MMORPG set Archives

MMORPG set Archives

MMORPG set Archives

MMORPG set Archives

A Game Enthusiast’s Perspective: ArcheAge, The Sandbox Theme Park

Cyberbullying is the use of digital communications, such as the internet or cell phones, to harass or intimidate another person, with the intent of causing fear, anger, or sadness.  Bullying is done in person, for the same reasons, and often has a physical component.

In one of my community & moderation projects for Metaverse Mod Squad, I often see the results of both bullying and cyberbullying. Teenagers and young adults share openly about the pain and humiliation they’ve suffered, and the lasting scars it leaves.

We all probably remember what it feels like to be singled out for some abuse.  Is there a single person who has never experienced this?  I highly doubt it.  I wasn’t brutalized, by any means, but I was the short kid, and had a last name (Hammer) that drew remarks.  However, my worst incidents of bullying actually happened at the hands of a teacher who didn’t like me.  I was in third grade, and to this day, the sting and humiliation remain.

There are several reasons why cyberbullying can “feel worse” than in-person bullying for the victim.

  • The source is unclear. It might come from random Twitter handles, unknown Facebook accounts, or unrecognized cell phone numbers.
  • It’s meaner. People will use crueler words when they feel anonymous. In person, they might tell your child to shut up, but anonymously, they’ll tell your child to drink bleach and die.
  • It spreads so quickly. So many people can see a social media post instantly, and technology makes it so quickly to share it all. It feels like everyone knows, because it’s possible for everyone to see.
  • It doesn’t end. In-person bullying ends when you go home from school, or when you’re no longer “in-person.” Cyberbullying can happen at night, on weekends, on holidays, or while you’re away on vacation.

Is it possible that kids are just meaner now, and it’s not really cyberbullying?  Well, yes, that’s possible. Things like “ur so lame” and “i hate ur music so much” are common, and really aren’t bullying.  They’re just sort of impolite words.  The difference seems to be in the person’s intent, and how often it happens.  If the person uses digital means to repeat cruel words and actions many, many times, even over the course of days or weeks, with the intention of causing someone to be upset, scared, or intimidated, it’s cyberbullying.

What do we do about it?

This week, in the town where I live, a mother became very frustrated about people bullying her sophomore son.  She posted a message on Facebook that said, “And they asked why do people shoot up schools, well this is exactly why and when our son does it cause I know he will have nobody to blame but the administration and I promise everyone he will only get the ones that caused this. He is an excellent marks men.”  Here’s a tip, folks:  This is NOT the best way to handle it.

For older kids, it can be more difficult.  They’re beginning to feel like they should deal with their own problems, and don’t want the stigma of being someone who goes running to their parents when someone bothers them.  Parents can help by being present and available for their teens, and by occasionally bringing up the subject to provide opportunities for discussion.

All kids should be taught that they should block anyone who is harassing them, without responding or retaliating, and that if the messages are threatening or if they continue, they should save them, by taking screen shots or printing the messages.  And most importantly, they should talk to you about it — with your reassurances that you won’t freak out and do something that makes it worse.

If the situation is happening in an online game, it should be reported (by your child), using the tools provided.  The best scenario, of course, is that your child uses a game that utilizes actual human moderators, such as the good folks of Metaverse Mod Squad.  Michelle Ramage is Metaverse’s project manager for a large, sports-related kid’s virtual world.  According to Michelle, their problems mostly concern general “mean talk” or harassment.  Says Michelle, “Any player who is found to be repeatedly harassing another player has their account suspended.  We just don’t tolerate it….”

If the situation involves someone the child knows, and blocking the bully hasn’t ended it, you may need to take additional steps.  This is where you’ll be glad that you saved the messages.  You can report the person to the social media site where it is occurring.  If the messages contain threats of harm, sexually explicit words or photos, hate speech, or reach the level of stalking, you should report it to the police. Additionally, many schools have a policy about things outside of school that lead to disruption inside school.  Since cyberbullying can often lead to in-person, physical bullying, you may want to report it to the school, as well.

So, parents, stay strong.  Talk about these things, and more importantly, LISTEN.  Think before you take action.  Seek advice from level-headed friends.  It really does get better.

Susie South
Chief Moderator

This entry was posted in Best Practices, Community, Digital Engagement, Moderation, Partners, Social Media and tagged abuse, aggression, Bullying, Children, cruelty, cyberbully, cyberbullying, digital behavior, facebook, harm, impolite, inappropriate, intolerance, kids, mean, mmo, MMORPG, netiquette, online behavior, parents, responsibility, schools, self harm, social media, Teens, threats, Tweens, twitter, virtual world by ModSquad. Bookmark the permalink.
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, MMORPG set Archives

History of massively multiplayer online games

The history of massively multiplayer online games spans over thirty years and hundreds of massively multiplayer online games (MMOG) titles. The origin and influence on MMO games stems from MUDs, Dungeons & Dragons and earlier social games.[1]

The first virtual worlds[edit]

In 1974, Mazewar introduced the first graphic virtual world, providing a first-person perspective view of a maze in which players roamed around shooting at each other. It was also the first networked game, in which players at different computers could visually interact in a virtual space. The initial implementation was over a serial cable, but when one of the authors began attending MIT in 1974, the game was enhanced so that it could be played across the ARPAnet, forerunner of the modern Internet.

You haven't lived until you've died in MUD. -- The MUD1 Slogan.

Adventure, created in 1975 by Will Crowther on a DECPDP-10 computer, was the first widely played adventure game. The game was significantly expanded in 1976 by Don Woods. Adventure contained many D&D features and references, including a computer controlled dungeon master.[2][3]

Inspired by Adventure, a group of students at MIT, in the summer of 1977 wrote a game called Zork for the PDP-10. It became quite popular on the ARPANET. Zork was ported under the name Dungeon to FORTRAN by a programmer working at DEC in 1978.[4]

In 1978 Roy Trubshaw, a student at Essex University in the UK, started working on a multi-user adventure game in the MACRO-10 assembly language for a DEC PDP-10. He named the game MUD (Multi-User Dungeon), in tribute to the Dungeon variant of Zork, which Trubshaw had greatly enjoyed playing.[5][6] Trubshaw converted MUD to BCPL (the predecessor of C), before handing over development to Richard Bartle, a fellow student at Essex University, in 1980.[7]

