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{{refimprove|date=December 2021}} | ||
{{Infobox video game | |||
| title = GemStone IV | |||
| image = ] | |||
| developer = ] | |||
| publisher = ], ], independent | |||
| platforms = ], ] | |||
| released = 1988 | |||
| genre = Fantasy ] | |||
| modes = ] | |||
}} | |||
'''''GemStone IV''''' is a multiplayer text-based online ] (often known as a ]) produced by ]. Players control characters in a ] game world named "Elanthia".{{R|olivetti}} The first playable version of the game was known as ''GemStone ]].{{R|bartle2}} It was one of the first ]s and is one of the longest running ] games still active.{{R|dunin}} 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. | |||
] | |||
'''''GemStone IV''''' is a text-based ] (often known as a ]) produced by ]. Players control characters in a ] game world named "Elanthia." The first playable version of the game was known as ''GemStone II'' and was launched in April ] on ]. It was one of the first ]s and is one of the longest running ] games still active. <ref></ref> Access is subscription-based with a monthly fee. | |||
==Technical |
==Technical information== | ||
] | |||
''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 ] which allows updates without the necessity for ]. Due to the use of the IFE, ''GemStone'' is rarely taken offline, giving a 24-hour uptime cycle aside from the occasional game ]. | |||
The ''GemStone'' interface is simply a text stream, and the game can be played with a ] interface after authentication. There are several official interfaces to the game, as well as several unofficial ones. The oldest interface for ] 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 The Wizard has since been superseded with the "StormFront" Front End introduced in 2003, which itself has been rebranded as "Wrayth" in 2022.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 ], while a Front End named "Avalon" is available for ]. No official ] client exists. | |||
] | |||
''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 ] which allows updates without the necessity for ], a problem which plagues many graphical RPGs. Due to the use of the IFE, ''GemStone'' is rarely taken offline, giving a 24-hour uptime cycle aside from the occasional game ]. | |||
There are several official interfaces to the game, as well as several unofficial ones. The oldest interface for ] 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. StormFront 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 ], while a Front End named "Avalon" is available for ]. No official ] client exists. | |||
However, the ''GemStone'' interface is simply a text stream, and the game can be played with a simple ] interface after authentication. Several players have written custom front ends for their own purposes, while others have written novelty clients on handheld devices. | |||
== Current Status == | |||
''GemStone IV'' is currently available through its for a monthly access fee. A standard account currently costs $14.95 a month, with two additional subscriptions types available. The Premium service is available for $39.95 a month and has several advantages over the basic account, including more character slots and increased in-game storage capacity, as well as Premium-only special events. An additional subscription level known as "Platinum" allows access to a different instance of the game with more staff interaction and other benefits, and costs $49.95 a month. | |||
A typical evening at "prime time" may see 500 players ] at once, with more signing on during special events. There are usually at least 200 players online at any given time of day, although some may be away from their keyboard and not actively playing. There is typically at least one staff member online at any time of day, and several at a time during the afternoon and evening. | |||
==History== | ==History== | ||
''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 ][" 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 ] environment from ] (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 ] to Elanthia, and renaming the deities while keeping their previous characteristics. | |||
''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 II'' was released in April 1988 to GEnie customers and amassed a small but loyal playerbase. However, ''GemStone II'' was very short-lived, and ''GemStone III'' went into open beta testing in December 1989, officially launching on February 1, 1990. <ref></ref> The transition from "II" 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. | |||
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'' originally operated with a license to use the Rolemaster game mechanics and ] environment from ] (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 ] to Elanthia, and renaming the deities while keeping their previous characteristics. | |||
''GemStone'' became available on ]{{R|bartle3}} in September, 1995, just after the de-ICEing process. It had already become available on ] and ] before that. When AOL switched to flat-rate pricing, ''GemStone'' did over 1.4 million customer-hours in a single month{{R|netpreneur}} and was attracting 2,000-2,500 simultaneous players.{{R|bartle4}} 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. | |||
