Art of the Genre: Art of the Disappearing MMORPG
You can never go home again, or at least I believe that’s the saying. I tend to agree, as my home town in NowhereVille Indiana stands as a shining example of the power that ‘getting out’ has on a person’s life. Still, when I do make it ‘home’ — and yes, although I’ve lived in four other states and half a dozen apartments, condos, and houses longer than the days where I spent my youth, my mother’s house on the Tippecanoe is still my home — I can breathe easy like nowhere else in the world. [On a sad note, someone recently related to me that maturity is achieved the day you lose your last parent because you are truly on your own. I’ve luckily not reached that level of independence, and certainly that is why my mother’s house still holds such warmth, because there I’m still the child, and who doesn’t like being the child once in a while?]
Honestly, I could shed tears as I write such profound revelations, as I think about home, three thousand miles from the City of Angels and all the chaos that goes with it, but I won’t. Instead, I want to try to translate that same feeling to another venue, that being the art of the quickly disappearing MMORPG.
Before I can truly begin to talk about the vanishing, however, I suppose I should first discuss life. On the 16th of March, 1999, Sony’s 989 Studios released Everquest and the world of online gaming was never the same. Sure, Ultima Online had been around since 1997, but it never stole gamers’ attention and basked in the world spotlight like Everquest, or ‘Evercrack’ as it was called by many because of its addictive qualities.
This game, eventually wrapped into the Sony Online Entertainment bundle, had hundreds of thousands of registered players by 2004. Somewhat unbelievably, thirteen years later, another expansion for the game appeared this November [2012], but like most games of its kind, the death throes can be a long and lonely road.