MUD, better known as Essex MUD and MUD1 in later years, ran on the Essex University network until late 1987.[8]

The popularity of MUDs of the Essex University tradition escalated in the USA during the 1980s when affordable personal computers with 300 to 2400 bit/s modems enabled role-players to log into multi-line Bulletin Board Systems and online service providers such as CompuServe. During this time it was sometimes said that MUD stands for "Multi Undergraduate Destroyer" due to their popularity among college students and the amount of time devoted to them.[9]

In 1987, Nihon Falcom's Yoshio Kiya, creator of the Dragon Slayeraction role-playing games, expressed his idea for an online RPG "with a system that allows total freedom for the player. For example, despite it being a sword and sorcery world, the hero decides to do nothing and just quietly enjoy his life as a local baker in town. If everyone could take up different roles in some kind of computer networked game, I think it would be really fun."[10]

In 1989, Yehuda Simmons published Avalon: The Legend Lives which has seen continued development and support ever since. Avalon, while not the first MUD, certainly set the bar for imitators, boasting never-before-seen features such as fully fleshed out economics, farming and labour mechanics, player-driven autonomous governments with ministers, barons and organization elections, a fully realized warfare conquest system featuring legions, battalions, trenches, minefields, barricades and fortifications, as well as thousands of unique player abilities and skills which formed the basis of Avalon's meritocratic PVP system based on skill-worth as opposed to the traditional level-based progression system favoured by many other games of this genre. Avalon's mission statement was to be the first fully developed roleplaying world - a life within a life using real-world systems to fully immerse players into the lives of the characters they created.

Many MUDs are still active and a number of influential MMORPG designers, such as Raph Koster, Brad McQuaid,[11]Matt Firor, Mark Jacobs, Brian Green,[12] and J. Todd Coleman, began as MUD developers and/or players. The history of MMORPGs grows directly out of the history of MUDs.[13][14]

PLATO[edit]

Meanwhile, the PLATO system, an educational computer system based on mainframe computers with graphical terminals, was pioneering many areas of multiuser computer systems. By the middle of 1974, there were graphical multiplayer games such as Spasim, a space battle game which could support 32 users, and the Talkomatic multi-user chat system.

Oubliette, written by Jim Schwaiger, and published on the PLATO system predated MUD1 by about a year. It was so difficult that one could not play it alone: in order for players to survive, they had to run in groups. While Oubliette was a multi-player game, there was no persistence to the game world. Following it, also on PLATO, was a game called Moria written in 1977, copyright 1978. Again, players could run in parties but in this game it was also possible to effectively play while only running one character.[15]

Another early PLATO game was Avatar, begun around 1977 and opened in 1979, written by Bruce Maggs, Andrew Shapira, and Dave Sides, all high school students using the PLATO system at the University of Illinois. This 2.5-D game was running on 512×512 plasma panels of the PLATO system, and groups of up to 15 players could enter the dungeon simultaneously and fight monsters as a team.

These games were graphical in nature and very advanced for their time, but were proprietary programs that were unable to spread beyond PLATO. Textual worlds, which typically ran on Unix, VMS, or DOS, were far more accessible to the public.

Early commercial development[edit]

The first commercial MMORPG (although what constitutes "massive" requires qualification when discussing mid-1980s mainframes) was Island of Kesmai designed by Kelton Flinn and John Taylor. Still roguelike, this game became available in 1985 for $12.00 per hour via the CompuServe online service and supported up to one hundred players.[16]

Lucasfilm's Habitat was an early and technologically influential online role-playing game developed by Lucasfilm Games and made available as a beta test in 1986 by Quantum Link, an online service for the Commodore 64 computer and the corporate progenitor to America Online. It was initially created in 1985 by Randy Farmer and Chip Morningstar,[17] who were given a "First Penguin Award" at the 2001 Game Developers Choice Awards for this innovative work, and was the first attempt at a large-scale commercial virtual community (Morningstar and Farmer 1990; Robinett 1994) that was graphically based. It ran from 1986[18] to 1988, after which it was closed down at the end of the pilot run. A sized-down incarnation but with vastly improved graphics (avatars became equipped with facial expressions, for example) was launched for general release as Club Caribe in January 1988.

The first graphical MMORPG was Neverwinter Nights by designer Don Daglow and programmer Cathryn Mataga (not to be confused with Neverwinter Nights by BioWare). "Neverwinter Nights" went live on AOL for PC owners in 1991 and ran through 1997. This project was personally championed and green-lighted by AOL President Steve Case. Both Club Caribe and Neverwinter Nights cost $6.00 per hour to play.[citation needed]

During the early-1990s, commercial use of the internet was limited by NSFNET acceptable use policies. Consequently, early online games like Legends of Future Past, Neverwinter Nights, GemStone IV, Dragon's Gate, and Federation relied heavily on proprietary services such as CompuServe, America Online, and GEnie for distribution.

Air Warrior was an early multiplayer game as players could battle each other flying virtual fighter planes. The game was first introduced in 1986 and ran on the GEnie network. In 1993 the game was revised to run over the internet.

Following Neverwinter Nights was The Shadow of Yserbius, an MMORPG on The Sierra Network (TSN), which ran from 1992 through 1996. The game was produced by Joe Ybarra. The Shadow of Yserbius was an hourly service, although it also offered unlimited service for $119.99 per month, until AT&T acquired TSN and rendered it strictly an hourly service. The name was then changed from TSN to the ImagiNation Network.

Commercial MMORPGs on the Internet[edit]

As NSFNET restrictions were relaxed, traditional game companies and online services began deploying games on the internet. The first commercial text-based MMORPG to make this transition to the Internet from a proprietary network provider (CompuServe, in this case) was Legends of Future Past. Legends was also notable for being one of the first titles to have featured professional Game Masters who conducted online events.[19]

The term MMORPG was coined by Richard Garriott, the creator of Ultima Online, in 1997.[20] The term probably derives from "MMOG", which can be traced back to the 1995 E3 Convention, when Dale Addink used it to describe Confirmed Kill.[citation needed]

The Realm Online was another successful early Internet MMORPG, launched by Sierra Online. Although released just after Meridian 59, the beta was active several months before. The Realm Online had fully animated 2D graphics, both in and out of combat situations, which made it accessible to a wider audience compared to more text-based games or the graphical MUDs on which it was based. Also, its gameplay and interface were already familiar to those accustomed to the graphical adventure games earlier popularised by Sierra. Like many of its predecessors, The Realm Online only featured simple turn-based combat, however, it did feature a huge number (for the time) of visual character customization options. It, too, is still running.

