Showing posts with label Antilia. Show all posts
Showing posts with label Antilia. Show all posts

Monday, September 19, 2022

Works In Progress


This morning I thought I might do a quick catch-up on the handful of obscure mmo-related games and projects I've been keeping tabs on for a while. Not the big ticket events like Ashes of Creation, Pantheon or Camelot Unchained, none of which ever seem any closer to a genuine public unveiling, nor even the more recent buzz titles like Nightingale or Palia, both of which I'm keen to get my hands on as soon as possible.

The titles and developers I have bookmarked are much lower-profile than any of those and there are only five of them that ever show any signs of life. They are, in alphabetical order...

  • Antilia
  • FHX Restoration
  • FRSunrise
  • Project: Return Home
  • SmokymonkeyS




    Antilia is an odd one. In a former life it was briefly an mmorpg that went into open alpha but it's currently being re-tooled as a "sandbox-style RPG" with "an open world, single and multiplayer modes". There's a fairly extensive entry about it on "WikiFur, the Furry Encyclopedia", but it's somewhat out of date.

    From there, I learned that Antilia is pretty much the life's work of a single developer, Jeff Leigh, who's been at it in one form or another since 2002. The wiki mentions a second developer, a visual artist by the name of Kathryn Crownover, but the IndieDB entry for Right Brain Games, the company credited with developing both Antilia and the TOI game engine it uses, lists no employees other than Jeff.

    I ge the feeling Jeff is always very busy on Antilia but of late he's also been very communicative. He's moved away from posting lengthy but sporadic videos on YouTube to giving weekly updates on the website. They're very specific, with a level of detail that would probably be of more interest to another developer than the ultimate intended audience of furry-friendly gamers. 

    This week he's been telling us all about the "Network Refactor" he's been working on, which is something to do with the way players will eventually log in to the game. Probably of more interest to the prospective Antilia player is the section on World Building, in which he shows off "A variety of decorative temporary weapons." 

    Combat is presumably a significant part of the game. I hope so, anyway, because there seems to be one heck of an armory: "So far I've added 18 bows, 40 swords, 17 axes, and some arrows. I have a variety of hammers and maces, polearms, shields, daggers, and staves currently in the works".

    All of this and much, much more is leading up to an alpha at some unspecified date. I've been following development for several years now and it's always winter and never Christmas, as Mr Beaver might say. I'm pretty sure other games have gone into Early Access in a less-ready state but Jeff's clearly something of a perfectionist. I just hope he feels the world he's building is fit to accept visitors someday.



    FHX Restoration is a very different story. This is the emulator project dedicated to bringing back a cadre of mmorpgs that even most dedicated fans of the genre probably never heard of, including a game I played in beta, when it was known as Ferentus

    I last wrote about the project back in December 2020, when I played in several of the limited-duration test events. I bookmarked the game and promptly forgot about it for a quite a while, until one day I checked back to find a bold headline on the front page of the website claiming "We come here to announce that finally the world of FHX is going to open its doors for everyone".

    Below there was a detailed table of exact opening times across the world including an early start for anyone who'd managed to get a character to level 35 during the test events. The full, global launch was scheduled for 28 January 2022.

    I meant to log in for that but, discouragingly and predictably, I forgot about it all over again. Turns out I'm not quite so keen to go back the unrestructured pleasures of pre-WoW mmorpg gameplay as I used to think, especially when it comes in the wrapper of a minor also-ran.

    Ever since then I've had the occasional urge to see how things are going but when it comes to doing anything about it I somehow think of other things I'd rather be doing instead. Until today, that is, when I thought I ought to do some due diligence for this post and check the game really is up and running. 

    It's not. Well, it might be but as I write this the login screen shows a message reading "Log in is currently disabled". I tried it anyway and indeed it is. 

