Scepter of Goth

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Scepter of Goth, also spelled Scepter of Goth , was an early text-based, multiplayer computer role-playing game , also known as MUD . It was developed by Alan E. Klietz and was probably the first commercial MUD. It can be seen as a precursor to today's MMORPGs .

Game setup

With Scepter of Goth up to 16 players could enter a " dungeon " (level) together. The avatars controlled via the Internet had a number of life points and could go up a level with enough experience.

"Each player character had hit points and rose in level steps by defeating monsters and accumulating treasure."

- Konrad Lischka, Tom Hillenbrand : Spiegel Online

The underlying game mechanics come from Dungeons & Dragons , e.g. B. the concepts of experience points and character classes. Many parts of the game could only be solved together.

history

The game was developed in 1978 by the programmer Alan Klietz, at that time still under the name Scepter . The game is heavily influenced by the pen and paper role-playing game Dungeons & Dragons . The game was later commercially marketed by the Virginia-based company InterPlay (not identical to Interplay Entertainment ). Scepter of Goth had five dial-in nodes in the United States and Canada at its peak . The game time on the servers was charged at $ 2.99 per hour. This makes Scepter of Goth one of the first commercially successful online games.

reception

Scepter of Goth influenced many other games e.g. B. Swords of Chaos and Mordor . The game was a strong influence for developers of graphic MMORPGs. The brothers Andrew and Chris Kirmse , students at MIT , were inspired by the idea of developing a graphic version of Scepter of Goth . In 1995 they released the MMORPG Meridian 59 . The developers of the MMORPG Dark Age of Camelot were also enthusiastic fans of the game, including Matt Firor , who later became head of development for The Elder Scrolls Online .

Individual evidence

  1. a b Google Groups
  2. a b c d e SpiegelOnline , accessed on April 14, 2014.
  3. ^ Richard A. Bartle: Designing virtual world . New Riders Pub., Indianapolis, Ind. 2004, ISBN 0-13-101816-7 .
  4. Andrew Kirmse: Meridian 59 ( English ) In: Andrew Kirmse's Web page . Archived from the original on September 16, 2006. Retrieved May 2, 2010.
  5. Archived copy ( Memento of the original from April 19, 2014 in the Internet Archive ) Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / massively.joystiq.com