Nexus: The Kingdom of the Winds, whose beta was released to Korean audiences in 1996 was one of the first MMORPGs. It is still an active game today with over 1000 subscribers.

Meridian 59, launched by 3DO in late 1996, was one of the first Internet MMORPGs. It was one of the first Internet games from a major publisher, one of the first to be covered in the major game magazines and the first MMPOG to introduce the flat monthly subscription fee. Perhaps most significantly, was its 3D engine, allowing players to experience the game world through the eyes of their characters. A cult following quickly grew for Meridian 59 that still exists today.

Tibia, launched by CipSoft in January 1997. It is one of the oldest MMORPGs and was considered most noteworthy in its early years; however, with the development of MMORPGs, its popularity has grown much slower than other MMORPGs. It was first released in January 1997.[1] It is a free game which is open to the public, though players have the option to pay a fee in order to upgrade to a premium account, granting special in-game benefits, including additional areas to explore, access to vocation promotions, and extra spells. At present, more than 500,000 players from all over the world inhabit the Tibian continent enjoying the numerous game features. Tibia News

Ultima Online, Alpha testing in Jan 1996 and later released in September 1997, is now credited with popularizing the genre.[21][22] It featured 3D isometric/third-person graphics, and was set in the already popular Ultima universe. It was also a more involved, complex game than many of its predecessors.

Two years after Ultima Online, The Fourth Coming was released, an MMORPG in 3D isometric. It was launched in France under the name La 4ème Prophétie and contributed to spread the MMORPG culture in Europe as one of the first graphical MMORPG. It became very popular through the website GOA until its close in 2001. This MMORPG featured a unique communication system. The game has lost its popularity, however it is still a subject of nostalgia for its old players and some servers continue to host players.

A lesser known MMORPG was launched, on the Mplayer network, in March 1998 called Underlight by Lyra Studios LLC. The game featured live action FPS combat in a 3D environment, an advancement system where players write quests for other players, and a unique faction system with fixed houses that are player run. Also notable was the game's rules required people to play in-character at all times and the game's rich story line. This game was similar to Meridian 59 and likewise has maintained a cult following to this day, recently being re-launched again in 2014 by another group of former players under a new company named KoiWare.

Meanwhile, commercial online gaming was becoming extraordinarily popular in South Korea. Nexus: The Kingdom of the Winds, designed by Jake Song, was commercially released in 1996 and eventually gained over one million subscribers. Song's next game, Lineage (1998), enjoyed even greater success gaining millions of subscribers in Korea and Taiwan. This helped to secure developer NCsoft's dominance in the global MMORPG market for several years. NCSoft has released Lineage 2, City of Heroes, Guild Wars, Exteel, and Aion: The Tower of Eternity. Recently, titles such as Blade & Soul and Guild Wars 2 were released between late 2011 to early 2012.

EverQuest, launched in March 1999 by Verant Interactive (a development venture inside Sony which was always closely aligned with the operating entity that became Sony Online Entertainment), surpassed Ultima Online in player count and success. It was the most commercially successful MMORPG in the United States for five years, and was the basis for 26 expansions (as of January 2020) and several derivative games.

In 1999, following Ultima Online and EverQuest, was another hit, Asheron's Call. Together, these three games are sometimes referred to as the original "big three" of the late 1990s.

Second generation MMORPGs[edit]

Anarchy Online is a 2001 massively multiplayer online role-playing game

By the turn of the millennium, game companies were eager to capitalize on the new market. The concept of massively multiplayer online games expanded into new video game genres around this time, though RPGs, with their ability to "suck in" the player, were (and still are) the most financially promising.

The next generation of MMORPGs, following the "big three" of the previous decade, was to include the medieval PvP-oriented Dark Age of Camelot, the sci-fi Anarchy Online, and Ultima Online 2. Anarchy Online, released first in June 2001, was saddled with crippling technical problems upon its release, mostly due to an inability to handle the huge playerbase. Dark Age of Camelot launched smoothly four months later, introducing "Realm vs. Realm" PvP and other innovations, and quickly passed Ultima Online and Asheron's Call in popularity, and became EverQuest’s main rival. Ultima Online 2 was cancelled by Electronic Arts in March 2001, as they had decided that the market was becoming saturated and that it would be more profitable to divert resources to the original Ultima Online. RuneScape by Jagex was also released in 2001. 2001 also saw MMORPGs move off of PCs and onto home consoles in a limited form with the release of Phantasy Star Online;[23] however, due to platform limitations, it would not be until EverQuest Online Adventures release that 'massive' features found their way outside of non-combat areas on consoles.

2001 also saw the first fully 3D sci-fi space-ship MMORPG. Jumpgate: The Reconstruction Initiative (also Jumpgate or Jumpgate Classic and commonly abbreviated as JG or JGC) is an MMORPG in a science fiction setting for the PC, released in North America on September 25, 2001 by NetDevil (developer) and 3DO (publisher).

In 2002 the sprite-based Ragnarok Online, produced by Korean company Gravity Corp, was released. Though unknown to many Western players, the game took Asia by storm as Lineage had done. The publisher has claimed in excess of 25 million subscribers of the game, although this number is based upon a quantity of registered users (rather than active subscribers).[24] 2002 also saw the release of MapleStory, another sprite-based title, which was completely free-to-play - instead of charging a monthly fee, it generated revenue by selling in-game "enhancements". MapleStory would go on to become a major player in the new market for free-to-play MMORPGs (generating huge numbers of registered accounts across its many versions), if it did not introduce the market by itself.

In September 2002, Earth & Beyond was released. Having been in development since 1997, this was the second 3D sci-fi space-ship based MMORPG. Earth and Beyond only lasted two years before being shut down by developer Westwood Studios' owners, Electronic Arts.

In November 2002, Final Fantasy XI by Square-Enix became the first MMOG to provide clients for different platforms using a single set of servers,[25] in addition to being the first 'true' MMOG to appear on a video game console due to its initial release in Japan in May of the same year on the PlayStation 2. It would go on to provide a client for a third platform, the Xbox 360, in 2006.

