Another of the big single-player CRPG franchises, however, would make the leap — and not just to multiplayer but all way to a persistent virtual world like that of
MUD or
Island of Kesmai. Rather than running on the industry-leading CompuServe or even the gamer haven of GEnie, this pioneering effort would run on the nascent
America Online.
Don Daglow was already a grizzled veteran of the games industry when he founded a development company called Beyond Software (no relation to the
British company of the same name) in 1988. He had programmed games for fun on his university’s DEC PDP-10 in the 1970s, programmed them for money at Intellivision in the early 1980s, been one of the first producers at
Electronic Arts in the mid-1980s — working on among other titles Thomas M. Disch’s flawed but fascinating text adventure
Amnesia and the hugely lauded baseball simulation
Earl Weaver Baseball — and finally came to spend some time in the same role at Brøderbund. At last, though, he had “got itchy” to do something that would be all his own. Beyond was his way of scratching that itch.
Thanks to Daglow’s industry connections, Beyond hit the ground running, establishing solid working relationships with two very disparate companies: Quantum Computer Services, who owned and operated America Online, and the boxed-game publisher
SSI. Daglow actually signed on with the former the day after forming his company, agreeing to develop some simple games for their young online service which would prove to be the very first Beyond games to see the light of day. Beyond’s relationship with the latter would lead to the publication of another big-name-endorsed baseball simulation:
Tony La Russa’s Ultimate Baseball, which would sell an impressive 85,684 copies, thereby becoming SSI’s most successful game to date that wasn’t an entry in their series of
licensed Dungeons & Dragons games.
As it happened, though, Beyond’s relationship with SSI also came to encompass that license in fairly short order. They contracted to create some new
Dungeons & Dragons single-player CRPGs, using the popular but
aging Gold Box engine which SSI had heretofore reserved for in-house titles; the Beyond games were seen by SSI as a sort of stopgap while their in-house staff devoted themselves to developing a next-generation CRPG engine. Beyond’s efforts on this front would result in a pair of titles,
Gateway to the Savage Frontier and
Treasures of the Savage Frontier, before the disappointing sales of the latter told both parties that the jig was well and truly up for the Gold Box engine.
By Don Daglow’s account, the first graphical multiplayer CRPG set in a persistent world was the product of a fortunate synergy between the work Beyond was doing for AOL and the work they were doing for SSI.
I realized that I was doing online games with AOL and I was doing Dungeons & Dragons games with SSI. Nobody had done a graphical massively-multiplayer online game yet. Several teams had tried, but nobody had succeeded in shipping one. I looked at that, and said, “Wait, I know how to do this because I understand how the Dungeons & Dragons system works on the one hand, and I understand how online works on the other.” I called up Steve Case [at AOL], and Joel Billings and Chuck Kroegel at SSI, and said, “If you guys want to give it a shot, I can give you a graphical MMO, and we can be the first to have it.”
The game was christened
Neverwinter Nights. “Neverwinter” was the area of the Forgotten Realms campaign setting which TSR, makers of the
Dungeons & Dragons tabletop RPG, had carved out for Beyond to set their games; the two single-player
Savage Frontier games were also set in the region. The “Nights,” meanwhile, was a sly allusion to the fact that AOL — and thus this game — was only available on nights and weekends, when the nation’s telecommunications lines could be leased relatively cheaply.
Neverwinter Nights had to be purchased as a boxed game before players could start paying AOL’s connection fees to actually play it. It looked almost indistinguishable from any other Gold Box title on store shelves — unless one noticed the names of America Online and Quantum Computer Services in the fine print.
On the face of it,
Neverwinter Nights was the ugliest of kludges. Beyond took SSI’s venerable Gold Box engine, which had never been designed to incorporate multiplayer capabilities, and grafted exactly those capabilities onto it. At first glance, the end result looked the same as any of the many other Gold Box titles, right down to the convoluted interface that had been designed before mice were standard equipment on most computers. But when you started to look closer, the differences started to show. The player now controlled just one character instead of a full party; parties were formed by multiple players coming together to undertake a quest. To facilitate organizing and socializing, a system for chatting with other players in the same map square had been added. And, in perhaps the trickiest and certainly the kludgiest piece of the whole endeavor, the turn-based Gold Box engine had been converted into a pseudo-real-time proposition that worked just well enough to make multiplayer play possible.
It made for a strange hybrid to say the least — one which Richard Bartle for one dismisses as “innovative yet flawed.” Yet somehow it
worked. After launching the game in June of 1991 with a capacity of 100 simultaneous players, Beyond and AOL were soon forced by popular demand to raise this number to 500, thus making
Neverwinter Nights the most populous virtual world to go online to date. And even at that, there were long lines of players during peak periods waiting for others to drop out of the game so they could get into it, paying AOL’s minute-by-minute connection fee just to stand in the queue.
While players and would-be players of online CRPGs had undoubtedly been dreaming of the graphics which
Neverwinter Nights offered for a long time, smart design was perhaps equally important to the game’s long-term popularity. To an even greater degree than
Island of Kesmai,
Neverwinter Nights strove to provide a structure for play. Don Daglow had been interested in online gaming for a long time, had played just about all of what was available, and had gone into this project with a clear idea of exactly what sort of game he wanted
Neverwinter Nights to be. It was emphasized from the get-go that this was
not to be a game of direct player-versus-player conflict. In fact, Beyond went even Kesmai one better in this area, electing not just to ban such combat from certain parts of the game but to ban it entirely.
