A few weeks ago Eurogamer posted a comprehensive look at the world's first MMO, LucasFilm Games' Habitat, we missed it due to being preoccupied with dissecting the Star Wars: 1313 trailer. The story brings up many traits and issues that occur in MMOs to this day.
While Habitat's first economic hiccup caused the in-game currency to be diluted by a factor of five, the team still took a valuable lesson about player negotiation from the experience - one that would come in handy for Habitat's biggest event, the Dungeons of Death.
Prefaced for weeks by adverts in Habitat's user-made newspaper, The Weekly Rant, the Dungeon was supposedly a colossal maze inhabited by the Grim Reaper himself. In reality the role of the Reaper fell to a series of staffers who took turns to patrol the maze with two unique items; one for healing themselves of damage, the other for instantly killing players.
After weeks of planning the Dungeon opened and became an immediate sensation; excited players would dash through, firing in useless terror whenever the Reaper appeared and trying to map a way to victory as they went. It worked perfectly...until someone managed to kill the Reaper and take his weapon from him. Twice.Quite a fascinating article, all in all.
Source: Eurogamer
Shmargin
I remember my Dads rules for me being online were to "not select anything with $ in it" because it meant he had to pay.
Good times.
LOL
I played Mad Maze on the Prodigy service instead around 89 or 90 or so. I could barely read at that point in my life and I remember my Dads rules for me being online were to "not select anything with $ in it" because it meant he had to pay.
Good times.