Recent from talks
Nothing was collected or created yet.
GemStone IV
View on WikipediaThis article needs additional citations for verification. (December 2021) |
| GemStone IV | |
|---|---|
| Developer | Simutronics |
| Publishers | GEnie, AOL, independent |
| Platforms | Windows, Macintosh |
| Release | 1988 |
| Genre | Fantasy MUD |
| Mode | Multiplayer |
GemStone IV is a multiplayer text-based online role-playing video game (often known as a MUD) produced by Simutronics. Players control characters in a high fantasy game world named "Elanthia".[1] The first playable version of the game was known as GemStone ][[2] and was launched in April 1988 on GEnie.[3] It was one of the first MMORPGs and is one of the longest running online games still active.[4] Access to the game is subscription-based (monthly fee) through its website, with three additional subscriptions levels available, "Premium", "Platinum" and "Shattered", in addition to a free-to-play model introduced in early March 2015.
Technical information
[edit]
GemStone IV is a text-based game built on Simutronics' proprietary engine, the IFE (Interactive Fiction Engine). This engine is capable of changing nearly any aspect of the game on the fly which allows updates without the necessity for downtime. Due to the use of the IFE, GemStone is rarely taken offline, giving a 24-hour uptime cycle aside from the occasional game crash.
The GemStone interface is simply a text stream, and the game can be played with a Telnet interface after authentication. There are several official interfaces to the game, as well as several unofficial ones. The oldest interface for Windows is called the "Wizard Front End" and offers several useful features such as status readouts, macros, and limited scripting abilities. The Wizard has since been superseded with the "StormFront" Front End introduced in 2003, which itself has been rebranded as "Wrayth" in 2022. Wrayth offers several additional extensions to the game, including a "point and click" interface that allows one to click on text within the game and bring up action menus applicable to that portion of text. The Java FE and a browser-based version named "eScape" are less popular alternatives. A Wizard (similar to the Windows version) also exists for Macintosh Classic, while a Front End named "Avalon" is available for Mac OS X. No official Linux client exists.
History
[edit]GemStone was first demonstrated to GEnie in 1987 before Simutronics was officially incorporated. It was only used as a demonstration model and was never available to the general subscribers. GemStone ][ was released in April 1988 to GEnie customers. However, GemStone ][ was very short-lived, and GemStone III went into open beta testing in December 1989, officially launching on February 1, 1990.[5] The transition from "][" to "III" maintained significant portions of the environment, but not all, and character records were not maintained over the transition, requiring all players to begin anew. GemStone III evolved into GemStone IV in November 2003, but the game world and character records were maintained over the transition. GemStone III was promoted on GEnie by promising players the opportunity to receive real-life versions of gems found in-game, something that persisted for many years.
GemStone originally operated with a license to use the Rolemaster game mechanics and Shadow World environment from Iron Crown Enterprises (ICE). In 1995, Simutronics and ICE agreed to let the business relationship expire, necessitating the removal of all ICE intellectual property from GemStone. Many of the game changes were simply renaming ICE names, such as changing the world name from Kulthea to Elanthia, and renaming the deities while keeping their previous characteristics.
Game mechanics were greatly changed with the de-ICEing (as the period is colloquially named), which required every game character to undergo significant changes. Character racial and class choices were also changed, making any direct translation between the two systems difficult. The end result was that every character was required to "re-roll" their character with the option to change race and skills, but maintaining their old experience level, class, and equipment.
GemStone became available on AOL[6] in September, 1995, just after the de-ICEing process. It had already become available on CompuServe and Prodigy before that. When AOL switched to flat-rate pricing, GemStone did over 1.4 million customer-hours in a single month[7] and was attracting 2,000-2,500 simultaneous players.[8] Simutronics launched a web portal in 1997, and started phasing customers off of the online services and onto the web interface, although it would take several years before the last of the online service portals were closed.