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. | |||
==Reception== | |||
''GemStone'' became available on ] in September, 1995, just after the de-ICEing process. Shortly thereafter, it became available on ] and ] as well. When AOL switched to flat-rate pricing, ''GemStone'' did over 1.4 million customer-hours in a single month, while the number of simultaneous users could rise above 3000 during prime time. <ref></ref> 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. | |||
'']'' 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".<ref name="wilson199102">{{cite magazine | url=http://www.cgwmuseum.org/galleries/index.php?year=1991&pub=2&id=79 | title=On-Line Gaming Viewed by a Skeptic / Gemstone III, for Example | magazine=Computer Gaming World | date=February 1991 | accessdate=17 November 2013 | author=Wilson, Johnny L. | pages=53 | issue=79}}</ref> 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.<ref name="wilson199301">{{cite magazine | url=http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=102 | title=Genie's GemStone III | magazine=Computer Gaming World | date=January 1993 | accessdate=5 July 2014 | author=Wilson, Johnny L. | pages=124}}</ref> In 1997 '']'' named it as number seven on their "Top 10 Online Game Picks".<ref>{{cite magazine |title=Next Generation's Top 10 Online Game Picks |magazine=]|issue=27|publisher=] |date=March 1997|page=42}}</ref> At its peak (1996), ''GemStone III'' had over 2,000 simultaneous users and 1 million play hours per month, large numbers for its era.<ref>{{cite web |last1=Landau |first1=Elizabeth |title=I Had My First Kiss in GemStone III |url=https://gizmodo.com/i-had-my-first-kiss-in-gemstone-iii-1845229020 |website=Gizmodo |date=30 September 2020 |language=en-us}}</ref> | |||
In 2020 and 2021, ''GemStone III'' inspired retrospectives by ] in ] and ].<ref>{{cite web |title=Ep. 20: Text Adventure Gemstone III with Liz Landau |url=https://gamehistory.org/ep-20-text-adventure-gemstone-iii-with-liz-landau/ |website=Video Game History Foundation |date=24 February 2021}}</ref><ref>{{cite magazine|url=https://www.wired.com/story/multiplayer-text-games-mud-mmo-social-media/|author=Landau, Liz|date=January 14, 2021|magazine=]|title=How old-school text adventures inspired our virtual spaces}}</ref> She noted its ability to facilitate human communication and its similar nature to later ]s and ]. | |||
The number of subscribers has slowly been declining since the move to the web, since many who had played for "free" on AOL were unwilling to pay a subscription fee to Simutronics directly. However, ''GemStone'' still maintains a healthy playerbase, with a large group of devotees remaining active for years. There is at least one remaining player from ''GemStone II'' and many others who have been playing for more than ten years. | |||
* ] Finalist, "]", ]{{R|aias}} | |||
==Gameplay== | |||
* December 1996, AOL Members' Choice Award{{R|aolchoice}} | |||
===World=== | |||
==''GemStone IV - Shattered''== | |||
''GemStone'' is made up of a set of discrete locations, colloquially called "rooms." Each of these locations represents an area from the size of a closet to a gigantic open space (some "rooms" are described as being the size of an entire town). These locations may be marked as indoor or outdoor and are typically divided into either "town rooms" or "wilderness rooms." Towns are typically made up of several hundred rooms each and are generally safe from hostile action in normal play. Wilderness locations can be of arbitrary size and are where most of the game's monsters are located. There are over 66,000 rooms in Gemstone, of which approximately 40,000 are accessible by players in normal gameplay or for special events. These rooms span a large portion of an in-game continent, in addition to an offshore island. | |||
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== | |||
There are nine full towns in Gemstone IV, each having an assortment of shops and services with vital needs such as banking and storage facilities. There are also a variety of other settlements offering a much smaller range of services. Each town typically has a center which becomes the hub of player activity, with certain other locations having smaller groups of players. The oldest town (Wehnimer's Landing) is far more developed than any other, even though it is simply a ] according to game lore. | |||
{{Reflist|colwidth=40em|refs= | |||
<ref name="aolchoice"> {{webarchive|url=https://web.archive.org/web/20070928042615/http://www.washingtontechnology.com/print/12_23/13829-1.html |date=2007-09-28}}</ref> | |||
Wilderness areas include the cone of a volcano to the surface of a glacier and all ranges in between. Some areas are actually outside the known world, existing in alternate ] of existence. A variety of monsters inhabit these areas, including typical fantasy creatures like ]s and ]s, but also many lifeforms unique to the game. | |||
<ref name="dunin"> {{webarchive |url=https://web.archive.org/web/20070927213317/http://www.gignews.com/goddess/dunin.htm |date=September 27, 2007}} Interview: Elonka Dunin</ref> | |||
