaker 1>request to which you know, because ever Quest, even with

0:49:50.400 --> 0:49:53.080
<v Speaker 1>the expansion packs, was starting to show its age, and

0:49:53.160 --> 0:49:57.200
<v Speaker 1>EverQuest two was an opportunity for Well to sell more

0:49:57.239 --> 0:49:59.600
<v Speaker 1>copies of games for one thing, but also to update

0:49:59.680 --> 0:50:03.280
<v Speaker 1>the the graphics and game engine beyond what an expansion

0:50:03.280 --> 0:50:07.040
<v Speaker 1>pat could do, and so Request To launches, City of

0:50:07.120 --> 0:50:11.799
<v Speaker 1>Heroes launches, and now you've got the superhero supervillain kind

0:50:11.840 --> 0:50:16.879
<v Speaker 1>of games launching, which was a neat um, a neat

0:50:16.920 --> 0:50:22.960
<v Speaker 1>expansion on M m O RPGs. And then the big

0:50:23.040 --> 0:50:27.080
<v Speaker 1>game that is on the tip of everyone's tongue when

0:50:27.120 --> 0:50:30.879
<v Speaker 1>they talk about M m O RPGs, World of Warcraft,

0:50:31.920 --> 0:50:37.719
<v Speaker 1>which I think you cannot describe anything other than phenomenal success.

0:50:38.719 --> 0:50:41.440
<v Speaker 1>I mean it was, it was a true phenomenon. There

0:50:41.480 --> 0:50:44.520
<v Speaker 1>are over ten million people playing the game. I remember

0:50:44.800 --> 0:50:47.080
<v Speaker 1>when Ultimate Online launched, it was a big deal when

0:50:47.120 --> 0:50:50.120
<v Speaker 1>they hit a hundred thousand subscribers. Now we're talking about

0:50:50.239 --> 0:50:53.360
<v Speaker 1>ten million people playing this game, and it even it

0:50:53.440 --> 0:50:57.080
<v Speaker 1>even I know that the largest number I've seen attributed

0:50:57.120 --> 0:50:58.839
<v Speaker 1>to it was a couple from a couple of years

0:50:58.840 --> 0:51:02.399
<v Speaker 1>ago now, but recording this in where they had hit

0:51:02.480 --> 0:51:05.680
<v Speaker 1>twelve million at one point, maybe even thirteen. So it

0:51:05.800 --> 0:51:09.160
<v Speaker 1>is declined in the past year or two, but not

0:51:09.719 --> 0:51:13.720
<v Speaker 1>it's still going. Yeah, there there are plenty of people

0:51:13.719 --> 0:51:17.160
<v Speaker 1>who still play and uh and the expansion packs have

0:51:17.840 --> 0:51:22.120
<v Speaker 1>really continued the development of that world so much so

0:51:22.280 --> 0:51:26.360
<v Speaker 1>that they destroyed it at one point, cataclysm completely uh

0:51:26.360 --> 0:51:29.359
<v Speaker 1>turned the world upside down, and uh it upsets some

0:51:29.400 --> 0:51:32.959
<v Speaker 1>players because things changed so dramatically. But the whole point

0:51:32.960 --> 0:51:35.879
<v Speaker 1>of it was that the player base for for Wow

0:51:36.800 --> 0:51:39.680
<v Speaker 1>was made up a lot a lot of the player base.

0:51:40.000 --> 0:51:42.799
<v Speaker 1>We're old time players who have been playing forever, and

0:51:43.040 --> 0:51:46.120
<v Speaker 1>you know, you have to keep making things interesting and

0:51:46.480 --> 0:51:49.800
<v Speaker 1>adding a new realm every now and then, and upping

0:51:49.840 --> 0:51:53.560
<v Speaker 1>the level cap by five only goes so far, and

0:51:53.640 --> 0:51:57.280
<v Speaker 1>so there have been some calculated risks of really shaking

0:51:57.280 --> 0:52:00.800
<v Speaker 1>the game up in order to keep long time players

0:52:00.840 --> 0:52:04.520
<v Speaker 1>around and interested, because now they've got you know, even

0:52:04.560 --> 0:52:09.080
<v Speaker 1>places that seemed familiar are now new to them. Uh.

0:52:09.120 --> 0:52:12.640
<v Speaker 1>For new players, that was a little confusing. So you'd ask,

0:52:12.719 --> 0:52:15.600
<v Speaker 1>like a level seventy eight character, Hey, how do I

0:52:15.640 --> 0:52:18.160
<v Speaker 1>get to such and such? Like, Uh, well, I can

0:52:18.200 --> 0:52:20.239
<v Speaker 1>tell you how you used to be able to get there,

0:52:22.000 --> 0:52:25.200
<v Speaker 1>I don't know how you get there now. Um they

0:52:25.440 --> 0:52:27.680
<v Speaker 1>left at the barrel, should have taken on the left.

