GemStone IV

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GemStone IV
GemstoneIV Logo.png
Developer(s) Simutronics
Publisher(s) GEnie, AOL, independent
Platform(s) Windows, Macintosh
Release1988
Genre(s) Fantasy MUD
Mode(s) Multiplayer

GemStone IV is a multiplayer text-based online role-playing video game (often known as a MUD) produced by Simutronics. Players control characters in a high fantasy game world named "Elanthia". [1] The first playable version of the game was known as GemStone ][ [2] and was launched in April 1988 on GEnie. [3] It was one of the first MMORPGs and is one of the longest running online games still active. [4] Access to the game is subscription-based (monthly fee) through its website, with three additional subscriptions levels available, "Premium", "Platinum" and "Shattered", in addition to a free-to-play model introduced in early March 2015.

Contents

Technical information

The Wizard Front End for GemStone IV. GemstoneIV Wizard Screenshot.jpg
The Wizard Front End for GemStone IV.

GemStone IV is a text-based game built on Simutronics' proprietary engine, the IFE (Interactive Fiction Engine). This engine is capable of changing nearly any aspect of the game on the fly which allows updates without the necessity for downtime. Due to the use of the IFE, GemStone is rarely taken offline, giving a 24-hour uptime cycle aside from the occasional game crash.

The GemStone interface is simply a text stream, and the game can be played with a Telnet interface after authentication. There are several official interfaces to the game, as well as several unofficial ones. The oldest interface for Windows is called the "Wizard Front End" and offers several useful features such as status readouts, macros, and limited scripting abilities. The Wizard has since been superseded with the "StormFront" Front End introduced in 2003, which itself has been rebranded as "Wrayth" in 2022. Wrayth offers several additional extensions to the game, including a "point and click" interface that allows one to click on text within the game and bring up action menus applicable to that portion of text. The Java FE and a browser-based version named "eScape" are less popular alternatives. A Wizard (similar to the Windows version) also exists for Macintosh Classic, while a Front End named "Avalon" is available for Mac OS X. No official Linux client exists.

History

GemStone was first demonstrated to GEnie in 1987 before Simutronics was officially incorporated. It was only used as a demonstration model and was never available to the general subscribers. GemStone ][ was released in April 1988 to GEnie customers. However, GemStone ][ was very short-lived, and GemStone III went into open beta testing in December 1989, officially launching on February 1, 1990. [5] The transition from "][" to "III" maintained significant portions of the environment, but not all, and character records were not maintained over the transition, requiring all players to begin anew. GemStone III evolved into GemStone IV in November 2003, but the game world and character records were maintained over the transition. GemStone III was promoted on GEnie by promising players the opportunity to receive real-life versions of gems found in-game, something that persisted for many years.

GemStone originally operated with a license to use the Rolemaster game mechanics and Shadow World environment from Iron Crown Enterprises (ICE). In 1995, Simutronics and ICE agreed to let the business relationship expire, necessitating the removal of all ICE intellectual property from GemStone. Many of the game changes were simply renaming ICE names, such as changing the world name from Kulthea to Elanthia, and renaming the deities while keeping their previous characteristics.

Game mechanics were greatly changed with the de-ICEing (as the period is colloquially named), which required every game character to undergo significant changes. Character racial and class choices were also changed, making any direct translation between the two systems difficult. The end result was that every character was required to "re-roll" their character with the option to change race and skills, but maintaining their old experience level, class, and equipment.

GemStone became available on AOL [6] in September, 1995, just after the de-ICEing process. It had already become available on CompuServe and Prodigy before that. When AOL switched to flat-rate pricing, GemStone did over 1.4 million customer-hours in a single month [7] and was attracting 2,000-2,500 simultaneous players. [8] Simutronics launched a web portal in 1997, and started phasing customers off of the online services and onto the web interface, although it would take several years before the last of the online service portals were closed.

Reception

Computer Gaming World in 1991 stated that Gemstone III was a good example of the best and worst aspects of online play. The reviewer liked the game's community aspect and well-written prose, but criticized the poor parser, "surprisingly empty" game environment and—given the per-minute charge—lack of a free tutorial, and concluded that "the present incarnation of on-line games doesn't quite work for him". [9] In a follow-up 1993 review, the reviewer weote that his sojourn in Kulthea was a rewarding experience. He reported receiving help from both built-in commands and other characters and the ability and opportunity for his bard character to sing. The reviewer concluded that "at last, I know why" the game was so popular. [10] In 1997 Next Generation named it as number seven on their "Top 10 Online Game Picks". [11] At its peak (1996), GemStone III had over 2,000 simultaneous users and 1 million play hours per month, large numbers for its era. [12]

In 2020 and 2021, GemStone III inspired retrospectives by Elizabeth Landau in Wired and Gizmodo. [13] [14] She noted its ability to facilitate human communication and its similar nature to later MMORPGs and social media.