    So, is the game running or isn't it? The website is contradictory, with the FAQ still referring to the January 2022 launch date as something yet to happen and the front page talking about the game "only being playable during recurring events", which is the text from before the launch was announced. The Reddit thread about the launch has precisely one reply but the Discord server is not only alive but very active, with much discussion of PvP tournaments and updates going right up to this morning.

    I guess I just happened to try to log in at a time when the login server was down. Either that or there's some other portal these days. Whatever the reason, chances are I won't try again. I think I satiated my nostalgia last time around. Good luck and best wishes to all those enjoying the old game but I believe I may finally have moved on from hardcore diku-MUD gameplay...

    ... although not as far on as all that.



    FRSunrise is the reason I started writing this post. I signed up for open beta, oh, must be about two years ago now but so far I've heard nothing. This is another emulator project and like just about all the ones I've seen, it has a website that pretty much never changes. 

    All of the real activity happens on Discord servers these days, which is fine in theory but in practice that one extra step is enough to put me off. This morning, for some reason, I pushed through. I think I was just frustrated enough by the perpetual procrastination to want to find out what the heck was going on over there.

    It seems I'm not the only one. The Discord itself is still up and running but in a move eerily reminiscent of the Great EverQuest Forum Disaster I was reminiscing about the other day, the FRSunrise team have had to pull the plug on most of the public discussion channels due to bad behavior by the increasingly unruly crowd on the other side of the velvet rope.

    In a lengthy statement the team explains the scope and necessity of their action: "the public discussion channels (#free-realms-sunrise, #lore-discussion, #off-topic, and #art) have been temporarily closed. This decision was made last night by the Enforcement Team as a whole following an influx of disruptive and blatantly disrespectful behavior." 

    They go on to make a number of observations about "entitlement" and to emphasize the community-led, voluntary nature of the project, including the somewhat ominous statement "This project is a not a company. We are not asking anyone to pay for a product or service and we gain nothing from providing FRS to the community."

    I'm sure the FRSunrise team fully intend to open their servers to the public eventually but they are under no obligation to do so. It wouldn't be the first emulator to end up running as a walled garden with entry by invitation only. I just hope it doesn't come to that.

    On the positive side, everything that's been released so far to show how the project is going suggests a technical triumph. I'm in no doubt the observable quality of the experience is fueling frustration at the ongoing lack of access and, as with Antilia, I do worry that the pursuit of excellence may be getting in the way of the achievement of the perfectly acceptable.

    I await my beta invite with entirely unjustified impatience.

    Project: Return Home is one I probably ought to admit I'm never going to play. It's the emulator for the much-missed PS2 version of Norrath, EverQuest Online Adventures, more widely known as EQOA. Given that the download instructions on the website include a requirement for an EverQuest Online Adventures: Frontiers disk to create an ISO file and an original PlayStation 2 from which to copy the bios I can't see it ever happening. It would just be too much effort.

    I guess I could probably get both those down some internet back alley but even that requires more commitment than I'm likely to make these days. I'm loathe to admit it but even the lure of EverQuest variants I've never experienced doesn't have the draw it once did. 

    I think I finally maxed out on EQ nostalgia when I bought and read almost all the tabletop RPG books for both EQ and EQII a few years back. I wouldn't mind playing in a virtual campaign using those, if anyone's thinking of running one...

    As usual, the Project: Return Home website is ever-unchanging but the Discord confirms work on the project is ongoing. Not only that but you could, theoretically, play right now: "Returnhome isn't private, it's an open source server where in theory anyone can throw up their own server based on it in time." Theory isn't practice, though: "We just don't have a public, connectable server we host based off of our open source, public code, as we don't feel like it is ready quite yet."

    If they ever get a public server up and running I'll reconsider whether I want to try and find the files to play. Until then I don't think I'll worry about it all that much.

    And finally SmokymonkeyS.  They're the developers who made 9lives, a wonderfully bleak, elegaic mmorpg I played and wrote about quite a while ago. All development stopped in 2016 but the server remains up even now, as though it was some kind of art installation, something it very easily could be, such is the aesthetic quality. 