In March 2003, Ubisoft launched their first MMORPG: Shadowbane. Shadowbane was notable for featuring no quests, and instead relying on player warfare to provide immersion. To support this goal it featured player-built, player-owned, and player-razed cities and capitals, and a system for player government.

Also in March 2003 Sony Online Entertainment launched EverQuest Online Adventures, a PlayStation 2 spin-off of the successful EverQuest MMO. This game was only accessible to PlayStation 2 players. The game shut down on the March 29, 2012 after nine years of full operations.

May 2003 saw the release of Eve Online, produced by CCP Games, which had players taking the role of spaceship pilots and had gameplay similar to the series Star Control. Though not the first space MMO (Microsoft Allegiance was the first space MMO and was released in 1999), Eve was able to achieve lasting success. One of the reasons for its success may have been the game's design, in which all subscribers play in one shared universe as a result the natural partitioning of the game universe into solar systems connected by stargates. This partitioning allows the world to be divided up in such a way that one or more solar systems run on different servers, while still maintaining a single coherent world.

In June 2003, The Walt Disney Company launched its first MMORPG, Toontown Online, for open release.[26] Unlike a lot of other first and second generation MMOs at the time, Toontown was unique from the rest because it specifically focused on reaching audiences of children and families, while most MMOs of the generation appealed to older players. Because of this, it is often entitled the first MMO for families. With Toontown's unique playing style, players took on the roles of classic cartoon characters, which were heavily based on the world in the 1988 Touchstone Pictures film, Who Framed Roger Rabbit. The objective of the game was simple. One had to save the city of Toontown from evil business robots, known as Cogs. While a lot of the game was based on leveling up from side activities, the combat features of the game took precedence. The weapons of the game that lured off Cogs were known as Gags, unique objects found in cartoons and comedic nature (such as a flower pot or TNT). According to the storyline, "Cogs just can't take a joke!" After a good 10 years of the game being targeted to all kinds of audiences, Disney decided to close it in order to shift its development towards another virtual world experience known as Club Penguin. Thousands of community members are still actively playing in community servers that have risen in the wake of its closing.[27]

In October 2003, Lineage II (NCsoft's sequel to Lineage) became the latest MMORPG to achieve huge success across Asia. It received the Presidential Award at the 2003 Korean Game awards, and is now the second most popular MMORPG in the world. As of the first half of 2005 Lineage II counted over 2.25 million subscribers worldwide, with servers in Japan, China, North America, Taiwan, and Europe, once the popularity of the game had surged in the West.

2003 also saw the appearance of Second Life. While not primarily a role playing game, it is clearly multiplayer and online, and it is used as a platform where people construct role playing games based on Gor, Star Trek, vampires, and other genres.

In April 2004, NCSoft produced another significant title, City of Heroes. It introduced several major innovations in gameplay and also featured an extreme number of possible visual character appearances, and its comic-book superhero theme made it stand out.

Current-generation MMORPGs[edit]

The most recent generation of MMORPGs, based on arbitrary standards of graphics, gameplay, and popularity, is said to have launched in November 2004 with Sony Online Entertainment's EverQuest II and Blizzard Entertainment'sWorld of Warcraft (WoW). At the time, Sony expected to dominate the market, based on the success of the first EverQuest, and decided to offer a flat monthly rate to play all of their MMORPGs including EverQuest, EverQuest II, and Star Wars Galaxies, to keep from competing with itself. While EverQuest II was a commercial success as predicted, World of Warcraft immediately overtook all of these games upon release, and indeed became so popular that it dwarfed all previous monthly-fee MMORPGs. At present, WoW is one of the most played games in North America, and the most subscribed to MMORPG worldwide, with a total of over 7 million subscriptions in the middle of 2013.[28] The closest MMORPG to World of Warcraft is, in terms of paying subscribers, RuneScape with more than one million subscribers and even more free players. RuneScape is also the world's largest free MMORPG,[29] though it receives less media attention than WoW. With the release of these newer games, subscriptions began to decline for many older MMORPGs, even the year-old Lineage II, and in particular Everquest. The current MMORPG market has World of Warcraft in a position similar to the position of Dungeons & Dragons in the tabletop RPG market, with both games' market share being greater than 50% of the overall market.

In August 2005 Sony Online Entertainment acquired The Matrix Online, and the game was shut down at 11:59pm, 31 July 2009.[30] It is the one of the first games Sony terminated along with Free Realms on March 31, 2014.

On April 25 2005, ArenaNet (a subsidiary of NCSoft) successfully launched Guild Wars, introducing a new financial model which might have been partly responsible for the game's success.[31] Though definitely an online RPG, and technically having a persistent world (despite most of the game's content being instanced), it requires only a one-time purchasing fee. It was also designed to be "winnable", more or less, as developers would not profit from customers' prolonged playtime. Other differences compared to traditional MMORPGs include strictly PvP-only areas, a relatively short playtime requirement to access end-game content, instant world travel, and strategic PvP. The game is designed around the max level cap of level 20, so players will not run into the level-spreading problem when grouping. For these differences it was termed instead a "Competitive Online Role-Playing Game" (CORPG) by its developers. With five million games purchased as of April '09,[32] Guild Wars is still continuously profitable (due to several stand-alone games) but is still not viewed by some as a serious competitor to WoW in terms of profit and number of players. However, the alternative nature of the payment system in Guild Wars means that the game does not aim to "compete" with WoW rather than exist alongside it, and in that sense it can still be considered a large success.

There has also been significant competition (and potential for profit) among free-to-play MMORPGs. A few of the most successful of these are Silkroad Online by the publisher Joymax, the 3D sprite based MMORPG Flyff by Aeonsoft, Rappelz by nFlavor, (with Aeonsoft and nFlavor merging in 2010 to become Gala Lab Corp) Perfect World by Beijing Perfect World, the 2D scrolling MMORPG MapleStory by Wizet and finally the free-to-play converted Shadowbane by Ubisoft. Most of these games generate revenue by selling in-game "enhancements", and due to their free nature have accumulated huge numbers of registered accounts over the years, with a majority of them from East Asia.

On July 1, 2009, Ubisoft shut down the Shadowbane servers.

Many of the most recent big-budget contributions to the market have focused on giving players visually stunning graphics. In 2007, The Lord of the Rings Online: Shadows of Angmar (LOTRO) was one of the first of these to meet with commercial success, followed by the problematic 2008 launch of Age of Conan: Hyborian Adventures and the Player versus player focused Warhammer Online: Age of Reckoning. Much like LOTRO, many of the games in development with big expectations have multi-media tie-ins, such as Star Wars: The Old Republic and Star Trek Online.