GemStone IV - Shattered

In May 2010, GemStone IV - Shattered was released by Simutronics. It allows unrestricted player-vs-player combat and has no policy against automated play.

Related Research Articles

A MUD is a multiplayer real-time virtual world, usually text-based or storyboarded. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat. Players can read or view descriptions of rooms, objects, other players, and non-player characters, and perform actions in the virtual world that are typically also described. Players typically interact with each other and the world by typing commands that resemble a natural language, as well as using a character typically called an avatar.

In multiplayer online games, a MUSH is a text-based online social medium to which multiple users are connected at the same time. MUSHes are often used for online social intercourse and role-playing games, although the first forms of MUSH do not appear to be coded specifically to implement gaming activity. MUSH software was originally derived from MUDs; today's two major MUSH variants are descended from TinyMUD, which was fundamentally a social game. MUSH has forked over the years and there are now different varieties with different features, although most have strong similarities and one who is fluent in coding one variety can switch to coding for the other with only a little effort. The source code for most widely used MUSH servers is open source and available from its current maintainers.

AberMUD was the first popular open source MUD. It was named after the town Aberystwyth, in which it was written. The first version was written in B by Alan Cox, Richard Acott, Jim Finnis, and Leon Thrane based at University of Wales, Aberystwyth for an old Honeywell mainframe and opened in 1987.

<span class="mw-page-title-main">Simutronics</span> American online games company

Simutronics is an American online games company whose products include GemStone IV and DragonRealms. It was founded in 1987 by David Whatley, with husband and wife Tom & Susan Zelinski. The company is located in St. Louis, Missouri. It became part of the Stillfront Group in 2016.

<span class="mw-page-title-main">GEnie</span> Online service by General Electric (1985–1999)

GEnie was an online service created by a General Electric business, GEIS, that ran from 1985 through the end of 1999. In 1994, GEnie claimed around 350,000 users. Peak simultaneous usage was around 10,000 users. It was one of the pioneering services in the field, though eventually replaced by the World Wide Web and graphics-based services, most notably AOL.

DikuMUD is a multiplayer text-based role-playing game, which is a type of multi-user domain (MUD). It was written in 1990 and 1991 by Sebastian Hammer, Tom Madsen, Katja Nyboe, Michael Seifert, and Hans Henrik Stærfeldt at DIKU —the department of computer science at the University of Copenhagen in Copenhagen, Denmark.

<i>Ancient Anguish</i> 1992 video game

Ancient Anguish, abbreviated AA, is a fantasy-themed MUD, a text-based online role-playing game. Founded in 1991 by Balz "Zor" Meierhans and Olivier "Drake" Maquelin, it opened to the public on February 2, 1992. It is free-to-play, but has been supported by player donations since 1994.

Player versus player (PvP) is a type of multiplayer interactive conflict within a game between human players. This is often compared to player versus environment (PvE), in which the game itself controls its players' opponents. The terms are most often used in games where both activities exist, particularly MMORPGs, MUDs, and other role-playing video games, to distinguish between gamemodes. PvP can be broadly used to describe any game, or aspect of a game, where players compete against each other. PvP is often controversial when used in role-playing games. In most cases, there are vast differences in abilities between players. PvP can even encourage experienced players to immediately attack and kill inexperienced players. PvP is often referred to as player killing in the cases of games which contain, but do not focus on, such interaction.

LPMud, abbreviated LP, is a family of MUD server software. Its first instance, the original LPMud game driver, was developed in 1989 by Lars Pensjö. LPMud was innovative in its separation of the MUD infrastructure into a virtual machine and a development framework written in the LPC programming language.

A persistent world or persistent state world (PSW) is a virtual world which, by the definition by Richard Bartle, "continues to exist and develop internally even when there are no people interacting with it". The first virtual worlds were text-based and often called MUDs, but the term is frequently used in relation to massively multiplayer online role-playing games (MMORPGs) and pervasive games. Examples of persistent worlds that exist in video games include Battle Dawn, EVE Online, and Realms of Trinity.