0:52:27.680 --> 0:52:31.000
<v Speaker 1>And Albuquerque. Uh So yeah, that those games, all three

0:52:31.080 --> 0:52:34.000
<v Speaker 1>of those games were made a big impact. And you know,

0:52:34.040 --> 0:52:35.759
<v Speaker 1>it was at this point that you really started to

0:52:35.760 --> 0:52:39.640
<v Speaker 1>see some real competition between games because there are only

0:52:39.680 --> 0:52:42.040
<v Speaker 1>so many gamers out there who want to play online

0:52:42.120 --> 0:52:46.880
<v Speaker 1>role playing games, and yeah, and subscriptions can start to

0:52:46.960 --> 0:52:49.719
<v Speaker 1>rack up. I mean, these are not necessarily cheap and

0:52:49.840 --> 0:52:52.440
<v Speaker 1>maybe somewhere in the realm of you know, twenty to

0:52:52.560 --> 0:52:56.200
<v Speaker 1>thirty dollars a month, twenty three dollars a month to play,

0:52:56.400 --> 0:52:58.799
<v Speaker 1>and you know, you start playing multiple games, you only

0:52:58.800 --> 0:53:01.239
<v Speaker 1>have so much time to dedicate each game. So the

0:53:01.280 --> 0:53:05.279
<v Speaker 1>competition was pretty fierce. World of Warcraft ran with this

0:53:05.719 --> 0:53:09.799
<v Speaker 1>and did really well. Two thousand eight. There was a

0:53:09.840 --> 0:53:12.080
<v Speaker 1>game that launched that you know in other games again,

0:53:12.160 --> 0:53:15.640
<v Speaker 1>launched between two thousand and four and two. Guild Wars

0:53:15.680 --> 0:53:17.840
<v Speaker 1>is a good one, that's actually a really good example.

0:53:17.960 --> 0:53:21.160
<v Speaker 1>Or D and D Online dn D Online, which changed

0:53:21.239 --> 0:53:23.520
<v Speaker 1>from and it's not the only one. In fact, the

0:53:23.560 --> 0:53:25.560
<v Speaker 1>one I'm about to mention also did this. D n

0:53:25.600 --> 0:53:28.879
<v Speaker 1>D Online and Age of Conan, which launched in two

0:53:28.880 --> 0:53:31.239
<v Speaker 1>thousand eight. Both of those were games that you would

0:53:31.239 --> 0:53:34.319
<v Speaker 1>pay for originally and you did a monthly subscription. Both

0:53:34.320 --> 0:53:37.480
<v Speaker 1>of those games also came out with free to play models,

0:53:37.920 --> 0:53:40.360
<v Speaker 1>where you could play the game for free, but you

0:53:40.360 --> 0:53:45.360
<v Speaker 1>would not have access to all the content and depending

0:53:45.400 --> 0:53:47.600
<v Speaker 1>upon the way the game model was like an age

0:53:47.600 --> 0:53:51.400
<v Speaker 1>of Conan. You could switch from a free account to

0:53:51.440 --> 0:53:53.400
<v Speaker 1>a paid account and then you would get access to

0:53:53.440 --> 0:53:56.200
<v Speaker 1>all the premium content. D n D Online had a

0:53:56.239 --> 0:54:00.600
<v Speaker 1>system where you could pay money for in game credits

0:54:00.600 --> 0:54:03.320
<v Speaker 1>and use those in game credits to unlock areas of

0:54:03.400 --> 0:54:08.080
<v Speaker 1>the game. Uh So, yeah, it was it was experimenting

0:54:08.120 --> 0:54:12.120
<v Speaker 1>with different ways to get players engaged with the game

0:54:12.280 --> 0:54:15.279
<v Speaker 1>and enough so that they'd be willing to pay to

0:54:15.440 --> 0:54:18.719
<v Speaker 1>play the whole thing. And I don't know how successful

0:54:18.760 --> 0:54:20.640
<v Speaker 1>that was, honestly. I mean it's It's not the only

0:54:20.680 --> 0:54:22.839
<v Speaker 1>time we've seen that too. We've also seen online role

0:54:22.840 --> 0:54:25.279
<v Speaker 1>playing games where if you pay real money you get

0:54:25.280 --> 0:54:28.759
<v Speaker 1>access to in game resources. Um. And this is also

0:54:28.800 --> 0:54:31.360
<v Speaker 1>carried over into casual games. We've seen that. When we

