Thanks to Ask MetaFilter
I finally reread a story that made a big impression on me twenty years
ago, Catacomb
by Henry Melton. It appeared
in 1985 in issue 97 of Dragon
Magazine and was the first time I ever read about the idea of an
online multiplayer game. It describes the adventures of a young woman
in a virtual world where she seeks fabulous treasure, falls victim to
a thief, and ends up making a friend.
YOU HAVE BEEN RENDERED UNCONSCIOUS ON A POISONED DART. YOU ARE L0GGED OFF CATACOMB FOR 00:30 MINIMUM. YOUR ACCOUNT BALANCE IS: $ 0.78 FOR TODAY $ 12.40 FOR THE GAME $ 7.50 TREASURE BONUS {RESERVED}Some of the story details are interesting. Our hero types her commands in like an old text adventure, but the world she experiences is rich detail: sounds, images, even smells. And the story does a great job of presaging some of the nuances that later arose in online games: player vs player combat, morality in-game vs the real world, the power of social connections online, what happens to your character when you're offline. (For context: MUDs started in 1978, True Names dates from 1981). But the most fun part of the story is the link between treasure in-game and real world money. The idea you could make a living playing the game, either as a heroic adventurer or a thief who preyed on heroic adventurers. We're not quite there with online games yet, but we're close. There's the unofficial economies in MMORPGs, mostly realized via eBay, and a few niche games like Project Entropia. I think players making money in online games will inevitably hit the mainstream. Ah, thanks to Majcher I now know that Cory is way ahead of me with his story Anda's Game. |