<ref name="washtech"> {{webarchive|url=https://web.archive.org/web/20070928042615/http://www.washingtontechnology.com/print/12_23/13829-1.html |date=2007-09-28}}</ref> | |||
===Character=== | |||
<ref name="netpreneur"></ref> | |||
<ref name="aias">{{dead link|date=December 2017 |bot=InternetArchiveBot |fix-attempted=yes}}</ref> | |||
Players in ''GemStone'' have the choice of thirteen different ] and nine different ] for their character. These two choices affect the ten ] and ] costs that determine what a character can do. Some of the racial choices are the traditional elves and dwarves, while others (such as the half-krolvin) are unique to ''GemStone.'' The nine professions are an assortment of weapons and magic users. | |||
<ref name="bartle1">{{cite web | last = Bartle | first = Richard | authorlink = Richard Bartle | url = http://mud.co.uk/dvw/errata.html | title = Designing Virtual Worlds, Errata | date = 2003-07-17 | quote = The second version was "GemStone ][" (rather than "Gemstone II"); Roman numerals were used for the third and fourth versions.}}</ref> | |||
<ref name="bartle2">{{cite book | last = Bartle | first = Richard | authorlink = Richard Bartle | title = ] | publisher = New Riders | year = 2003 | isbn = 0-13-101816-7 | pages = 14 | quote = 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.}}</ref> | |||
Characters start at level 0 and can advance to the hard level cap of 100. Advancement is done through earning ]s through several different methods. The number of experience points to advance in level is greater with each additional level; therefore the "halfway point" of the game isn't at level 50 like one would expect, and is partway through level 63. Additional experience may be earned after reaching the level cap, but it cannot be used to advance skills beyond their maximum ability. | |||
<ref name="bartle3">{{cite book | last = Bartle | first = Richard | authorlink = Richard Bartle | title = ] | publisher = New Riders | year = 2003 | isbn = 0-13-101816-7 | pages = 15 | quote = AOL went for the throat and signed up ''Gemstone III'', ''Dragon's Gate'', and ''Federation II'' (it already had ''Neverwinter Nights'').}}</ref> | |||
<ref name="bartle4">{{cite book | last = Bartle | first = Richard | authorlink = Richard Bartle | title = ] | publisher = New Riders | year = 2003 | isbn = 0-13-101816-7 | pages = 17 | quote = At its peak, ''Gemstone III'' on AOL was attracting 2,000-2,500 players simultaneously.}}</ref> | |||
There are 46 or 47 different skills available to train in (depending on character class), and any individual character can only become a master at a small number of them. Additional experience points earned after the level cap can be applied to these other skills to give a character additional abilities. For example, a character can typically only afford to train in 1-3 weapon styles, but a post-cap character might use additional experience to become a master of all eight weapon types. | |||
<ref name="olivetti">{{cite web | last = Olivetti | first = Justin | title = The Game Archaeologist plays with MUDs: The games | work = Massively | date = 2011-04-19 | url = http://massively.joystiq.com/2011/04/19/the-game-archaeologist-plays-with-muds-the-games/ | accessdate = 2011-04-25 | archive-url = https://web.archive.org/web/20110507224055/http://massively.joystiq.com/2011/04/19/the-game-archaeologist-plays-with-muds-the-games/ | archive-date = 2011-05-07 | url-status = dead}}</ref> | |||
}} | |||
Advancement in Gemstone is slow compared to many other RPGs, and many players will take ten years (or more) to advance to the cap. The official Simutronics is that it will take 7572.5 experience-hours to reach level 100, or nearly three years of eight-hour days. This can be done more quickly by a dedicated player, but players actually reaching the level cap are a distinct minority. | |||
===Professions=== | |||
Currently, there are nine professions in ''GemStone,'' colloquially grouped into three categories based on the degree of ease which each profession learns magic: "Squares," "Semis," and "Pures." The Rogues and Warriors - the Square category - are the least magically talented professions in the game. The Semis - Bards, Rangers, and Paladins - augment their physical power with magic. The Pures are the spellcasters: Wizards, Sorcerers, Clerics, and Empaths. The cost to purchase skills varies between professions, with magical abilities being cheaper for Pures and combat abilities being cheaper for Squares, but some players successfully go against the grain and play martial "Pures" or non-combat "Semis." | |||
====Squares==== | |||
* Rogues in ''GemStone'' are very like Rogues/Thieves in other MMO's. They learn how to pick locks and disarm traps more easily than any other profession, and many other professions come to the Rogues to have their creature-dropped boxes picked. In combat, many rogues ambush their prey from the shadows, giving themselves a higher chance of a ]. | |||
* Warriors are the profession that is most easily able to wield all types of weaponry and wear the heaviest sets of armor. Being as such, they rely on their strength and weaponry to kill creatures, rather than magic. | |||