    It works, too. I just re-installed it, which took less time than it took me to write the last paragraph. I found my old login details and they work. My character was waiting patiently, where I left her a few years back.

    I'm not really surprised. If there's one thing you can say about SmokymonkeyS it's that they're loyal to their old work. I long ago abandoned any hope of the game returning to development. The team has moved on. only what they've moved on to seem to be games even older than 9lives.

    They have two live games, Triglav and Garage

    Triglav celebrated it's 20th anniversary last June. It was available to play on PC but that version is either now closed or just about to be, following the final expiration of Microsoft's Internet Explorer on which it ran. It's still going strong on iOS and Android.

    Garage aka Garage: Bad Dream Adventure is available both on mobile platforms and via Steam. It's a remake of a game originally released for PC in 1999 in which "the player character enters his inner world through a psychotherapeutic machine".

    I might be mildly interested in either of those but the real reason I had SmokymonkeyS bookmarked  was the new project they said they were going to work on after 9Lives. The screenshots looked stunning and after 9Lives I was excited for anything they might want to show us...

    ... and then they went quiet about it. The last mention seems to have been in 2018. Since then the studio appears to have been concentrating on their mobile titles, both of which are conversions of elderly PC games. It seems like an odd choice to me but clearly these games are making money and they do look gorgeous so I'm sure their creators are finding that work both financially and creatively satisfying.

    I'm still hoping maybe one day they'll either get back to the "not a train game" (An image from it is in the header for website.) or announce something new for PC. I'll keep checking back every month or two.

    And that's really all I can do. Alerts and sign-ups never seem to bring much information my way. It's a curious situation where the customer has to chase the supplier just for the chance to consume but that's what I get for following such niche developers. There's certainly no such obscurantism when it comes to the would-be major players, some of whom send me far more updates on what they're doing than I can find the time to read - or care about.

    At least when I check on things I've bookmarked I want to find out what's happened since I last looked. Or I pretend I do. I probably ought to admit it to myself when I've lost interest but checking in on these games has become something of a ritual, now. 

    I'll probably just keep on clicking until the links die. Or I do.

    Monday, October 8, 2018

    Every Hair Of The Bear Reproduced: Antilia

    Following on from a post about a game I can play but can't talk about, here's a short post on a game I can talk about but can't play: Antilia.

    There was a brief moment when I could have played it but back then I didn't even know it existed. Still, if only for the blink of an eye, Antilia was an MMORPG, once. It had some kind of off-the-radar run as an alpha or a beta or an Early Access multiplayer project before the development team took it down to re-envision it as a single-player RPG.

    I have no idea how or where I came to hear about it (maybe I saw the failed Kickstarter, which goes all the way back to 2013) but however it was, I've had it bookmarked for a few years now. I even wrote about it a couple of times.

    I know a rabbit when I see one.
    Not that there was all that much to say. The developer, Right Brain Games, does post periodic updates on the website and occasionally there's a video on YouTube, but progress has been slow and there's not been anything particularly blogworthy. Until now.

    Last week I happened to check the website to find this. It's a downloadable, offline version of the character creation suite that Jeff Leigh, the guy who seems to be Right Brain Games as far as I can tell, was talking about on camera in his April update.

    I love character creators. Like many people, I can play around with them for hours even when I have no intention of playing the game itself. In this case I'd love to play the game but the character creator is all there is and it makes for a very tasty appetizer.

    Single-player RPGs do tend to have much more detailed character creation processes than MMOs. I'm not entirely sure why that is.

    It could be that a character in a multiplayer online game is seen more as a Player Avatar than a Character. It might be felt that, given the the long lifespan of an MMORPG, it's best to start with a blank page and let time fill in the details. It may just be that developers know MMO players lack patience so it's best to get them into the game as quickly as possible before they squirrel off somewhere else.