In 2010, Pocket Legends, the first cross-platform MMORPG for mobile platforms was launched for iOS and later that year for Android. In contrast to PC and console MMORPGs and despite the game's success, development was short lived. Since 2012, no new expansions are released as the player base has shrunk due to the company's focus on the launch of new titles.[33]

In 2014, WildStar that is developed by Carbine Studios was released by NCSOFT was a big budget subscription-based game that later moved to a free-to-play model. In November 2018, Carbine Studios and WildStar were shut down for good by NCSOFT. [34]

On 19 December 2016, it was announced that Turbine would no longer be involved with the development of MMORPG's, to instead focus on a future of mobile development. However they had four games in operation, both Lord of the Rings Online and Dungeon and Dragons Online would continue development under a newly formed studio by the name of Standing Stone Games, with game staff, servers and services moving from Turbine to the new studio. As part of this transition, Daybreak Games would become the new publisher, taking over from Warner Brothers.[35] It was announced not long after that Asheron's Call and Asheron's Call 2 would both close on January 31 2017 as result of the events. Asheron's Call as an IP would remain with Turbine, however the staff and servers leaving would force the game closed.[36]

See also[edit]

References[edit]

  1. ^Jon Radoff. "History of Social Games". Archived from the original on 2010-05-27.
  2. ^Nick Montfort (2003). Twisty Little Passages: An Approach to Interactive Fiction. MIT Press. ISBN .
  3. ^Bill Stewart. "Summary MUD History".
  4. ^Tim Anderson; Stu Galley. "The History of Zork". Archived from the original on 2009-01-16.
  5. ^Kevin Kelly, Howard Rheingold (1993). "The Dragon Ate My Homework". Wired. 1 (3).
  6. ^Bartle, Richard (2003). Designing Virtual Worlds. New Riders. p. 741. ISBN .
  7. ^"Early MUD History". 1990.
  8. ^Richard Bartle. "Incarnations of MUD".
  9. ^"A Study of MUDs as a Society". 1998.
  10. ^Yoshio Kiya – 1987 Developer Interview
  11. ^Nelson, Mike (2002-07-02). "Interview: Brad McQuaid". The guru of 3D. Archived from the original on 2007-03-10. Retrieved 2007-03-03.
  12. ^Carter, Randolph (2009-04-23). "Psychochild". Grinding to Valhalla. Retrieved 2010-04-19.
  13. ^Castronova, Edward (2006). Synthetic Worlds: The Business and Culture of Online Games. University Of Chicago Press. pp. 10, 291. ISBN .
  14. ^Bainbridge, William Sims (2004). Berkshire Encyclopedia of Human-Computer Interaction. 2. Berkshire Publishing Group. p. 474. ISBN .
  15. ^Bartle, Richard (2003). Designing Virtual Worlds. New Riders. p. 741. ISBN .
  16. ^Koster, Raph (2002) "Online World Timeline," http://www.raphkoster.com/gaming/mudtimeline.shtml
  17. ^Robert Rossney (June 1996). "Metaworlds". Wired. No. 4.06. Retrieved 2008-02-26.
  18. ^Lytel, David (Winter 1986). "Between Here and Interactivity". Hispanic Engineer & IT. Career Communications Group. 2 (5): 50–54. ISSN 1088-3452.
  19. ^Chris Lombardi (1992), "Legends in their Own Minds," Computer Gaming World, http://static.filefront.com/cgw/1992_08_issue97.pdfArchived 2009-03-25 at the Wayback Machine
  20. ^Safko, Ron; Brake, David (2009). The Social Media Bible: Tactics, Tools, and Strategies for Business Success. Wiley. ISBN .
  21. ^Game Entertainment EuropeArchived 2008-05-29 at the Wayback Machine
  22. ^IGN: Ultima Online: Kingdom Reborn Preview
  23. ^Tony Peters (2006). "AceGamez, "Phantasy Star Universe Preview Microsoft Xbox 360"". Archived from the original on 2007-02-23. Retrieved 2010-11-13.
  24. ^Michael Kanellos (2004), "Gaming their Way to Growth," CNET News
  25. ^"Xbox.com FINAL FANTASY XI - Game Detail Page". Xbox.com. 2010-04-30. Archived from the original on April 2, 2010. Retrieved 2010-04-30.
  26. ^"Keep the Cogs from overtaking 'Toontown'". USA Today. 2004-02-10.
  27. ^Palmeri, Chris (2014-06-17). "Disney's Defunct Toontown Remade by Unsanctioned Teen". Bloomberg.
  28. ^"World of Warcraft subscriptions fall to 7.7 million". Game Informer. 2013-07-26.
  29. ^"RuneScape in Guinness World Records!". Jagex. 2008-08-22. Retrieved 2008-08-22.[dead link]
  30. ^"The Final Chapter"(PDF).[permanent dead link]
  31. ^"Guild Wars hits 2 million mark". Engadget. 2006-06-19. Retrieved 2018-08-03.
  32. ^News story from GW official site
  33. ^Samhayne. "Why we didn't make a new expansion for Pocket Legends in 2013". Pocket legends forums. Spacetime Games. Retrieved 17 January 2014.
  34. ^Jeff Scott. "WildStar & Carbine Studios Both Shutting Down". Nerd Much?. Retrieved 26 May 2020.
  35. ^Bree Royce (19 December 2016). "TURBINE SPINS LOTRO AND DDO TEAMS OUT TO NEW STUDIO, USING DAYBREAK AS PUBLISHER". Massively Overpowered. Retrieved 20 December 2016.
  36. ^Bree Royce (20 December 2016). "ASHERON'S CALL AND ITS SEQUEL WILL SUNSET AS PART OF THE TURBINE/STANDING STONE SPLIT". Massively Overpowered. Retrieved 21 December 2016.
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MMORPG set Archives

Go Play Listen

If the clue wasn’t in the title, this article is the continuation from MMORPGs Part 1, which spanned the early years of the genre (1996 to 2003). Here I bring it home to where I pretty much dropped out of the hobby; real life commitments meant I didn’t feel I had enough spare time to be a useful member of an online community and without really being involved an MMO soon loses its lustre.