0:54:31.400 --> 0:54:33.759
<v Speaker 1>had our episode about casual games, we talked about games

0:54:33.760 --> 0:54:37.200
<v Speaker 1>where you can pay cash to get an advantage in

0:54:37.239 --> 0:54:42.399
<v Speaker 1>the game freemium freemium. And it's also a fairly controversial

0:54:42.520 --> 0:54:46.920
<v Speaker 1>approach because you've got gamers who are saying this takes

0:54:47.000 --> 0:54:49.360
<v Speaker 1>skill out of it. If I just have deep enough pockets,

0:54:49.400 --> 0:54:51.560
<v Speaker 1>I can get an advantage over everyone else in the game,

0:54:51.560 --> 0:54:54.160
<v Speaker 1>and it has no bearing on whether I play the

0:54:54.160 --> 0:54:57.319
<v Speaker 1>game well or not, and you know there's something to that.

0:54:57.440 --> 0:54:59.960
<v Speaker 1>But guess what, that's what real life is about too.

0:55:00.480 --> 0:55:03.759
<v Speaker 1>I hate to tell you. For real life, if you

0:55:03.840 --> 0:55:06.000
<v Speaker 1>have a lot of money, you can make up for

0:55:06.680 --> 0:55:10.799
<v Speaker 1>a basic lack of skills. As it turns out, you

0:55:10.840 --> 0:55:14.040
<v Speaker 1>can hire people who have skills for you. Uh. And

0:55:14.080 --> 0:55:17.840
<v Speaker 1>then I wanted to end my discussion anyway on a

0:55:17.880 --> 0:55:23.680
<v Speaker 1>game that launched in um sort of like tail in

0:55:23.719 --> 0:55:27.439
<v Speaker 1>twenty eleven into into it's a little game called Star

0:55:27.480 --> 0:55:32.520
<v Speaker 1>Wars the Old Republic. We have finally reached the one

0:55:33.000 --> 0:55:37.080
<v Speaker 1>m m O rpg I actually play. I have not

0:55:37.200 --> 0:55:40.240
<v Speaker 1>played any other m m O rpg. I've seen them developed,

0:55:40.280 --> 0:55:42.960
<v Speaker 1>I've you know, I've played on someone else's account just

0:55:42.960 --> 0:55:44.600
<v Speaker 1>to get a feel for it, but I've never actually

0:55:44.880 --> 0:55:47.200
<v Speaker 1>got an account myself. I mean, I did play a

0:55:47.200 --> 0:55:49.239
<v Speaker 1>little bit of dn D online for about a couple

0:55:49.239 --> 0:55:51.840
<v Speaker 1>of months. But what you you wrote an article for

0:55:51.840 --> 0:55:55.520
<v Speaker 1>the site, Yes, and as that, I created an account

0:55:55.600 --> 0:55:57.200
<v Speaker 1>so I could play it so I could get a

0:55:57.200 --> 0:55:59.640
<v Speaker 1>better understanding of how it worked. So Star Wars the

0:55:59.640 --> 0:56:02.120
<v Speaker 1>Older of like the reason. There are a couple of

0:56:02.120 --> 0:56:03.759
<v Speaker 1>reasons why I wanted to play it. One is that

0:56:03.800 --> 0:56:06.560
<v Speaker 1>my hatred for Star Wars has not gotten that out

0:56:06.560 --> 0:56:09.640
<v Speaker 1>of hand yet. The prequels really did a number on me.

0:56:09.760 --> 0:56:13.160
<v Speaker 1>People don't don't get me started, please don't. But but

0:56:13.280 --> 0:56:16.520
<v Speaker 1>I still despite all that, I still loved the Star

0:56:16.560 --> 0:56:19.200
<v Speaker 1>Wars universe, and I really love the Knights of the

0:56:19.200 --> 0:56:22.120
<v Speaker 1>Old Republic games, which are set up almost four thousand

0:56:22.200 --> 0:56:25.799
<v Speaker 1>years before the original trilogy. Uh Star Wars the Old

0:56:25.840 --> 0:56:29.480
<v Speaker 1>Republic is set about thirty years before the original trilogy,

0:56:29.520 --> 0:56:32.879
<v Speaker 1>So there are no characters from the original trilogy or

0:56:32.920 --> 0:56:35.600
<v Speaker 1>any of the the Star Wars movies that are in

0:56:37.160 --> 0:56:40.440
<v Speaker 1>the games. The games You're You're in, You're You're encountering

0:56:40.640 --> 0:56:47.200
<v Speaker 1>you know, ancestors several generations removed from anyone in the