    Offline RPGs, on the contrary, seem to expect their players to have all the time in the world and to want to spend it on minutiae in a way that might just possibly be seen by an objective observer as a tad obsessive. Not to say weird...

    Antilia indulges that expectation in some style. The demo only includes one of the game's three intelligent races, theTaipii, about whom you can read in some detail, both on the website and in the character creator itself. The other two races, the Sakii and the Reisuii are works in progress about whom little has been revealed so far, other than that one is clearly a kind of dragon while the other is some type of rodent.

    As I soon discovered, while playing with the character creator, The Taipii are a handy catch-all, covering a variety of the most popular anthropomorphic tropes. They come in five "bloodlines", known as Felo, Kisan, Koro, Lupan and Vulan, which turn out to be Cat, Rabbit, Deer, Wolf and Fox.

    Actually, they turn out to be the same character model with different shaped ears or tails and, in the case of the Koro, antlers. They are all very cute and beautifully rendered but I'd be hard-put to tell one bloodline from another at a hundred paces.

    There are a plethora of graphical sliders to play with - everything from Snout Length to Tail Floof. Yes, floof. My favorite was Fur Length, which makes your character more or less fuzzy. Who'd ever want to be less fuzzy?

    There's the expected color palette to select from for several layers of fur as well as eyes, ears, tail and whiskers. I'm not clear who's going to be able to see the color of your whiskers but there you go.

    After that we move on to weightier matters such as where you were born and what your parents did for a living. There's a wealth of options here, with over a dozen locations and thirty professions to choose from but that's not the end of your decision-making.

    Next comes your education, offering a separate set of choices for Childhood and Adulthood. Then there's your Personality, with sliders for where you are on the Intorvert-Extrovert scale, what your Work Ethic is, how strongly you respect the Law and several more crucial moral and philosophical positions to take a stance on.

    Finally, in a section labelled Difficulty, you get to choose from a number of handicaps and bonuses. I left these alone and I think I would avoid them in a first run-through should the game finally emerge into playable form. They look to have enormous impact on gameplay - one Disadvantage is Cannot Engage In Combat which means exactly what it says, while another is Permadeath.

    I read through most of these with pleasure. It took quite a while. They're well-written and well-considered. You could fashion some very interesting characters from these building blocks while still leaving plenty of space for your own interpretation.

    These options aren't purely for cosmetic or roleplaying purposes, though. Each choice comes with a basket of bonuses to your character's many, many stats. Antilia appears to be shaping up to be one of those RPGs that covers both ends of the RP spectrum, focusing both on personality and progression.

    Without an actual game to play as yet, none of the stats mean much, although they are mostly very straightforward to understand. The whole thing looks very polished and professional and I'd love to be able to take the character I made and walk her around the world she already seems to know so much about.

    Of course, I'd be a lot happier if the game was going to be what it was originally intended to be,  an MMORPG, but I'll settle for anything in a playable state. That could be a while yet, I fear.

    For now, we have the character creator and it's a fun toy.

    Saturday, April 15, 2017

    Irons In The Fire

    At the very end of my "What I'm Playing" post the other day I threw in a line about how I wasn't even mentioning the mobile and non-mmo stuff. And, in doing so, mentioned it. So, here it is.

    There isn't a lot because, well, I don't really play any video games that aren't MMOs, not for a long while now, but I do have three non-MMOs bookmarked so I can keep track of them in a desultorily obsessive fashion. None of them is officially released yet although two are getting close.

    Furthest along by far is We Happy Few, which also happens to be the least MMOish of the three. I came across this one when Keen's jaw dropped at the E3 reveal. "WTF…Creepy. Skipping.!" was all he had to say but it was enough to make me go check out the trailer and I've been following it ever since.

    WHF went into Early Access via Steam in July last year. I briefly considered buying in then but equally swiftly decided that would be a bad idea. While I can very much understand the attraction of watching an MMO grow up around me as I play it, it would make very little sense to do the same with a game built on narrative.