Neverwinter Nights was rather to be a game of cooperation and
friendly competition. Players would meet on the town’s central square, form themselves into adventuring parties, and be assigned quests by a town clerk — shades of the much-loved first Gold Box game,
Pool of Radiance — to kill such-and-such a monster or recover such-and-such a treasure. Everyone in the party would then share equally in the experience and loot that resulted. Even death was treated relatively gently: characters would be revived in town minus all of the stuff they had been toting along with them, but wouldn’t lose the armor, weapons, and magic items they had actually been using — much less lose their lives permanently, as happened in
MUD.
One player’s character has just cast feeblemind on another’s, rendering him “stupid.” This became a sadly typical sight in the game.
Beyond’s efforts to engender the right community spirit weren’t entirely successful; players did find ways to torment one another. While player characters couldn’t attack one another physically, they could cast spells at one another — a necessary capability if a party’s magic-using characters were to be able to cast “buffing” spells on the fighters before and during combat. A favorite tactic of the griefers was to cast the “feeblemind” spell several times in succession on the newbies’ characters, reducing their intelligence and wisdom scores to the rock bottom of 3, thus making them for all practical purposes useless. One could visit a temple to get this sort of thing undone, but that cost gold the newbies didn’t have. By most accounts, there was much more of this sort of willful assholery in
Neverwinter Nights than there had been in
Island of Kesmai, notwithstanding the even greater lengths Beyond had gone to prevent it. Perhaps it was somehow down to the fact that
Neverwinter Nights was a graphical game — however crude the graphics were even by the standards of the game’s own time — that led to it attracting a greater percentage of such immature players.
Griefers aside, though,
Neverwinter Nights had much to recommend it, as well as plenty of players happy to play it in the spirit Beyond had intended. Indeed, the devotion the game’s most hardcore players displayed remains legendary to this day. They formed themselves into guilds, using that very word for the first time to describe such aggregations. They held fairs, contests, performances, and the occasional wedding. And they started at least two newsletters to keep track of goings-on in Neverwinter. Some issues
have been preserved by dedicated fans, allowing us today a glimpse into a community that was at least as much about socializing and role-playing as monster-bashing. The
first issue of
News of the Realm, for example, tells us that Cyric has just become a proud father in the real world; that Vulcan and Dramia have opened their own weapons shop in the game; that Cold Chill the notorious bandit has shocked everyone by recognizing the errors of his ways and becoming good; that the dwarves Nystramo and Krishara are soon to hold their wedding — or, as dwarves call it, their “Hearth Building.” Clearly there was a lot going on in Neverwinter.
The addition of graphics would ironically limit the lifespan of many an online game; while text is timeless, computer graphics, especially in the fast-evolving 1980s and 1990s, had a definite expiration date. Under the circumstances,
Neverwinter Nights had a reasonably long run, remaining available for six years on AOL. Over the course of that period online life and computer games both changed almost beyond recognition. Already looking pretty long in the tooth when
Neverwinter Nights made its debut in 1991, the Gold Box engine by 1997 was a positive antique.
Despite the game’s all-too-obvious age, AOL’s decision to shut it down in July of 1997 was greeted with outrage by its rabid fan base, some of whom still nurse a strong sense of grievance to this day. But exactly how large that fan base still was by 1997 is a little uncertain. The
Neverwinter Nights community insisted (and continues to insist) that the game was as popular as ever, making the claim from uncertain provenance that AOL was still making good money from it. Richard Bartle makes the eye-popping claim today, also without attribution, that it was still bringing in fully $5 million per year. Yet the reality remains that this was an archaic MS-DOS game at a time when software in general had largely completed the migration to Windows. It was only getting more brittle as it fell further and further behind the times. Just two months after the plug was pulled on
Neverwinter Nights,
Ultima Online debuted, marking the beginning of the modern era of massively-multiplayer CRPGs as we’ve come to know them today.
Neverwinter Nights would have made for a sad sight in any direct comparison with
Ultima Online. It’s understandable that AOL, never an overly games-focused service to begin with, would want to get out while the getting was good.
Even in its heyday, when the land of Neverwinter was stuffed to its 500-player capacity every night and more players were lining up outside, its popularity was never all
that great in the grand scheme of the games industry; that very capacity limit if nothing else saw to that. Nevertheless, its place in gaming lore as a storied pioneer was such that Interplay chose to
revive the name in 2002 in the form of a freestanding boxed CRPG with multiplayer capabilities. That version of
Neverwinter Nights was played by many, many times more people than the original — and yet it could never hope to rival its predecessor’s claim to historical importance.
The massively-multiplayer online CRPGs that would follow the original
Neverwinter Nights would be slicker, faster, in some ways friendlier, but the differences would be of degree, not of kind.
MUD,
Island of Kesmai, and
Neverwinter Nights between them had invented a genre, going a long way in the process toward showing any future designers who happened to be paying attention exactly what worked there and what didn’t. All that remained for their descendants to do was to popularize it, to make it easier and cheaper and more convenient to lose oneself in a shared virtual world of the fantastic.