====Semis==== | |||
* The Bards in ''GemStone'' combine magical affinity with a fairly decent skill of weaponry. They use magic a bit differently than all the other professions, as they can keep their spells running through song. They are often called upon by other adventurers to Loresing to an item, revealing what magical properties the item contains. In cases of rare and unique items, a long story might reveal itself when the item is sung to. | |||
* In contrast to the Bards, the Rangers tend to supplement their physical ability with magic. Many Ranger spells only function outdoors, but Rangers are by no means useless without them. They also easily learn the ability to use and create magical items. | |||
* The most recent profession added to ''GemStone'', the Paladins are essentially spell-casting warriors. They are easily able to wear the heaviest armor and wield weapons with ease, as well as cast enhancive and protective spells. At higher levels, they are able to revive fallen adventurers. | |||
====Pures==== | |||
* Wizards have many powerful spells at their disposal, most of them dealing with the elements. At higher levels, they gain the ability to enchant weapons and armor, adding an offensive and defensive bonus, respectively. It is a very long process, and many wizards charge a significant sum of money to perform this enchantment. | |||
* Sorcerers use a combination of elemental and spiritual magic. Eventually they are able to learn some of the most powerful ] spells in the game. Their magic focuses mainly on destruction, and as such, they don't have very many utility or defensive spells. At higher levels, they are able to revive fallen creatures as pets, and summon demons. | |||
* Clerics focus solely on spiritual spells. They are especially capable of fighting the undead, and many of their abilities are specifically suited to do so. They can bless the weapons of adventurers, allowing them to hit the undead with weapons, as well as meditate, increasing the rate of which they recover mana and spirit. One of the most common services Clerics provide to other players is reviving them when they die, by which they can gain ]. | |||
* The Empaths in ''GemStone'' are the healers. But instead of magically healing others' wounds with magic like many other games, they instead are able to transfer wounds and the loss of "blood" (hit points) to themselves. They are then able to magically heal their own wounds. Empaths gain experience by transferring wounds from others. | |||
===Equipment=== | |||
''GemStone'' does not require special equipment to advance to the level cap, and players can go through the game with only the most basic of weapons, armor, and magical items. However, there are also a large variety of extremely powerful magical items that can cost vast sums of silver, the in-game currency. Most non-ordinary equipment is purchased through special limited-time merchants and in-game auctions. Creatures can sometimes drop unique items as well, although this is very rare. | |||
Player-characters may create or enhance equipment. The allow characters to craft unique weapons, arrows, and footwear; future expansions of the artisan guilds may allow for tailoring, mining and smelting, leather-working, and jewelry crafting. Items crafted by a highly skilled artisan are superior to the baseline item. High-leveled wizards may enhance the ability of weapons to hit, or of armor to defend, though the spell, while rangers may "infuse cloth and leather armors with resistances to weeds, spikethorns, and elements" through their spell. | |||
There are a number of unique items in Gemstone created over almost twenty years. These items are not generated by the game, but are instead hand-crafted by staff members. If such an item should be lost, or if the player currently possessing it leaves the game, the item is also lost and usually not re-created (barring special circumstances). | |||
Because of the text-based nature of the game, item customization is extremely easy. Game staff will often run ] merchant characters offering item alteration services for a small in-game fee. Such merchants have become increasingly common in recent years, making it easier for a player to get their own custom items. | |||
===Miscellaneous=== | |||
Some players have formed families through in-game marriages and the "adoption" of lower-level players by "older" ones. The game originally assigned a random age in the twenties or early thirties to a newly created character, and the character aged one year per level. This led to odd situations, such two century old humans. Characters may now arbitrarily pick an age for their characters, and those characters age chronologically. Using age as a euphemism for level has nonetheless remained prevalent. Etiquette has developed and is player-enforced, such as tipping a healer, bard, cleric or a locksmith for their services, not performing violence to one another except in a proper duel, and not making public references to the modern world. Laws such as prohibitions of murder, theft, and disorderly conduct are enforced by ] in the major towns. | |||