    It's only now, pushing towards a year later, that Compulsion Games are getting around to patching in the 1.0 version of the full story. This does seem to be a case where Early Access has worked very well both for company and players. We Happy Few currently has a Very Positive Steam rating and when they say "very positive" they really mean it: 83% all time, rising to 90% over the last month.


    Running your narrative-driven game successfully for nine months without actually having the narrative in place is quite a feat in itself but such acceptance comes at a risk. Compulsion Games are well aware of this and they're understandably nervous about the big switch. "It seems like a lot of people who haven’t played the game think our game is just a sandbox survival game with zero story", they say in the latest of their admirably frequent and detailed progress reports.

    To that end there's going to be a series of videos (starting with this one) explaining what current players can expect the game to become, while encouraging people who don't start salivating when they hear the words "survival sandbox" not to pass by on the other side. The video features Alex Epstein, the game's narrative director, who has an interesting blog of his own, which you can find in the blog roll to the right. I was tipped to it by Tyler Sanchez in the comments last time I mentioned the game and I've been following it ever since.

    We Happy Few looks set to be a success. Whether Early Access really does a game like this any favors is less certain. At current pace of development I'd guess the full launch won't come this year and by the time it does this kind of publicity may be hard to find. Then again, you can't time every game launch to coincide precisely with a once-in-a-lifetime lurch in the zeitgeist.


    Next up on the assembly line is Tanzia. This colorful online RPG has been in closed testing for a long time. It missed its intended late 2016 EA launch date but not by too much. A few days ago developers Arcanity Inc. finally announced a firm date for Early Access via Steam: April 27th.

    There are a couple of reasons I've been paying attention to Tanzia, which I first heard of through a brief piece on Massively OP.  Justin "Syp" Olivetti who wrote that squib caught my interest with the tagline: "Tanzia gives you the MMO experience without the ‘MMO’. I've long believed that it's as much the actual mechanics of MMORPGs that bind me to the genre as it is any of the multiplayer or social aspects, something that certainly seemed to hold true when I played Ninelives.

    Ninelives is a moody, surreal work of art whereas Tanzia looks to be more of a sugar-overload romp but it's the gameplay rather than the graphics that intrigue me. Official descriptions make repeated references to the importance of kiting, which is something I don't think I have ever seen bigged up as a PR win before. I purely love kiting so it's a hook for me.

    The other reason I'm paying attention to Tanzia is the pedigree of the team behind the game. The full skinny includes a whole load of prestigious studios and games but my eye was immediately caught by mention of SOE, Vanguard, EverQuest and Free Realms.

    Whether Tanzia can live up to the rep of the games that underpin its design brief remains to be seen but this time I'll most likely buy in to Early Access, depending on the cost, which I don't believe has yet been confirmed. If there are packages announced already I couldn't find them.

    On the other hand, Early Access for Tanzia is slated to last for just eight weeks. If they're going to hit full launch two months after EA then maybe I'll just wait. It sounds optimistic!


    Bringing up the rear, a very long way behind both in familiarity and progress, but right at the front when it comes to MMO credentials, comes Antilia. Antilia was going to be an MMO but that turned out to be too much for the developer, Right Brain Games. There was a failed Kickstarter for the MMO version back in 2014 and since then the focus has been on making something smaller.

    RBG describes itself as "a small team of developers dedicated to creating unique video games for the online game market" but as far as I can tell they haven't released any games. They have made a number of tools designed to aid in the creation of games but they aren't currently licensing or selling any of those for commercial use either.

    What they do have is a website with some very nice screenshots and concept art and a trickle of detail about a virtual world that I find rather appealing. The game, if it ever appears, is set to be "a sandbox-style fantasy RPG, featuring a dynamic world simulation and anthropomorphic characters", which is pretty much a nailed-on "I'd play that" as far as I'm concerned.