Reception
[edit]Computer Gaming World in 1991 stated that Gemstone III was a good example of the best and worst aspects of online play. The reviewer liked the game's community aspect and well-written prose, but criticized the poor parser, "surprisingly empty" game environment and—given the per-minute charge—lack of a free tutorial, and concluded that "the present incarnation of on-line games doesn't quite work for him".[9] In a follow-up 1993 review, the reviewer wrote that his sojourn in Kulthea was a rewarding experience. He reported receiving help from both built-in commands and other characters and the ability and opportunity for his bard character to sing. The reviewer concluded that "at last, I know why" the game was so popular.[10] In 1997 Next Generation named it as number seven on their "Top 10 Online Game Picks".[11] At its peak (1996), GemStone III had over 2,000 simultaneous users and 1 million play hours per month, large numbers for its era.[12]
In 2020 and 2021, GemStone III inspired retrospectives by Elizabeth Landau in Wired and Gizmodo.[13][14] She noted its ability to facilitate human communication and its similar nature to later MMORPGs and social media.
- 1998 Finalist, "Online Game of the Year", Academy of Interactive Arts and Sciences[15]
- December 1996, AOL Members' Choice Award[16]
GemStone IV - Shattered
[edit]In May 2010, GemStone IV - Shattered was released by Simutronics. It allows unrestricted player-vs-player combat and has no policy against automated play.
References
[edit]- ^ Olivetti, Justin (2011-04-19). "The Game Archaeologist plays with MUDs: The games". Massively. Archived from the original on 2011-05-07. Retrieved 2011-04-25.
- ^ Bartle, Richard (2003-07-17). "Designing Virtual Worlds, Errata".
The second version was "GemStone ][" (rather than "Gemstone II"); Roman numerals were used for the third and fourth versions.
- ^ Bartle, Richard (2003). Designing Virtual Worlds. New Riders. p. 14. ISBN 0-13-101816-7.
GEnie was the launch point for many classic online games, including two very important virtual worlds: Gemstone II in 1988 and Dragon's Gate in 1990.
- ^ Gignews.com May 2002 Archived September 27, 2007, at the Wayback Machine Interview: Elonka Dunin
- ^ Online Gaming Firm Attracts Fans Archived 2007-09-28 at the Wayback Machine
- ^ Bartle, Richard (2003). Designing Virtual Worlds. New Riders. p. 15. ISBN 0-13-101816-7.
AOL went for the throat and signed up Gemstone III, Dragon's Gate, and Federation II (it already had Neverwinter Nights).
- ^ NPNEWS archives - 1997/02/06
- ^ Bartle, Richard (2003). Designing Virtual Worlds. New Riders. p. 17. ISBN 0-13-101816-7.
At its peak, Gemstone III on AOL was attracting 2,000-2,500 players simultaneously.
- ^ Wilson, Johnny L. (February 1991). "On-Line Gaming Viewed by a Skeptic / Gemstone III, for Example". Computer Gaming World. No. 79. p. 53. Retrieved 17 November 2013.
- ^ Wilson, Johnny L. (January 1993). "Genie's GemStone III". Computer Gaming World. p. 124. Retrieved 5 July 2014.
- ^ "Next Generation's Top 10 Online Game Picks". Next Generation. No. 27. Imagine Media. March 1997. p. 42.
- ^ Landau, Elizabeth (30 September 2020). "I Had My First Kiss in GemStone III". Gizmodo.
- ^ "Ep. 20: Text Adventure Gemstone III with Liz Landau". Video Game History Foundation. 24 February 2021.
- ^ Landau, Liz (January 14, 2021). "How old-school text adventures inspired our virtual spaces". Wired.
- ^ AIAS awards[permanent dead link]
- ^ Washington Technology 1998-03-05 Archived 2007-09-28 at the Wayback Machine
External links
[edit]GemStone IV
View on GrokipediaGameplay
Core Mechanics
GemStone IV operates as a text-based multiplayer online role-playing game (MUD), where players input commands to navigate, interact, and engage with the world of Elanthia. Actions such as movement (e.g., GO direction), examination (LOOK), dialogue (SAY or WHISPER), and combat initiation (ATTACK) are executed through typed commands processed in real-time by the game server. This command-driven interface fosters a persistent multiplayer environment spanning over 50,000 interconnected locations, where player actions contribute to a shared, evolving world populated by hundreds of concurrent users.[5] The core gameplay loop revolves around exploration, questing, trading, and social role-playing, all occurring in a continuous real-time setting. Players hunt creatures to gain experience points and silver, undertake quests for rewards and story progression, trade goods or services with other players and NPCs, and engage in immersive role-playing interactions that influence personal and communal narratives. This cycle emphasizes skill development through repeated actions, with experience accumulated in the field convertible to permanent gains via rest or training, encouraging a balance of solitary adventure and collaborative endeavors.[5] The in-game economy centers on silver coins as the primary currency, earned predominantly through hunting creatures—where players search defeated foes for loot—or via crafting items like weapons and armor for sale, and providing services such as enchanting or healing to other adventurers. Silver facilitates purchases from NPC merchants, player auctions, and banking for secure storage, underpinning a player-driven market that reflects supply, demand, and community interactions without real-world monetary influence on core progression.[5] Death introduces significant consequences, including immediate experience loss and a temporary debilitation known as Death's Sting, which reduces all statistics by up to 40% and applies a 0.25x multiplier to future experience gains until mitigated. Upon dying, a character's body remains at the location with all items intact, subject to a race-specific decay timer (e.g., 14 minutes for humans, 10 for elves); resurrection options include clerical spells like Raise Dead (318) or Symbol of Protection, or automated revival at shrines, with recovery speed enhanced by carrying soul gems called deeds to offset penalties like Constitution reduction. Without prompt resurrection, further decay risks additional losses, such as impaired experience absorption, emphasizing strategic preparation and group support.[6][5] The game maintains a 24/7 operational schedule, allowing uninterrupted access to its persistent world, where dynamic events—ranging from spontaneous invasions to scheduled festivals—influence gameplay and are often shaped by collective player actions, ensuring a living, responsive environment.[5]Character Creation and Professions
Character creation in GemStone IV begins with selecting a gender, which has no mechanical impact but influences role-playing and appearance. Players then choose a profession from ten archetypal options—Cleric, Empath, Sorcerer, Wizard, Bard, Paladin, Ranger, Monk, Rogue, and Warrior—that guide initial skill access, spell circles, and training costs, though the game's classless system permits hybrid development by allowing training in any skill regardless of profession. Next, a race is selected from thirteen options, including Human, Giantman, Dwarf, Halfling, Elf, Half-Elf, Dark Elf, Sylvankind, Aelotoi, Erithian, Burghal Gnome, Forest Gnome, and Half-Krolvin, each offering subtle mechanical benefits such as increased carrying capacity for Giantmen or enhanced agility for Halflings.[7][8][9] Following race selection, players customize appearance across eleven features like height, eye color, and distinguishing marks, then allocate 440 points among ten attributes (Aura, Agility, Constitution, Dexterity, Discipline, Influence, Intuition, Logic, Strength, and Wisdom), with a minimum of 20 and maximum of 90 per attribute, plus +10 bonuses to two profession-specific stats such as Strength and Constitution for Warriors. Skills are initially assigned using starting training points, focusing on areas like armor use, weapons, or magic, with retraining available for characters under level 20. A name is chosen last, adhering to medieval fantasy conventions (3-15 letters, title case), after which the character starts in one of three towns—Wehnimer's Landing, Icemule Trace, or Teras Har'far—with basic equipment including a backpack, simple armor, a weapon, rations, and a travel token.[7][10] The ten professions fall into three categories: pure (Cleric, Empath, Sorcerer, Wizard), which emphasize magic with access to three spell circles but limited physical training; semis (Bard, Ranger, Monk), blending magic and combat with two spell circles and moderate physical skills; and squares (Paladin, Rogue, Warrior), prioritizing physical prowess with one or two minor spell circles. For example, Wizards start with bonuses in Aura and Logic, excelling in elemental magic but facing high costs (e.g., 12/12 for weapon skills), while Rogues favor Dexterity and Agility for stealth and lockpicking at low costs (1/1). This structure encourages specialization but supports hybrids, as players can train cross-profession skills like a Warrior learning basic spells, albeit at increased experience costs. Professions also determine guild eligibility at level 15, such as joining the Cleric Guild for spiritual magic advancement.