The Golden Age of Computer Gaming
Chapter 6: When Gaming Connected
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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.
THE TELEPHONE LINE REVOLUTION
In the early 1990s, connecting to another player required dedication that bordered on obsession. You needed a modem, a phone line your parents would surrender for hours, and enough technical knowledge to navigate IP addresses and port configurations. Every connection was precious because every minute online meant tying up the family phone.
Players would coordinate elaborate schedules, trading phone numbers and planning gaming sessions like military operations. The ritual was as important as the game itself: the screech of modem handshakes, the nervous wait to see if the connection would hold, the collective cheer when eight players successfully linked up for a match that had taken an hour to organize.
These early multiplayer experiences were raw and immediate in ways that modern gaming struggles to recapture. Every match felt like an event because it was genuinely difficult to achieve. When your connection dropped, it wasn't just an inconvenience - it was a personal failure that disappointed seven other people who had carved time out of their lives to play with you.
ULTIMA ONLINE: THE GREAT EXPERIMENT
In 1997, Richard Garriott didn't just want to put Ultima on the internet - he wanted to create a completely new kind of experience. Ultima Online would become the first massively multiplayer online role-playing game to capture the public imagination, but more importantly, it would prove that virtual worlds could develop their own economies, societies, and cultures.
The project began as Garriott's response to the limitations of traditional gaming. In single-player Ultima games, he controlled every narrative element, every quest outcome, every moral choice. But 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?
Development started in 1995 with a budget of $2.5 million - enormous for the time. 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? How do you build an economy that functions when every participant is a real person with their own agenda?
THE SOCIAL LABORATORY
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. These weren't programmed events - they were emergent behaviors arising from thousands of individual decisions.
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 development team, led by producer Starr Long and designer Raph Koster, found themselves in the unprecedented position of governing a digital society where their citizens were real people with real emotions invested in virtual achievements.
The solution came in the form of Trammel, an alternate version of the game world where player-versus-player combat was restricted. This split the community between those who preferred the lawless frontier of Felucca and those who wanted to explore and build without constant threat. It was a compromise that satisfied neither group completely but allowed the game to serve both types of players.
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 (Multi-User Dungeons). He recruited two programmers who had been working on a role-playing game called WarWizard: Brad McQuaid and Steve Clover. Their shared vision was to create a 3D evolution of the dungeon-crawling experiences they had loved in text form.
McQuaid's original design document was reportedly only 10-15 pages long, but it contained a clear vision that would remain remarkably consistent throughout development. 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 ARCHITECTURE OF OBSESSION
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.