    First I have to live long enough. Whoever is behind Right Brain Games certainly isn't in a hurry. Last year the website was barely updated at all but this year has seen a relative flurry of activity with three posts so far.

    The year began with an outline of project goals for 2017. The approach is very open and honest, full of self-deprecating statements and explanations:
    "Progress in 2016 was very limited. This is just something that needs to be acknowledged. There wasn't really much in the way of 'secret progress' that I'm not showing. For most of the year my time on Antilia was limited to a few evenings and maybe one day each weekend...Let's face it, the development team behind Antilia is very small. While I am grateful that a good many people have expressed interest in helping the project in any way they can, these offers are from enthusiastic gamers and community members rather than seasoned game developers. Including more people on the project means more communication and coordination, as well as an investment of my time getting people set up and training them in our development tools. Doing this one-on-one has not led to much success."

    It might not be what anyone wants to hear but at least they're telling it like it is!

    Those are the only three non-MMO projects I'm keeping an eye on right now. Naturally the one I'm most interested in playing is the one I seem destined least likely ever to get my hands on. And I still didn't get round to mobile games. Maybe another time.

    Saturday, February 4, 2017

    Moving Away From The Pulsebeat : Tanzia, Antilia, Ninelives

    Like most of the quondam MMO blogs in my Feedly, Massively OP, whose very raison d'étre used to be MMOs, has diversified somewhat as the genre has drifted from the spotlight. Consequently it didn't come as much of a surprise this morning when I saw yet another post covering something that professedly isn't an MMO.

    It was more unusual to find the game in question - Tanzia - isn't even going to be online when it launches, supposedly later this year. Of course, the question of what is or isn't "online" is hard to parse these days. Tanzia is already on Steam, which, for my definitional purposes at least, makes it an online game even if it has an offline mode too.

    Leaving nit-picking definitions over distribution platforms aside, what really interests me here are  the possibilities for massively multiple online gaming with the massive, the multiple and the online all taken out. On the face of it that's reductio ad absurdam. An MMORPG without the MMO is just an RPG, isn't it?

    Except it isn't. I've tried to play a few RPGs over the last decade and a half and more since I first caught the taint. In the early years, coming down off RPGs like Return to Krondor and Might and Magic VII, I managed a couple more before the MMO train picked up speed. Baldur's Gate 2 was the last one I finished. That was sixteen years ago.


    Somehow I just haven't been able to settle into any offline RPG since I discovered EverQuest. They seem flat and empty and pointless somehow. You'd think that would be the futility of solitude. Only I'm not sure that's true.

    Increasingly over the years my MMO play, like most peoples', probably, has been self-focused. Even when we play with others nowadays it's often not in the way it once would have been. For a decade and more almost all the direction of developmental travel for the genre has aimed towards self-sufficiency. Short of whatever passes for an end-game, at least.

    Outside of raiding, which has always been considered a minority interest within the hobby, the entire thrust of MMO gameplay has passed from group to individual. Questing is largely a solo activity these days as is leveling. Crafting interactions are generally limited to transactions through an NPC moderated brokerage.

    Even supposedly group-oriented activities like running dungeons or taking down overland Boss Monsters get handed on to automated group-finders, leaving players to run in packs, sharing buffs and heals and bouncing aggro without the time-drag of having to organize or even speak to each other. The UI and the matchmaking algorithms handle everything so much more efficiently, after all.


    Given the way we play now - the way I play now - what should I be missing in an offline rpg? Why do they feel so off-kilter, so skittery-wrong? It could be the lack of conversation, perhaps. For all the supposed solipsism and insularity fostered by modern MMO mechanics I, for one, talk as much in game as I ever did, which is a lot.

    I was one of the people making Lake of Ill Omen /ooc infamous back at the turn of the century. Not, I hasten to add, for any trolling or filter-testing profanity but for yakking incessantly about in-game stuff as if everyone cared what I thought about every little last thing. I've rowed back some over the years but I still would as soon jump into a debate as tab out.