Players can also choose to join one of three societies to earn additional powers. The Order of Voln is marked by features of medieval monasticism and fights to release the souls of the ]. Before entering the monastery, you must first bathe in a purifying spring of holy water. Members of Voln do battle against undead monsters and can meditate in the monastery for a length of time before having a vision and interpreting its meaning towards their progress in the order. The underground "Council of Light," of which one is not supposed to speak in public, forces the character -- in the eyes of many -- into the equivalent of selling his character's soul to the devil. The Guardians of Sunfist are a new society devoted to defeating the Grimswarm invaders by destroying their warcamps. | |||
The in-game staff, known as GameMasters, play an active role in the environment by running live events such as quests, invasions, merchants, and festivals. <ref></ref> These events come in a wide variety. Quests and invasions, for example, may amount to an evening searching for a lost relic or several months spent fighting a war. Likewise, merchant encounters may consist of an afternoon with a lone ], a week-long visit from a merchant ship, or the yearly Ebon Gate festival held around Halloween. <ref></ref> This active role, where the staff occasionally controls NPCs or initiates spontaneous events, provides ''GemStone'' players with a dynamic element not available in many other games. | |||
Another notable difference between ''GemStone'' and graphic MMORPGs (such as ]) is the complexity and difficulty of gameplay. A multitude of factors are involved in the different mathematical formulas that decide the successful outcome of swinging a sword, enchanting armor, or even trying to climb a hill. A player must also learn about the interactions between different metals or substances, for example, to succeed at more advanced alchemy. Numerous fan sites have centralized this knowledge to make things easier for the player. | |||
''GemStone'' is text-based and therefore relies on verbal descriptions of the environments and the actions that take place in them, making the game a kind of interactive novel. There are multiple variations in the outcome of an action such as swinging a sword. A mathematical formula factors in the appropriate attributes and skill levels, such as the player's strength and the creature's armor, and the roll of a 100 sided die determines failure or success. The description of the outcome corresponds in intensity to the result of the roll. | |||
The various "professions" (clerics, empaths, rogues, bards, etc.) have been significantly adjusted over time, and the game has suffered from ] issues as its programmers deal with the ongoing challenge of not making one profession or combination of skills too weak or powerful. | |||
''GemStone'' has perhaps diminished somewhat from its heyday in the 1990s, as the limited staff and resources of Simutronics have focused on creating a graphic MMORPG to compete with the ] and ] games. | |||
==Awards and achievements== | |||
* 1998 Finalist, Online Game of the Year, Academy of Interactive Arts and Sciences | |||
* December 1996, AOL Members' Choice Award | |||
==External links== | ==External links== | ||
* | * | ||
* | |||
* | |||
==References== | |||
<references/> | |||
{{MUDs}} | |||
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Latest revision as of 19:43, 2 December 2024
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GemStone IV | |
---|---|
Developer(s) | Simutronics |
Publisher(s) | GEnie, AOL, independent |
Platform(s) | Windows, Macintosh |
Release | 1988 |
Genre(s) | Fantasy MUD |
Mode(s) | 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". The first playable version of the game was known as GemStone ][ and was launched in April 1988 on GEnie. It was one of the first MMORPGs and is one of the longest running online games still active. 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
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
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 ][" 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 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 and was attracting 2,000-2,500 simultaneous players. 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
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". 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. In 1997 Next Generation named it as number seven on their "Top 10 Online Game Picks". At its peak (1996), GemStone III had over 2,000 simultaneous users and 1 million play hours per month, large numbers for its era.
In 2020 and 2021, GemStone III inspired retrospectives by Elizabeth Landau in Wired and Gizmodo. 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
- December 1996, AOL Members' Choice Award
GemStone IV - Shattered
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
- 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
- Washington Technology 1998-03-05 Archived 2007-09-28 at the Wayback Machine
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