Do I miss it? I sometimes harken back to the good ol’ days when spending 36 hours of the weekend in my room really wasn’t an issue. But now I’m much more likely to be able to spend the odd hour in a game – so a solo game that comes with a deep story is far more appealing. So for now I’m going to stick with the mm-memories.

Much like Horizons before it, there was something about Ryzom that made it stand out from the crowd; and once again its uniqueness came from an evolving and dangerous environment that encouraged players to work together.

Another advantage was the lengths they’d gone to in creating a unique world; races weren’t your typical orcs and elves and there were no level one badgers to get bored killing. Instead it was a sci-fi landscape that really fired the imagination and better still, like Anarchy Online, it felt dangerous.

I remember an early experience in which I wanted to move from one area to another but it was too dangerous for us low level characters to go on our own. Instead we had to wait for a group of high levels to escort us across, protecting us (and some died trying) all the way. That’s a lot more special than walking through some ‘magic’ portal.

And you could just watch the world going on. Predatory creatures would stalk the edge of herds and kill weaker creatures while you watched, like some nature documentary. It was hugely ambitious and had me in awe – right up until I realised that the actual things to do weren’t really that interesting.

The world of Ryzom is still happily spinning today and it very much plays on its role-play and sandbox credentials to do so. It has regular interactive events with live NPCs, as well as an animation team in place to actively encourage people to create and write their own events. If my life hadn’t moved in a different direction, this would definitely be high on my list of MMOs to revisit.

  • Tried: City of Heroes (2004)
    As was so often the case in my MMO history, my path to Ryzom was a solo one as my friends opted for the villain-punching antics of City of Heroes. At launch it ‘featured’ empty streets, uninspired content and very little to hold the attention for non-comic fans, so I got out fast. Closed in 2012, but may return…
  • Tried: Everquest 2 (2004)
    After missing out on the original Everquest experience, I did try EQ2 when it came along – but it didn’t live up to the hype. Original EQ fans were disappointed that the hardcore follow-up they’d hoped for was more of a linear, hand-holding WoW clone (see below). It was OK, just not what many fans wanted. Still going and free to try.

Whether you love or hate the cartoon graphic style, and despite its shonky launch, World of Warcraft easily holds the record for most MMO subscribers with over 10 million (Nov 2014).

And despite its detractors its easy to see why. Once Blizzard got its house in order the game was every bit as polished and smooth as you’d expect from a ‘Craft’ game. It was mostly linear, sadly repetitive and had boring/pointless crafting, but when it was this pretty, accessible and well written it was east to forgive it.

What World of Warcraft did so well was streamlining. It kept many of the fun bits of an MMO – the fighting, levelling and grouping – and stripped most else away. And once running smoothly it introduced fun PvP zones and endgame dungeons that required big groups to complete – just what most people wanted at the time.

I had a lot of fun with it initially and I’m certainly not a detractor – I hate people who get bored of something and then feel the need to go back and trash it. Personally, it simply became a drudge; when the thought of getting to the next level no longer excited me, I knew it was time to move on. This happened when they released the first expansion; I bought it, gave it a go, but the thought of doing another section for another pre-set 10 levels had lost its appeal; I was done.

  • Tried: Guild Wars (2005)
    Guild Wars took a very different approach to traditional MMOs, centring the action around small group ‘instances’ where you could group up with friends (or strangers) for short, violent little quests. While it was polished and very successful, and still going strong today, it didn’t suit my play style at all.
  • Passed: D&D Online (2006)
    This licence seemed perfect for an MMO and on first glance it looked great; but unfortunately it proved to be just another rush job with linear progression, a lack of content and no real staying power for most players. I don’t know anyone who stuck with it beyond a few weeks, but it still seems to be going.

After several years of playing WoW it was going to take something special to challenge it; and that something turned out to be Tolkien.

It looked beautiful and promised a campaign running alongside the Fellowship’s journey, taking you to all those places in the books you’d always wanted to experience. Sold.

And for a long time it did exactly what it said on the tin. New areas opened up as you levelled up, revealing more beautifully rendered parts of Tolkien’s world – the elven lands being particularly stunning. And in each area your quests led you on a parallel path to the fellowship, meeting characters and doing quests that would clear a path for them, sort out problems etc. It was awesome.

Right up until it wasn’t. I really should’ve seen it coming, as exactly the same thing happened as it had with WoW. The first expansion came along, I started doing the next lot of ‘kill 10 orcs’ quests and lost the will to live: another expansion purchase wasted.

They have to keep creating content to keep the levelling brigade happy, but its just smoke and mirrors to cover the fact the true nature of these MMOs is the grind, not community – not building something together, as you did in Ryzom and Istaria. Here the challenge didn’t change – the colour scheme and numbers did, but little else.

I’m a lifetime member of the game, so may go back one day – it would be worth it to relive the storyline once more. And if you love Tolkien and computer games, you can play the game for free now – you’d be mad not to give it a go.

  • Passed: Age of Conan (2008)
    This had some neat ideas, with day and night essentially being different worlds and with an interesting combat system in place that felt epic, with you fighting several enemies at once on a regular basis. Unfortunately it was terrible at launch, being very light on content, and few stood by it. Now free.
  • Passed: Warhammer Online (2008)
    As it had to be with this licence, Warhammer was all about the PvP – which meant it held very little interest for me. It was never going to drag me away from LotRO, and the early reviews didn’t help its cause. It died a death in 2013.
  • Tried: Star Trek Online (2010)
    Another day, another woefully wasted licence. At launch it was almost unplayable, which saw me logging off in frustration after a few minutes each time I tried it. I’m not a fan of the show, but its such a good setting for a game – and it tried to do things differently, giving you NPC away teams to join you when solo. Free to play.
  • Tried: Star Wars – The Old Republic (2011)
    See if you recognise this story: great licence, rushed and almost unplayable game at launch. Yup, its probably the best summation of the MMO genre’s history. This again looked great in screenshots, again promised an interesting new take on combat, and again failed to deliver at launch. And again, it’s now free to play.
  • Tried: Rift (2011)
    With WoW and LotRO both having ended the same way, I was highly dubious about Rift. All it proved to be was somewhere for people bored of earlier MMOs to moved to, offering scant real difference beyond the ‘rifts’ themselves; pop up battle areas you could help defeat. Free trial and done for me – but it’s still going.