0:56:47.200 --> 0:56:49.560
<v Speaker 1>the film series. The nice thing about that is that

0:56:49.760 --> 0:56:52.640
<v Speaker 1>you don't have to worry about impacting the world so

0:56:52.719 --> 0:56:56.800
<v Speaker 1>much that the movies could not have happened right, because

0:56:57.040 --> 0:56:59.040
<v Speaker 1>that was one of the problems, is that you want

0:56:59.080 --> 0:57:02.799
<v Speaker 1>this rich world that Lucas created that people find so

0:57:02.880 --> 0:57:06.120
<v Speaker 1>interesting and compelling, but they didn't want to create it

0:57:06.120 --> 0:57:09.719
<v Speaker 1>in such a way that if you did one set

0:57:09.719 --> 0:57:12.840
<v Speaker 1>of actions, you you invalidate what happens in the movies.

0:57:12.880 --> 0:57:15.800
<v Speaker 1>Because then you've just invalidated the reason why everyone loves

0:57:15.800 --> 0:57:19.240
<v Speaker 1>it in in the first place. So that's a tricky balance. Well,

0:57:19.360 --> 0:57:22.800
<v Speaker 1>by setting it years before the events of the films,

0:57:23.160 --> 0:57:27.680
<v Speaker 1>you kind of take that causation away. And uh, the

0:57:27.800 --> 0:57:30.440
<v Speaker 1>Nights of the Old Republic games were a lot of

0:57:30.480 --> 0:57:32.440
<v Speaker 1>fun for me, So I wanted to play this and

0:57:32.480 --> 0:57:35.880
<v Speaker 1>I ended up getting an count and I do play. Uh.

0:57:35.920 --> 0:57:38.680
<v Speaker 1>The character, my main character in case you're all wondering,

0:57:39.120 --> 0:57:43.320
<v Speaker 1>is an imperial agent. You can play either as the

0:57:43.360 --> 0:57:45.919
<v Speaker 1>imperial side or the rebels side. It's not the same

0:57:45.960 --> 0:57:50.480
<v Speaker 1>as the movies and on depending on which side you're

0:57:50.560 --> 0:57:52.800
<v Speaker 1>you're on, you can play light side or dark side,

0:57:53.320 --> 0:57:55.840
<v Speaker 1>So you could be a light side Imperial agent if

0:57:55.840 --> 0:58:01.600
<v Speaker 1>you wanted to be. I'm not. I played dark side. Yeah.

0:58:01.640 --> 0:58:03.959
<v Speaker 1>Every time I can't I can't I play, I choose

0:58:04.000 --> 0:58:08.600
<v Speaker 1>the dark side option. Um. And so anyway, it's a

0:58:08.640 --> 0:58:11.120
<v Speaker 1>really fun game set in the Star Wars universe, and

0:58:11.640 --> 0:58:14.680
<v Speaker 1>I've been having a blast with it, and it makes

0:58:14.720 --> 0:58:18.000
<v Speaker 1>me think that if I had had a broadband connection earlier,

0:58:18.080 --> 0:58:20.640
<v Speaker 1>I probably would have gotten into M M O RPGs earlier.

0:58:21.200 --> 0:58:22.880
<v Speaker 1>Now the way I play it, I play it more

0:58:22.960 --> 0:58:25.360
<v Speaker 1>as a single player kind of experience, and I only

0:58:25.400 --> 0:58:28.080
<v Speaker 1>occasionally team up with people because I just haven't made

0:58:28.120 --> 0:58:30.959
<v Speaker 1>that many friends on on Star Wars the Old Republic yet.

0:58:31.160 --> 0:58:33.920
<v Speaker 1>But who knows, maybe after this podcast goes live, folks

0:58:33.920 --> 0:58:36.320
<v Speaker 1>will track me down and be like, hey, man, I'll

0:58:36.360 --> 0:58:39.560
<v Speaker 1>help you out. You're having trouble taking that Mandalorian down.

0:58:39.600 --> 0:58:42.479
<v Speaker 1>And I will say, yes, yes, I am. That guy

0:58:42.600 --> 0:58:46.960
<v Speaker 1>is tough and he's really irritating me. So yeah, they're

0:58:47.000 --> 0:58:50.640
<v Speaker 1>They're scads of other games that we haven't mentioned, some

0:58:50.800 --> 0:58:56.320
<v Speaker 1>very high profile games, dozens like Halo games, and yeah,

0:58:56.360 --> 0:58:58.440
<v Speaker 1>and there are other games that are There are other

0:58:58.520 --> 0:59:00.640
<v Speaker 1>games that are massively multiplayer. Fact, I'd argue that the the

