Anarchy Online

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AMG AllGame Guide:

Anarchy Online

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Game Description

Anarchy Online takes place on the persistent online world of Rubi-Ka. The planet features a sci-fi setting with a fantasy flavor, featuring monsters and magic with scientifically credible explanations for their existence. While there are a few basic ground rules and contextual idiosyncrasies, Anarchy Online is designed to offer players as many choices as possible and allow them to build the society of the game world through their own decisions and interaction.

Characters can be viewed from a first or third-person perspective. In addition to standard literal conversations between avatars, characters can also emote through several displays of body language, ranging from a wave or a polite bow to purposeful flatulence or a mildly obscene hand gesture. Certain park areas in some of Rubi-Ka's cities are designated as exclusively for social interaction and weapons and fighting are prohibited in these places.

The game is designed to offer players a wide range of choices in character creation. Characters can be "regular" human beings or one of three genetically altered human "breeds," each with a specially designed physiology that makes them stronger, quicker, or better suited to control the nano machines that perform the technological "magic" in the game world. Once the character has been created and customized, it is time to decide on an alliance.

Two major factions exist on Rubi-Ka, the seemingly ubiquitous Omni-Tek corporation and those who organize to rebel against it. While there is technically no "good" or "evil" choice among these to groups, there is a definite, ongoing conflict between them, and the players' choices will influence the people they meet and the quests that become available to them. There is also the choice to be neutral, though neutral characters may never be fully trusted by members on either side of the dispute.

Aside from their basic alliance for or against Omni-Tek, player characters can join clans or create their own. The game is uses an innovative system that is intended to help players find exclusive jobs and quests that are appropriate to their skills and alliances. Players can even assign their own quests, or subcontract other characters to help accomplish a major mission. All these factors are created in line with the game's theme of freedom in interaction and "natural" evolution of the game world's society.
~ T.J. Deci, All Game Guide

Review: Overall

The release of a Massively Multiplayer Online Role Playing Game (MMORPG) can virtually assure two things, at least in 2001. One, immediate and passionate outrage at the publisher for releasing an unfinished product, and two, a steadily growing segment of customers who are willing to accept the problems with the hope they will be fixed at some later date. Anarchy Online follows this pattern to the letter, adding to the unfortunate reputation of rushed products in the online world community.

The pattern many of the new titles follow has a definite upswing after the initial instability, and Anarchy Online is no exception. Funcom offered a policy which stated that the game's first free month did not start until after the initial login problems were fixed, hoping this would appease early buyers. The vocal segments of the online community surrounding the game still took frequent shots at the lack of quality, but Funcom took an important first step towards legitimacy.

Since the game's release, Funcom's efforts to smooth things over with their paying customers have been admirable. Unlike competitors like Verant and Electronic Arts, the company has done everything in its power to avoid the "only in it for the money" stigma. Examples include the obvious, such as opening a new shard despite the initial claim that one would be enough, and the not-so-obvious, such as turning a recent in-game protest of Funcom's decisions into a role-playing experience, complete with Omni-Tek corporate guards surrounding the "rebel" protestors.

Not content with the glut of fantasy MMORPGs pouring into the market, Funcom went with a sci-fi approach. The world of Rubi-Ka is introduced to gamers through a beautiful opening movie, which clearly delineates the good and evil factions. Taken from the perspective of a young girl growing up in the wastelands of the planet, the movie briefly recaps her life and portrays the corruption and filth that Omni-Tek brings to her planet via their mining operations. Simply knowing that Omni-Tek is evil doesn't mean you're obligated to help with the resistance -- after all, what use are good men if they have nothing to fight against?

Your first step into the world of Omni-Tek places you, a relatively featureless, bipedal creature, in front of a large character generation panel. A plethora of in-game help menus are offered, accessible by the expedient means of mouse clicking on just about anything in the world, easing the learning curve greatly. You choose from among four races, ranging from the hulking Atrox to the nimble Opifex, further defining your character into one of 14 classes, such as soldier, martial artist, bureaucrat, or metaphysicist. Further character customization focuses on height, weight, and face alterations. