Half related fun fact: I was also behind the very first leak of the SNES Starfox 2 ROM onto the web. One of the devs, which I prob shouldn’t name (though I think it is common knowledge now) was a fan of the site. He got in touch and we did an exclusive interview and ROM release.
It's sad to see it go. I really wish we could have a game experience that had the community graal did. There's not much with that level of involvement for players anymore; it's all now downstream of ivory towers and extremely restricted.
It was my first real social experience online, and inspired in part the hobby projects that led me into software as a career. Thanks so much :)
Graal Online doesn't even have a Wikipedia article. Like there ought to be a tomb stone.
[0] - https://de.wikipedia.org/wiki/Graal_Online
[1] - https://archive.ph/77B1o
Random memory: using infinite gold hacks and the suicide dagger (which would the drop gold for other players) over and over hour hours inside the throne room or the castle west of Burger Refuge.
Also when you went to sleep in a bed, your body disappeared and only your head remained visible, floating above the pillow. I found it pretty funny for some reason.
Edit: this was the Java version's homepage: http://web.archive.org/web/19990423103617/http://www.cyberjo...
Although I’d probably get bored of such a game these days, I’d probably have a lot of fun building it out and watching a community grow from playing it.
I sometimes wondered about the developers who built this game. Maybe they were the age I am now when they wrote it. Is it my turn now to build a game like this for some new younger generation? A circle of life? Eh, I don’t know, I feel like kids these days just don’t play these kind of games anymore on a PC.
In fact, developing new content for the game became the fun itself.
Codein here btw (ignore the icky nickname - is what it is).
OP of the writeup: "Goatse" Ah that takes me back.
I guess it's like looking up your ex every now and then. You insensitive clod.
But I didn't realize its main website had been taken down, as I was literally on it a few months ago. Did it die completely? I am no longer able to login with the client.
That's too bad. It really was ahead of its time technologically; it's where my programming life got started and I was intimately familiar with graalscript and GS2.
I owe my career to that game!
I think in many way Neverwinter Nights' persistent worlds is another noteworthy entry. They weren't massively multiplayer, but I think more like a cross between Baldur's Gate and a MUD.
I wouldn't call WoW the first that defined it, or even the first wildly successful one that did. I never played any of them, but EverQuest was huge back in the day. If we are willing to lower the bar of success, there's predecessors to EverQuest as well.
Then again, maybe there's something very different than WoW and EverQuest that I'm not aware of? They seemed pretty similar from the outside.
Before WoW, there were a lot of different multiplayer games. After WoW, there was almost only WoW and WoW-clones (often down to mimicking the art style).
WoW IMO killed Star Wars: Galaxies, which was exploring a more "open world" style of game; subsequent expansions progressively dialled back the classless system and player generated content.
More traditional repetitive grind MMOs remain popular in some parts of the world, but it's either EverQuest style or WoW style MMOs now.
> Then again, maybe there's something very different than WoW and EverQuest that I'm not aware of?
Agreed that WoW did not define what an MMO was, a lot of the perception has to do with timing. More people had access to a decent computer and reliable internet when WoW came out than in the mid-late 90's. I think of BBS door games and MUDs I played as a teenager as what defined MMOs (personally, not generally). To me those were huge, playing games with random people I would never meet at a time when the other options were 1.) passing a controller around or 2.) literally carrying computer equipment to random LAN parties.
But it was UO that made the big commercial splash, the marketing was on point. It was this new thing called a Massively Multiplayer Online RPG. This new world where you could be someone else. A place you could just log in to go fishing, or save up to buy a boat to find better places to fish, hunt and mine ore. And placing your first home, which was probably the smallest most useless building in the game, was yours. Your little safe haven in this new crazy virtual wild west that didn't stop evolving just because you had to go do homework. I was obsessed with MMO's after that, and obsessed with being one of the first to play. Luckily I ended up in one of the first areas to offer cable internet in the late 90's as these MMO's were doing beta test sign ups - having cable internet usually got you in early.