<i>The Realm Online</i> 1996 video game

The Realm Online, originally known as The Realm, is a massively multiplayer online role playing game (MMORPG) launched in December 1996 for Windows PC. It was designed in the tradition of graphical MUDs, before the usage of the terms "massively multiplayer" and "MMORPG".

Player versus environment is a term used for both single player and online games, particularly MMORPGs, CORPGs, MUDs, other online role-playing video games and survival games to refer to fighting computer-controlled enemies—in contrast to PvP. In survival games a large part may be fighting the elements, controlling hunger and thirst, learning to adapt to the environment and exploration.

A mob, short for mobile or mobile object, is a computer-controlled non-player character (NPC) in a video game such as an MMORPG or MUD. Depending on context, every and any such character in a game may be considered to be a "mob", or usage of the term may be limited to hostile NPCs and/or NPCs vulnerable to attack.

Federation II was a free-to-play online text-based game also known as Federation 2 or Fed2. It was designed by British programmer Alan Lenton and developed by IBGames. It centers on the intergalactic trade and economy in the distant future. It is coded in C++

A MOO is a text-based online virtual reality system to which multiple users (players) are connected at the same time.

Dragon's Gate was an interactive, real time, text-based multi user online fantasy role-playing game, sometimes referred to as a MUD. It was one of the longest running pay-for-play online games in the world, it opened to the public in the spring of 1990 on GEnie. In 1996 the game was moved to AOL. Later the game was moved to Mythic Realms, and finally to independent server, where it ran until the summer of 2007.

<i>Achaea, Dreams of Divine Lands</i> 1997 video game

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<i>LegendMUD</i> 1994 video game

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David Whatley is the president and CEO of Simutronics Corporation, a multiplayer game company in St. Charles, Missouri. He was the co-founder of the company in 1987, and has been a key developer on all of the company's products, including the GemStone series, DragonRealms, Modus Operandi, Alliance of Heroes, and CyberStrike, which won the Online Game of the Year award from Computer Gaming World magazine in 1993.

References

  1. Olivetti, Justin (2011-04-19). "The Game Archaeologist plays with MUDs: The games". Massively. Archived from the original on 2011-05-07. Retrieved 2011-04-25.
  2. Bartle, Richard (2003-07-17). "Designing Virtual Worlds, Errata". The second version was "GemStone ][" (rather than "Gemstone II"); Roman numerals were used for the third and fourth versions.
  3. Bartle, Richard (2003). Designing Virtual Worlds . New Riders. p. 14. ISBN   0-13-101816-7. GEnie was the launch point for many classic online games, including two very important virtual worlds: Gemstone II in 1988 and Dragon's Gate in 1990.
  4. Gignews.com May 2002 Archived September 27, 2007, at the Wayback Machine Interview: Elonka Dunin
  5. Online Gaming Firm Attracts Fans Archived 2007-09-28 at the Wayback Machine
  6. Bartle, Richard (2003). Designing Virtual Worlds . New Riders. p. 15. ISBN   0-13-101816-7. AOL went for the throat and signed up Gemstone III, Dragon's Gate, and Federation II (it already had Neverwinter Nights).
  7. NPNEWS archives - 1997/02/06
  8. Bartle, Richard (2003). Designing Virtual Worlds . New Riders. p. 17. ISBN   0-13-101816-7. At its peak, Gemstone III on AOL was attracting 2,000-2,500 players simultaneously.
  9. Wilson, Johnny L. (February 1991). "On-Line Gaming Viewed by a Skeptic / Gemstone III, for Example". Computer Gaming World. No. 79. p. 53. Retrieved 17 November 2013.
  10. Wilson, Johnny L. (January 1993). "Genie's GemStone III". Computer Gaming World. p. 124. Retrieved 5 July 2014.
  11. "Next Generation's Top 10 Online Game Picks". Next Generation . No. 27. Imagine Media. March 1997. p. 42.
  12. Landau, Elizabeth (30 September 2020). "I Had My First Kiss in GemStone III". Gizmodo.
  13. "Ep. 20: Text Adventure Gemstone III with Liz Landau". Video Game History Foundation. 24 February 2021.
  14. Landau, Liz (January 14, 2021). "How old-school text adventures inspired our virtual spaces". Wired .
  15. AIAS awards [ permanent dead link ]
  16. Washington Technology 1998-03-05 Archived 2007-09-28 at the Wayback Machine