    And chat channels in MMOs are as buzzing as ever they were. In GW2 map and EQ2 general the stream of consciousness never stops. It's like radio for the eyes.

    So maybe that's why offline rpgs don't work for me? Well, I thought that too, until I played Ninelives. Ninelives was going to be an MMO before developers Smokymonkeys found they'd bitten off more than they could chew and turned it into an "open world online RPG".


    That history resulted in a game that looks, feels and plays exactly like an MMO with the two Ms dropped. Unlike Syp, who didn't take to it when he visited, I found myself instantly at home there. Partly that was the wonderful, bleak, elegaic feel to the world but a lot of it was the very familiar mechanics and structure.

    As Syp observed, "It’s an MMO in feel but completely devoid of a mark of any other player" but for once I never felt that lack for a moment. It didn't matter that there were no other player characters running past me on the roads or pushing in front of me at the bank. I never even noticed the absence of chatter. I was too busy exploring, questing, gearing up, sorting my bags...

    Too busy playing my own, personal MMO. In the end is that it? Does it come down to the mechanics? Is that why this genre has the hold over me that it does?

    It's a given of any discussion of why people go on playing MMOs for so much longer than they play other video games, why they play them long after they even claim to be enjoying themselves, that it's all abut the community. Supposedly it's the relationships you form inside the games, the friends you make, your guilds and your buddy list and the times you shared. All about that.


    Well, some of it's about that, sure. Mrs Bhagpuss and I sometimes reminisce about people we grouped with back in 2004 in just the same way we remember people we used to go drinking or partying with back then. But we don't see those people any more and yet we still play the games. I, in particular, even still play the very same MMOs, even though not a single person I knew back then plays any of them now.

    So, what I'm wondering is this: has playing MMOs, for me, always been more about the mechanics than the people? And if so, and assuming I'm far from alone in feeling that way, even though it may not be socially or culturally acceptable, yet, to admit it, then why have MMO developers been so reluctant to cash in? Why are there no offline spin-offs from WoW or EQ or Runescape or Lineage or the rest of the long-running titles with tens or hundreds of millions of current and former players?

    What's more, when each ex-successful MMO sunsets, as the Asherons Calls did this month, instead of taking a PR hit for doing nothing, instead of letting private servers and emulators soak up the disenfranchised, why not package up some existing assets, throw an offline version together and sell it for those tear-stained nostalgia dollars?


    How hard can it be? I mean, you already have all the art assets and game systems. Psychochild points out some technical difficulties in his comment to TAGN but how many of those problems would be intractable with a non-networked offer?

    That's a tangent though. Emulators will serve the needs of the nostalgia market well enough for any MMO large enough to have a commercial market in its afterlife. My real interest is in the prospects for offline, single player MMOs as a self-sustaining sub-genre.

    The outcomes that I'm aware of so far haven't been great. Smokymonkeys, which is basically two guys in Japan plus a musician and some community help with the translations, threw in the towel a while back. The game is still up for now but development is suspended. It may remain playable as-is but as a game running on someone else's servers, not your own PC, any progress you might make or attachment you might feel is unbearably fragile. I could wake up any day and find it all gone which puts me off trying.

    Another game I've had my eye on - Antilia - is nowhere even that close to being a permanent presence in anyone's life. This one seems to be a single-developer project. It was going to be an MMO but that proved too much to handle so now it's aiming to become a "sandbox-style RPG, featuring both single and multi-player game modes".

    I hope it makes it because it looks very much like a game I'd want to play. More so, really, than the brasher, brighter, flashier, faster Tanzia. Tanzia, though, looks like it might actually happen and happen this year, at that.

    If it does I'll be giving it a go. I'd like to find out once and for all whether an internet connection really is essential to play the only kind of game I've wanted to play these last seventeen years.


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