The early graphics multiplayer games:
- Habitat
(1986, Quantum Link, Lucasfilm Games, Commodore 64, USA): The most ambitious massively multiplayer game of the 1980s.
- Air Warrior
(1986, GEnie, Kesmai, Macintosh, USA): Online Second World War dog fights.
- Neverwinter Nights
(1991, AOL/SSI, Stormfront Studios, PC: MS-DOS, USA): Based on SSI’s single-player role-playing game engine as used in the likes of
Secret of the Silver Blades
(1990, SSI, PC: MS-DOS, USA).
The commercial pioneers:
- Meridian 59
(1996, The 3DO Company, Archetype Interactive, PC: Windows, USA):
DikuMUD
meets
Doom
.
- Ultima Online
(1997, Electronic Arts, Origin Systems, PC: Windows, USA): Expansive and intricate game that defined the future of the genre through both its failings and its successes.
- EverQuest
(1999, Verant Interactive, 989 Studios, PC: Windows, USA): A more co-operative experience that learned the lessons of
Ultima Online
’s chaotic early days.
- Phantasy Star Online
(2000, Sega, Sonic Team, Dreamcast, Japan): Co-operative monster slaying that introduced the genre on the games console.
South Korean games:
- The Kingdom of the Winds
(1996, Nexon, Jake Song, PC: Windows, South Korea): Online game set in ancient Korea.
- Lineage
(1998, NCSoft, Jake Song, PC: Windows, South Korea): Multiplayer castle raiding that brought South Korean video games to global attention.
- Ragnarök Online
(2002, Gravity Co., PC: Windows, South Korea): Norse mythology and Korean ‘manhwa’ comic visuals.
- MapleStory
(2003, Nexon, Wizet, PC: Windows, South Korea): Free-to-play multiplayer role-playing game that racked up more than 100 million registered players.
Others:
- Argentum Online
(2000, Pablo Marquez, Matías Pequeño & Fernando Testa, PC: Windows, Argentina): Argentina’s
Ultima Online
. The protests that followed the country’s economic collapse in 2001 seeped into the open-source game when players barricaded the virtual streets.
- Disney’s Toontown Online
(2001, Walt Disney Company, Walt Disney Internet Group, PC: Windows, USA): Massively multiplayer action for kids.
- Final Fantasy XI Online
(2002, Square, PlayStation 2, Japan): Japanese role-playing reinvented for online.
- Second Life
(2003, Linden Lab, PC: Windows, USA): A vast, social and artistic experiment whose origins can be traced back to
TinyMUD
.
- A Tale in the Desert
(2003, eGenesis, PC: Windows, USA): Civilization and culture building in Ancient Egypt. Governed by a representative democracy that gives players the power to change the rules of the game at the (virtual) ballot box.
- World of WarCraft
(2004, Blizzard Entertainment, PC: Windows, USA): Polished online role-playing designed for the mass appeal it achieved.
- Fantasy Westward Journey
(2004, NetEase, PC: Windows, China): China’s first big online gaming success.
Adventure
Will Crowther’s
Adventure
(1976, Will Crowther, PDP-10, USA) started it all, but the game really took off in the wake of Don Woods’ remix,
Adventure
(1977, Will Crowther & Don Woods, PDP-10, USA).
The roots of Crowther’s game can be seen in:
- Eliza / Doctor
(1965, Joseph Weizenbaum, IBM 7094, USA): Virtual psychotherapy. Try it at:
www.chayden.net/eliza/Eliza.html
- Highnoon
(1970, Christopher Gaylo, unknown mainframe, USA): Wild West show down in text. Relive it and whole Teletype gaming experience at
www.mybitbox.com/highnoon
- Hunt the Wumpus
(1972, Gregory Yob, unknown mainframe, USA): Often mislabelled as an adventure game, but it’s a monster-hunting puzzle game. Texas Instruments’ graphical version,
Hunt the Wumpus
(1982, Texas Instruments, Kevin Kenney, TI-99/4a, USA), is more inviting than the text original.
Adventureland
(1978, Adventure International, Scott Adams, TRS-80, USA) took text adventures onto home computers, but Adams’ best was his
Treasure Island
-inspired follow-up
Pirate Adventure
(1978, Adventure International, Scott Adams, TRS-80, USA).
Infocom, however, were the masters of the text adventure. The company’s output spanned all genres of fiction:
- Zork! The Great Underground Empire – Part 1
(1980, Infocom, Apple II, USA): A fantasy adventure landmark, based on the original mainframe
Zork!
(1979, Tim Anderson, Marc Blank, Bruce Daniels & Dave Lebling, PDP-10, USA).
- Deadline
(1982, Infocom, Marc Blank, Apple II, USA): Detective novel and the first Infocom game with feelies.
- Planetfall
(1983, Infocom, Steve Meretzky, Apple II, USA): Superb sci-fi comedy quest, as is
The Hitchhiker’s Guide to the Galaxy
(1984, Infocom, Douglas Adams & Steve Meretzky, Apple II, USA) and
Leather Goddesses of Phobos
(1986, Infocom, Steve Meretzky, Apple II, USA)
- Plundered Hearts
(1987, Infocom, Amy Briggs, Apple II, USA): Mills & Boon romance.
- Lurking Horror
(1987, Infocom, Dave Lebling, Atari ST, USA): Horror set in the grounds of MIT, the birthplace of Infocom.