EverQuest was the game changer (for the more mainstream gamers, Meridian 59 was the first 3D MMO and it came out before UO). I remember the first day in EQ, standing outside in the noob area and the chat was full of people in complete awe. There was nothing even close. I ran around with a couple other people trying to see as many locations we could get to without dying and not even trying to level.
Shortly after EQ, was AC - Asheron's Call, which gave us the beautiful 3D world without the annoying (loading)zones of EQ and others, freedom atleast. I probably played AC the most while mixing in others I had missed or got beta invites. When WoW came out I refused to play it (still haven't), I was a big fan of Warcraft. I thought what they did to it was sacrilege and viewed it as the place for the new gamer-generation to pick up their participation trophy cause they couldn't handle the grind of a real MMO. They should suffer as I suffered.
As for MMO's that I found different, EVE for sure.
Project Entropia - was/is? the only one I know of that used real money for the in-game economy. You could literally play for free and make money from selling stuff from hunting, crafting, mining. I had about $200 I never cashed out (earned, not deposited) and I think my account got purged from not logging in for 2+ years at one point, or so an old email said would happen.
World War II Online - this game was def for people who would do cosplay US Civil war reenactments, but for WWII. Was a little much for me, but it was the foundation of my love of Battlefield games.
A Tale in the Desert - this one was fun when I played, I loved the concept. Its played in 1+ year long episodes where society has to pass test and challenges and work together or not. If you like crafting with a large side of real social politics that will determine if this years episode is "won", this is the game for you.
Hattrick Football Manager - browser MMO that is unlike any browser game I have played since (I played in the early aughts), if you like manager type games it was addicting. So much so I am right now trying to not make a new team and get sucked down that rabbit-hole again: https://www.hattrick.org/en-us/
Mortal Online - this was the last one I was actively engaged with, as I was trying to re-live the first days of UO, I went back to UO many times and nothing else ever felt the same. MO was trying to re-live it as well. No levels, huge crafting, hunting, exploring taking over cities. You could collect other people heads as trophies. It was ambitious and promising during beta - then completely unplayable after launch. MO2 came out recently, not sure how it is.
The concept of 'shards' which many MMO games embraced (sometimes not even supporting as many players). Only Eve Online really rejected the idea.
The in-game 'economy', by having player craftable items, done in a way that IMHO was way better than what WoW came up with. It wasn't restricted to crafting. Mages could charge for portals, ditto for healers. There was robbery - you could either demand money or pickpocket people.
Law enforcement was limited to cities and had to be called.
Housing! That was actually in world, not another instance. There was actually a real state market. And scouting for empty spots was a viable 'profession', even if informal.
Full PVP - in fact, I'd say that the non-PVP servers actually caused its demise.
One concept that was not embraced by later MMO games was 'no levels'. Only had skills and attributes. And items were not a big deal. Sure, you could yield a very rare magical sword, but are you really going to risk losing it? Most people would fight with cheap weapons and armor and only take out the special stuff in limited circumstances.
I could go on.
I think there's a modern 'Ultima' game that could be birthed from what Origin came up with decades ago.
Stefan Knorr inspired me to get into development and is a legend in my mind, I recall staying up at 4am walking around in early builds of Graal2K with him and seeing the infancy of "GANIs" (Graal Animations). Unixmad on the other hand...
If anyone knows what happened to Birdbird let me know, he was the most naturally talented level designer ever!
Thinking back to it, it was really ahead of its time, not only because it was massively multiplayer, but it had a great level editor and was doing user-created content in the late '90s.
--edit--
Oldest I could find on the wayback machine is from 1999, but that's a later version that was a standalone exe. http://web.archive.org/web/19991012175711/http://graalonline...
--edit 2--
Here's a nice writeup: https://graal.in/t/graal-zelda-online-historical-thread/1420...