I wrote about my experiences with The Secret World at length already. After three months I still felt thoroughly immersed – but the astute amongst you will note I didn’t go no to write a ‘six months in’ follow up post.

As I’d feared character progression quickly ground to a halt and the second huge area, while challenging, really lacked the personality of the first. I saw little to no improvement in cabals and crafting, while the number of interesting quests (gaining knowledge, sneaking etc) seemed to really dry up.

What I was left with was a game which I wanted to explore the storyline of, and which has some interesting features, but that seemed wasted on an MMO. Everything interesting seemed solo, and having other players around didn’t seem to add to proceedings at all. One day I woke up and realised I hadn’t played it for two weeks, and didn’t care. So that was the end of that.

  • Passed: Guild Wars 2 (2012)
    Again, I passed over the second Guild Wars game as the play style didn’t suit mine and the crafting looks weak, but the more I hear about it the more I’d like to give it a go. The game seems to have done a lot to rid players of the tired MMO mechanisms that were really brought to their natural conclusion by World of Warcraft, with the action and storyline being closer to a solo RPG but with teaming for big battles – and apparently exploring is rewarded.

For a few months I found myself deeply immersed in the world of Dragon’s Prophet. It was new, free to play and, best of all, after about an hour you were riding around on a dragon – which would also fight for you in battles as a pet.

This was hugely entertaining for a while, especially as you can collect dragons and train them up, almost Pokemon style. They have very different characteristics to suit play style and you can switch them mid battle if you need a different ability set (perhaps extra healing, or more direct damage).

But unfortunately, once you’ve pulled this wool away from your eyes, you realise that underneath this (admittedly awesome) fluff is ‘just another MMO’ – do storyline plus UPS quests, get better items, move to next linear area, rinse and repeat. As soon as that initial shine had worn off, my interest was gone.

With Dragon’s Prophet long gone from my hard drive and nothing seriously tempting me to look at another game, this could well be the end of my love affair with the MMO genre. It’s been a wild ride but I just can’t help thinking that while I’ve moved on, it hasn’t.

When I think of what I want from a computer game nowadays, it isn’t the camaraderie – which should be an MMO’s biggest asset. And even if I was in the market, I think most modern games in the genre fail to deliver on the group/roleplaying experience in anything other than PvP combat.

For now I’m happy getting my social from board and card games, and my solo from computer games. But if the right game came along, all bets would be off…

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Posted inComputer Games, Games | TaggedAge of Conan, City of Heroes, D&D Online, Dragon's Prophet, Everquest 2, Guild Wars, Guild Wars 2, Lord of the Rings Online, MMO, MMO review, MMORPG, online rpg, Rift, Ryzom, Star Trek Online, Star Wars The Old Republic, The Secret World, Warhammer Online, World of Warcraft | 1 Reply

Back in 1998 I got my first home PC – I still can’t quite believe I got through my degree on an Amiga, but there you go. Once I’d got it set up, and online, pretty much before I did anything else I got immersed in the time-sapping world of ‘massively multi-player online role playing games’, or MMORPGs (or MMOs).

I’ve had a love-love relationship with them ever since, although in recent times the thrill has gone. Few of my friends still play and where once players stuck to a game for years, now there seems to be much more transience and cynicism; it becomes hard to keep believing in another new community only to see it fade just as fast.

I may return to them (in fact I may do it this afternoon – so fickle), but for now the long affair is over – so what better to do than mull of the good times with a tear in the corner of my eye, while boring anyone in internet-shot to death?

Skye, GrowL and me kickin’ some ass, January 2001. Such realism…

The first game I got into was The Realm, which was already well established by the time I arrived.

None of my friends were interested, as even back then the graphics were terrible, but I found a thriving and friendly community of players and immediately fell in love with the MMO concept.

While it didn’t look the best The Realm managed to pack in a bit of tension on occasion, while having 300 levels to grind through certainly made it a game you had to stick at; and those levels didn’t come easy either – there was none of this, “Well done, you’ve completed the tutorial and are now level 10” nonsense.

I was happy in The Realm for five years and I’m thrilled to see it’s still going strong today. Better still, it has a monthly charge of about £5. Nice to see a game from 1996 can still go with a subs model and only a one-week free trial, while every man and his dog is being forced to go free with in-game micro payments. I really should give the free trial a go…

  • Passed: Meridian 59 (1996)
    As the first real MMO it was very tempting to give this a go instead of The Realm, but it was very much combat oriented – especially PvP, which wasn’t really what I was looking for. The game did die, but it’s back and free to play.
  • Passed: Ultima Online (1997)
    This was the first properly massive multiplayer online game, being the first to reach 100,000 subscribers. I also shied away from UO because of the game’s strong focus on PvP, but it is still going strong today.
  • Tried: Everquest (1999) Unfortunately I was a year into The Realm when EQ came along and was still loving it. EQ’s bog standard fantasy setting and graphics didn’t inspire me enough to move; but I kind of wish it had, as friends had such a great time with it. I did take a look at it later, when I was losing faith with the AO beta (see below), but by then the graphics had gone from uninspiring to laughable and the end game content had become all about raiding (which didn’t interest me).
  • Tried: RuneScape (2001)
    This was a breath of fresh air when it arrived: free to play, browser based and with lots of content. But the first two plus points seemed to attract every 12-year-old numpty on the planet and a short trial ended in frustration. But guess what – it’s still doing really well, with a HTML 5 version released in 2013, and is still free to play.

Posing outside Wine, late 2001. I swear that armour was cool back then…

Having turned down many a graphically superior game already, it took the promise of a beautiful and original sci-fi world to finally lure me away.

I got into the late beta testing of Anarchy Online (AO) and, despite the bugs, totally fell in love with the world they’d created.

And ‘bugs’ is really an understatement – the game could barely stand on its own two feet at launch, but many of us saw enough potential to stick around; and if anything this helped us bond as a community. We rather ridiculously wore that ‘we suffered through the pain’ badge with pride, but looking back now I’m glad I did.

Even today (AO is very much alive), while the graphics are clearly dated, the unique world, creatures and mix of ranged and melee, sci-fi and fantasy, still hold it up as an exemplar of what is achievable with the right imagination. Not an elf in sight. I spent a couple of very happy years with AO (you can get a feel for what playing it is like with an old diary of mine here) and it is my second most played MMO (in hours spent). I still revisit on occasion and am still amazed at the awesome complexity of character development.