[9][11] Characters advance through an experience system where points (EXP) are earned via tasks like hunting creatures, completing guild quests, or profession-specific actions such as Empaths transferring wounds, with absorption rates varying by location (e.g., 25 EXP per pulse on-node). Levels progress from 1 to 100 and beyond, requiring cumulative EXP (e.g., 2,500 for level 1, over 7.5 million for level 100), unlocking training points, stat increases, and spell circle access; mind stats track field EXP pools (capped at 800 + Logic + Discipline), while stats like Discipline and Logic influence absorption efficiency.[12] Skill training occurs primarily through guild services using level-up training points, supplemented by self-study via the GOALS command or inn check-ins for planning, and guidance from mentors in guilds or communities; methods like books provide lore but not direct training. Attributes are semi-permanent, adjustable up to five times before level 20 via inns or fixstats potions, becoming fixed afterward to affect long-term mechanics like health (Constitution) or spell aiming (Intuition). Since its free-to-play model launched in March 2015, basic character creation and advancement are accessible without a subscription, though premium tiers unlock fuller features like unrestricted EXP absorption past level 10.[5][13]Combat and Exploration
Combat in GemStone IV is conducted in a turn-based manner, where players issue commands such as ATTACK to engage enemies physically or CAST to unleash magical assaults, with each action incurring a roundtime of approximately five seconds before the next input can be processed.[14] The resolution of these attacks depends on several tactical factors, including the character's proficiency in weapon skills that contribute to attack strength (AS), the protective qualities of armor that bolster defensive strength (DS), and positional stance, which modifies both offensive and defensive capabilities—ranging from aggressive stances that maximize AS at the expense of evasion to defensive ones that prioritize blocking and parrying.[14] For instance, standing position allows full AS and DS utilization, while prone or kneeling states halve these values and reduce maneuver defenses by up to 50 percent.[14] The game's magic system revolves around three primary spheres—Elemental, Spiritual, and Mental—organized into spell circles accessible to specific professions, with each circle typically containing ten spells numbered sequentially (e.g., 401 through 410 for the Minor Elemental circle).[15] Professions train in two to three circles relevant to their archetype, such as Wizards accessing Minor and Major Elemental alongside their base circle, enabling a repertoire that grows with character level and training ranks.[15] Casting requires preparation through the PREPARE command, followed by activation verbs like CAST or CHANNEL, which consume mana proportional to the spell's power; insufficient mana can inflict injury or even death on the caster.[15] Targeting is explicit, often set via the TARGET command to avoid unintended effects, and rituals demand a 30-second preparation phase that can be hindered by heavy armor unless mitigated by specialized training.[15] Exploration in GemStone IV involves navigating over 50,000 interconnected locations using directional commands like GO NORTH or interacting with portals, where the LOOK command reveals room descriptions, exits, and environmental details.[5] Hidden areas may require specific actions, such as sneaking through concealed entrances, while certain regions feature traps like pitfalls or snares that pose hazards during traversal.[5] The world incorporates dynamic weather effects, particularly in expansive zones like the Open Sea, influencing navigation and immersion through shifting conditions such as storms or calm seas.[16] Hunting entails seeking out creatures in designated areas scaled to player levels, defeating them for experience points that convert to permanent gains over time, and looting corpses for silver, gems, or rare items, though death incurs escalating penalties via the Death's Sting system in repeated instances or heightened risks in specialized modes.[5] Player-versus-player (PvP) combat is permitted in designated areas or through consent-based mechanisms, distinguishing between out-of-character PvP, which is prohibited without roleplay justification, and in-character conflicts resolved via the CHALLENGE verb for duels.[17] Faction wars and organized events further enable PvP interactions, ensuring all engagements align with game policies that emphasize mutual agreement to maintain community standards.[17]| Stance | AS Modifier | DS Modifier (Evasion/Block/Parry) |
|---|---|---|
| Offensive | 100% | Minimal |
| Advance | 100% | Low |
| Forward | 100% | Moderate |
| Neutral | 100% | Balanced |
| Guarded | 100% | High |
| Defensive | 50% | Maximal |