0:59:00.680 --> 0:59:03.920
<v Speaker 1>Halo games fit in this where there's not role playing involved,

0:59:03.960 --> 0:59:07.240
<v Speaker 1>but it is a massively multiplayer online game, so you

0:59:07.320 --> 0:59:09.080
<v Speaker 1>can have a lot of people playing at once even

0:59:09.120 --> 0:59:11.800
<v Speaker 1>though they're not necessarily role playing. Yeah, it's it's funny

0:59:11.840 --> 0:59:15.040
<v Speaker 1>because I think in a way, some of them and

0:59:15.200 --> 0:59:18.440
<v Speaker 1>some of it's fuzzy to be honest, Um, there are

0:59:18.480 --> 0:59:22.800
<v Speaker 1>different degrees of the role playing involved. When you're playing you,

0:59:23.360 --> 0:59:27.360
<v Speaker 1>is that really playing a role? Yeah? So so, and

0:59:27.400 --> 0:59:29.400
<v Speaker 1>again there are people who get into the role playing

0:59:29.480 --> 0:59:32.520
<v Speaker 1>and there are people who despise the role playing. And

0:59:32.560 --> 0:59:36.280
<v Speaker 1>sometimes you'll have companies create servers just for role players

0:59:36.560 --> 0:59:39.000
<v Speaker 1>so that the role players can be all you know.

0:59:39.640 --> 0:59:42.360
<v Speaker 1>The hardcore gamers might say that's all hippie dippy, So

0:59:42.840 --> 0:59:44.680
<v Speaker 1>the role players gonna be all hippie dipping on their

0:59:44.720 --> 0:59:47.280
<v Speaker 1>own servers, and everyone who's just you know, who just

0:59:47.320 --> 0:59:49.400
<v Speaker 1>wants to play the game can be on their servers.

0:59:50.040 --> 0:59:52.160
<v Speaker 1>I like a balance between the two, So I'm somewhere

0:59:52.160 --> 0:59:55.080
<v Speaker 1>in the middle. I don't I don't really identify myself

0:59:55.080 --> 0:59:59.280
<v Speaker 1>with either group. So anyway, that's kind of a bird's

0:59:59.320 --> 1:00:01.800
<v Speaker 1>eye view the history of m m O RPGs. We

1:00:01.840 --> 1:00:05.560
<v Speaker 1>really have dungeons and dragons to thank for it, all right, guys,

1:00:05.600 --> 1:00:09.040
<v Speaker 1>that wraps up the classic episode. The m m O

1:00:09.240 --> 1:00:11.960
<v Speaker 1>RPG story would have been fun to cover things like

1:00:12.040 --> 1:00:16.000
<v Speaker 1>Elder Scrolls Online, which has had its share of ups

1:00:16.080 --> 1:00:21.280
<v Speaker 1>and downs, or even the onslaught of massive multiplayer online

1:00:21.920 --> 1:00:25.840
<v Speaker 1>role playing games slash shooters, stuff like Destiny and how

1:00:25.880 --> 1:00:29.040
<v Speaker 1>that has fared. That's also heading s ups and downs

1:00:29.080 --> 1:00:32.400
<v Speaker 1>since the debut. But maybe I'll do a follow up

1:00:32.440 --> 1:00:34.760
<v Speaker 1>episode at some point to kind of give an update

1:00:34.880 --> 1:00:37.400
<v Speaker 1>as to what has happened with M m O RPGs

1:00:37.680 --> 1:00:41.440
<v Speaker 1>and related games since two thousand and twelve. It's certainly

1:00:41.480 --> 1:00:45.680
<v Speaker 1>set the ground for a lot of online play, and

1:00:45.720 --> 1:00:49.800
<v Speaker 1>we're seeing more and more versions of online games these days,

1:00:50.120 --> 1:00:55.200
<v Speaker 1>everything from pub G to other role playing games. If

1:00:55.240 --> 1:00:59.080
<v Speaker 1>you guys have any suggestions for future episodes of tech Stuff,

1:00:59.120 --> 1:01:02.680
<v Speaker 1>why not right me, because if you just hold it

1:01:02.680 --> 1:01:06.200
<v Speaker 1>in your heart, I'm not gonna know. The email address

1:01:06.240 --> 1:01:08.920
<v Speaker 1>for the show is tech Stuff at how stuff works

1:01:09.000 --> 1:01:11.760
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1:01:12.080 --> 1:01:14.480
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1:01:15.120 --> 1:01:18.920
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1:01:18.920 --> 1:01:22.360
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1:01:22.400 --> 1:01:30.720
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1:01:30.720 --> 1:01:42.200
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