The Realm Online
The Realm Online | |
---|---|
Developer(s) | Sierra On-Line (previous), Codemasters (previous), Norseman Games (current) |
Publisher(s) | Sierra On-Line (previous) |
Designer(s) | Stephen Nichols |
Platform(s) | Windows |
Release date(s) | |
Genre(s) | MMORPG |
Mode(s) | Multiplayer |
The Realm Online, originally known simply as The Realm, is a second generation MORPG (multiplayer online role playing game).
The Realm was launched in December 1996 for Windows PC[1] It was designed in the tradition of graphical MUDs,[2] before the popular usage of the terms "massively multiplayer" and "MMORPG".[3]
Originally published by Sierra On-Line, it was abandoned by that company because of its unfavorable comparison to Ultima Online and EverQuest.[4] It was next taken up for a short time by a company called World Opponent Network which was also owned by Sierra On-line, then Codemasters, and presently is a Norseman Games production.[5]
Gameplay
The Realm Online uses turn-based combat, which makes it different from other MUDs of its generation,[3] and is convenient for players with a bad Internet connection.[6] it has been credited to be the first virtual world to use instances, with every battle taking place in a special room outside of the open world.[7]
The game has been criticized for its unforgiving character creation: a character that hasn't been created optimally can't reach maximum potential.[6]
Popularity
In the game's first year, 25,000 user accounts had been made. In 2008, the server would still reach an online population of 100 to 200 players during peak hours.[2]
References
- ↑ http://www.gameogre.com/realm.htm
- 1 2 Lynn, Casey (2008-11-17). "RPG Nostalgia: The Realm". Geeks are Sexy. Retrieved 2014-12-15.
- 1 2 http://mmohuts.com/editorials/oldest-mmorpgs
- ↑ Bartle, Richard (2003). Designing Virtual Worlds. New Riders. p. 34. ISBN 978-0-13-101816-7.
- ↑ http://www.gameogre.com/realmonline.htm
- 1 2 http://www.gameogre.com/realmreview.htm
- ↑ Horn, Daniel Reiter (2011). Using a Physical Metaphor to Scale Up Communication in Virtual Worlds. Stanford University. p. 11. Retrieved 2014-12-15.