The Golden Age of Computer Gaming
Chapter 11: The Age of Streaming
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When Gaming Connected
THE BIRTH OF VIRTUAL WORLDS
By the mid-1990s, something profound was happening in basements and dorm rooms across America. Players weren't just loading games from disks anymore - they were connecting to worlds that existed beyond their computers, places where thousands of other real people were living parallel digital lives.
The transformation didn't happen overnight. It began with crackling modems, dropped connections, and the patience of pioneers who understood they were witnessing the birth of something unprecedented. Before social media, before streaming, before the internet became ubiquitous, gamers were creating the first true online communities.
ULTIMA ONLINE: THE GREAT EXPERIMENT
In 1995, Richard Garriott faced a creative crossroads. He had spent over a decade perfecting single-player Ultima games, but something was calling him toward uncharted territory. What if thousands of players could inhabit Britannia simultaneously, making their own choices and dealing with the consequences? What if the story wasn't written by designers but emerged from the collective actions of real people?
The project that would become Ultima Online began with a $2.5 million development budget - enormous for the time. Richard Garriott assembled a team including producer Starr Long, designer Raph Koster (known in the community as Designer Dragon), and programmers Rick Delashmit and Scott Phillips. The team faced technical challenges that no one had solved before: How do you create a persistent world that continues to exist even when individual players log off? How do you prevent players from destroying the experience for others?
THE VIRTUAL SOCIETY
When Ultima Online launched on September 24, 1997, it immediately became something its creators hadn't fully anticipated: a social laboratory where human nature played out in ways both wonderful and terrible. The game featured unrestricted player-versus-player combat, meaning anyone could attack anyone else at any time. What emerged was a complex ecosystem of cooperation and conflict that reflected real-world social dynamics.
Players formed guilds not just for gameplay advantages but for protection and companionship. Elaborate hierarchies developed, with veteran players mentoring newcomers and establishing codes of conduct that existed entirely outside the game's programmed rules. Some players became dedicated craftsmen, others emerged as diplomats negotiating between rival factions, and still others carved out niches as information brokers or hired muscle.
The game's economy became genuinely sophisticated, with players cornering markets on essential resources, establishing trade routes between cities, and even creating player-run banking systems. When someone discovered a new way to make money, word would spread through the community, prices would shift, and the entire economic landscape would reorganize itself.
THE ASSASSINATION OF LORD BRITISH
The most famous incident in Ultima Online's beta occurred on August 9, 1997, during a stress test meant to showcase the game's capabilities. Richard Garriott appeared in-game as his alter ego Lord British to address the player community. Due to a server crash shortly before the event, Lord British's character lost its invulnerability status - something Garriott forgot to reset.
A player known as Rainz seized the opportunity and cast a 'fire field' spell, killing the supposedly immortal Lord British in front of hundreds of witnesses. Producer Starr Long later blamed the incident on human error, but the event became legendary in gaming folklore. Rainz was subsequently banned from the beta, not for the assassination itself but for a pattern of exploiting bugs rather than reporting them.
THE PROBLEMS OF PARADISE
Ultima Online's radical openness also created problems that the development team struggled to address. Player killers would hunt newcomers, not for any in-game reward but simply for the pleasure of ruining someone else's experience. Thieves could steal hours of work in seconds. Entire guilds would dedicate themselves to griefing other players, finding creative ways to exploit the game's systems for maximum disruption.
These issues weren't bugs to be fixed - they were fundamental aspects of human nature playing out in a consequence-free environment. The solution eventually came in the form of separate game worlds: Felucca for those who preferred the lawless frontier, and Trammel for those who wanted to explore and build without constant threat.
THE ECOLOGICAL DREAM
One of Ultima Online's most ambitious features never made it beyond beta testing. The developers had created an elaborate ecological system where animals would hunt each other, breed, migrate, and respond to environmental changes. As Richard Garriott later explained: 'We thought it was fantastic. We'd spent an enormous amount of time and effort on it. But what happened was all the players went in and just killed everything; so fast that the game couldn't spawn them fast enough to make the simulation even begin.'
The ambitious ecosystem was eventually removed from the game, but it represented the kind of bold experimentation that defined early online gaming. Developers were willing to attempt features that might not work, driven by the vision of creating truly living virtual worlds.
EVERQUEST: THE ADDICTION ENGINE
While Ultima Online was proving that virtual societies could function, a small team at Sony's 989 Studios was working on something different. EverQuest wouldn't be about player freedom or emergent societies - it would be about creating the most compelling virtual world possible, a place so engaging that players would struggle to leave.
The project began in 1996 when John Smedley, an executive at Sony Interactive Studios America, secured funding for a 3D game inspired by text-based MUDs following the successful launch of Meridian 59. He recruited two programmers who had been working on a single-player RPG called WarWizard: Brad McQuaid and Steve Clover.
THE VISIONARY'S DOCUMENT
Brad McQuaid's original design document for EverQuest was remarkably brief - only 10-15 pages - but it contained a clear vision that would remain consistent throughout development. As John Smedley later recalled: 'Almost everything in that original design doc made its way into the game. It was very impressive. I'm almost 30 years into this business and I haven't seen that another time, ever.'
Unlike Ultima Online's focus on player agency and social dynamics, EverQuest would emphasize structured cooperation, with players forced to work together to overcome challenges that were impossible to solo. The team drew inspiration from DikuMUD and other text-based multiplayer games, but McQuaid's vision was to translate that experience into a fully 3D world.
THE CORPORATE SHUFFLE
EverQuest's development occurred during a period of corporate reorganization at Sony. Initially part of 989 Studios, the project was spun off to a new division called RedEye Interactive, later renamed Verant Interactive. The transition wasn't smooth - Smedley later revealed that EverQuest was nearly cancelled five or six times during development, though he kept this information from the development team to maintain morale.
Other key team members included Bill Trost, who created the history, lore, and major characters of Norrath (including the protagonist Firiona Vie), Geoffrey 'GZ' Zatkin, who implemented the spell system, and artist Milo D. Cooper, who handled the original character modeling.
THE REVOLUTIONARY LAUNCH
EverQuest launched on March 16, 1999, with modest expectations from Sony executives. The game required significantly more powerful hardware than Ultima Online - a Pentium processor, 3D acceleration, and substantial memory. Many industry observers wondered if enough players would have the necessary equipment to make the game viable.