Infocom’s literary peaks were the anti-Reagan
A Mind Forever Voyaging
(1985, Infocom, Steve Meretzky, Apple II, USA) and the anti-nuclear
Trinity
(1986, Infocom, Brian Moriarty, Apple II, USA).
Infocom’s big rival was Sierra. Roberta Williams delivered most of the company’s adventuring high points:
- Mystery House
(1980, On-Line Systems, Ken Williams & Roberta Williams, Apple II, USA): The first illustrated text adventure.
- Time Zone
(1982, On-Line Systems, Roberta Williams, Apple II, USA): Roberta’s bold visions for adventure gaming led to this vast work with its 1,500 locations, an enormous number for its time.
- King’s Quest
(1984, Sierra On-Line, Robert Williams, PCjr, USA): A fairy tale adventure that introduced animation into the text adventure.
- King’s Quest IV: The Perils of Rosella
(1988, Sierra On-Line, Roberta Williams, PC: MS-DOS, USA): Its female hero predated Lara Croft by nearly a decade.
- King’s Quest VI: Heir Today, Gone Tomorrow
(1992, Sierra, Roberta Williams & Jane Jensen, PC: MS-DOS, USA): The series’ high point.
- Roberta Williams’ Phantasmagoria
(1995, Sierra, Roberta Williams, PC: Windows, USA): Williams’ most ambitious work since
Time Zone
: a video-based interactive horror movie spread over 12 CDs. Encapsulated all the hopes and all the flaws of full-motion video games.
Sierra’s other notable adventure writer during the 1980s was Al Lowe:
- Leisure Suit Larry in the Land of the Lounge Lizards
(1987, Sierra, Al Lowe, PC: MS-DOS, USA): A sarky lampooning of wannabe womanisers that sold in huge numbers to wannabe womanisers. Its precursor,
Softporn Adventure
(1981, On-Line Systems, Chuck Benton, Apple II, USA), is just crude.
- Torin’s Passage
(1995, Sierra, Al Lowe, PC: Windows, USA): A rare example of an adventure designed to captivate kids and their parents.
Beyond the dominant Sierra-Infocom axis of the 1980s:
- The Prisoner
(1980, Edu-Ware, David Mullich, Apple II, USA): Strange, experimental adventuring inspired by the cult 1960s TV series. Edu-Ware’s unusual output continued with the two-player terrorism sim
Terrorist
(1980, Edu-Ware, Steven Pederson, Apple II, USA).
- The Hobbit
(1982, Melbourne House, Beam Software, ZX Spectrum, Australia): Tolkien’s book brought to life.
- Portopia Murder Serial Case
(1983, Enix, Yuji Horii, NEC PC-6001, Japan): Japanese murder mystery adventure that inspired future
Metal Gear Solid
creator Hideo Kojima.
- The Pawn
(1985, Rainbird, Magnetic Scrolls, Sinclair QL, UK): The debut release of Magnetic Scrolls, the UK’s answer to Infocom.
France had a thriving adventure scene of its own. Highlights:
- Paranoïak
(1984, Froggy Software, Jean-Louis Le Breton & Fabrice Gille, Apple II, France): A battle against a nervous breakdown.
- Le Crime du Parking
(1984, Froggy Software, Jean-Louis Le Breton & Fabrice Gille, Apple II, France): Adult murder mystery.
- Même les Pommes de Terre Ont des Yeux
(1985, Froggy Software, Clotilde Marion, Apple II, France): Latin American revolution comedy.
- L’Affaire Vera Cruz
(1985, Infogrames, CPC, France): Classy detective game.
- Méwilo
(1987, Coktel Vision, Muriel Tramis & Patrick Chamoiseau, CPC, France): An exploration of Martinique’s culture and the history of slavery. The same team followed it with the anti-slavery ‘war game’
Freedom: Rebels in the Darkness
(1988, Coktel Vision, Muriel Tramis & Patrick Chamoiseau, CPC, France).
- Captain Blood
(1988, Infogrames, Didier Bouchon & Philippe Ulrich, Atari ST, France): Bold, different and bizarre space adventure.
Déjà Vu: A Nightmare Comes True
(1985, Mindscape, ICOM Simulations, Macintosh, USA) marked the start of the point-and-click era of adventure games, which Lucasfilm dominated during its decade-long focus on the genre. Picks? Almost all of them:
Maniac Mansion
(1987, Lucasfilm Games, Ron Gilbert & Gary Winnick, Commodore 64, USA),
Indiana Jones & The Last Crusade
(1989, Lucasfilm Games, Noah Falstein, PC: MS-DOS, USA),
Loom
(1990, Lucasfilm Games, Brian Moriarty, Amiga, USA),
The Secret of Monkey Island
(1990, Lucasfilm Games, Ron Gilbert, PC: MS-DOS, USA),
Monkey Island 2: Le Chuck’s Revenge
(1991, Lucasfilm Games, Ron Gilbert, PC: MS-DOS, USA),
Indiana Jones & The Fate of Atlantis
(1992, LucasArts, Hal Barwood & Noah Falstein, PC: MS-DOS, USA),
Sam & Max Hit the Road
(1993, LucasArts, Steve Purcell, PC: MS-DOS, USA),
Maniac Mansion: Day of the Tentacle
(1993, LucasArts, Dave Grossman & Tim Schafer, PC: MS-DOS, USA),
Full Throttle
(1995, LucasArts, Tim Schafer, PC: MS-DOS, USA),
Grim Fandango
(1998, LucasArts, Tim Schafer, PC: Windows, USA).