Unfortunately while the game started out as a fascinating blend of exploration, storytelling, crafting and combat the most vocal part of the community – as always – was the PvP one. Crafting went almost totally by the wayside despite having an amazing system in place, while expansions focused on guild battles and grouping for battles. All I was really left with was a level grind, so I started to look elsewhere.

  • Tried: Dark Age of Camelot (2001)
    Another game that friends went to and that I had a very short dabble with. Again the focus was on PvP which immediately put me off, but worse was the incredible lack of scope; every time I tried to explore I ran into an invisible wall – utterly frustrating compared to the wide open spaces of AO. As for the generic fantasy world…

Couldn’t find a mudball screenshot 🙁

Some friends in other MMOs had joined the beta of Asheron’s Call 2 and once it went live encouraged me to join them. As I was in an AO rut I decided to check it out.

What I found was a slightly less generic fantasy settings: I got to be a ‘Lugian Raider’, which was a big grey thing that chucked massive balls of mud at people…

But the graphics were nice enough, the gameplay pretty smooth and overall I quite got into it – until my friends left for pastures new shortly afterwards as its lack of deeper content became apparent.

And the game certainly had its problems behind the scenes, with talk of its failure seemingly hanging over it from the beginning. Publishing wrangles between Turbine, Microsoft and Sony were pretty ominous from the start, with US and EU servers being run by different companies – rarely a recipe for happy endings.

It also didn’t help that Asheron’s Call 2 came out while a lot of big name games were in production and getting a lot of buzz, which encouraged many to stay where they were until some of the expected big guns hit the market (see below). It was a time of very stiff competition and AC2 simply didn’t have enough to stand out from the crowd. The game finally died in 2005, came back for a while, but has since disappeared again.

  • Tried: Eve Online (2003)
    There’s no doubt what an amazing achievement EVE Online is, making a truly epic space combat and trading game really come to life, but that doesn’t mean it’s actually any fun for the casual player. This game works best with dedication and skill, but more importantly when you’re putting everything you’ve worked for on the line in ‘winner takes all’ space battles. As a crafter, it was totally not for me!
  • Tried: Star Wars Galaxies (2003)
    I remember the first time I saw screen shots of SWG – it was Star Wars and I couldn’t wait. Even some friend who hadn’t played MMOs before committed to it so I had to give it a go. Unfortunately Sony completely dropped the ball with it – and just when it looked like they’d picked it up, they kicked it over the fence of that neighbour with the rabid dog wandering the garden. It’s hard to believe how much this stank on release, but even harder to understand the choices they made later in completely overhauling it just when they were getting it playable and on-track – it was is if they were trying to get it canned. It was put out of its misery in 2011.

Working on my Istaria plot, January 2012

Despite some stiff competition, I’ve ploughed more hours into the world of Istaria than any other – and I wouldn’t rule out returning either. It was buggy as hell on launch (a common MMO story), and its history was fraught with disaster, but it had the same key ingredient that had hooked me with Anarchy Online: originality.

But this time, not the setting: it is bog standard fantasy world with just a few different races added to the mix. You could be a dwarf or an elf – or a lizard or a cat – but most importantly for many people you could be a dragon. Better still for me, things you did to the landscape actually changed the game. Yeah, Minecraft didn’t invent that concept (and has worse graphics).

You could get together as a community and rebuild a bridge – which would then open up a whole new island for everyone. Or buy a plot of land near a forest and build a saw mill on it, so people could bring local logs to your workshop and craft them into items.

Well, you can now – and that was the theory in the beginning. Unfortunately at launch half the features didn’t work: a group of us spent weeks building a communal building, only to finish it and wait for it to appear – and nothing happening. At that point all of my friends quit – except me. Who can blame them?

I’m glad I stuck with it though, as no other game I’ve played has created such an amazing spirit directly through its own game systems, rather than relying on the players to use their imaginations. In the end the only thing that stopped me playing were protracted takeover wrangles. Servers merged, ownership changed and it looked inevitable it would fold. I got out before having that awful experience of trying to login one day to a blank screen.

But somehow it’s still alive. I did go back and had another couple of happy years progressing my old character again. I’d still be there today, but in the end the high level grind was just too boring and the guild I was in imploded. If I could play a day or two per month for free, or pay per hour, I’d have kept it going – but for the amount I wanted to play I couldn’t justify the cost. Bring on that lottery win!

  • Tried: A tale in the Desert (2003)
    A fully crafting oriented MMO set in ancient Egypt you say? I’m in! Unfortunately it was very basic graphically and simply wasn’t fun enough to stick with. Just crafting is fine, but just grind? That’s too hardcore for me. It does also have a government system, which appeals to many but didn’t do it for me. The current version of the game is A Tale in the Desert 3 – well worth checking out if you like your games without the bloodshed (and don’t need tip-top graphics).
  • Tried: Entropia (2003)
    Now retitled Entropia Universe, this is another game I might revisit if I won the lottery. Entropia stood out because it was pretty much pay to play via in-game purchases rather than monthly fees – common now, but deemed a rip off by most back then. You could eke out a free existence and hope to get a lucky kill (critters all gave a random value of in-game currency, so a lucky hit could give you a massive payout – which could then be ‘cashed out’ for real money). I got bored of the grind pretty quickly, but it looks very good now. Bring on retirement!

2004-2013: In part 2

The things I’ve taken from those early years in MMOs are the friendships I made and communities I was part of. I’ve made real-life friends from those days, some I’ve met in person (hello Ireland, hello Sweden!) as well as others I’m still in contact with on Facebook (hello Scotland, hello America!) who I’m sure I’ll meet up with sooner or later. I’ve made more long-lasting friends from MMOs than I did in three years living in Nottingham…

In part 2 I’ll move onto 2004, which saw the introduction of of a somewhat popular title named World of Warcraft, and later Lord of the Rings Online, amongst others.

Read more:MMORPGs: A biased history part 2, 2004-2013

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Posted inComputer Games, Games | TaggedA Tale in the Desert, Anarchy Online, AO, Asheron's call 2, Dark Age of Camelot, Entropia, Eve Online, Everquest, Horizons, Istaria, massive multiplayer online game, Meridian 59, MMO, MMO review, MMORPG, MMORPG review, online role playing games, RuneScape, Star Wars Galaxies, The Realm, Ultima Online | 5 Replies
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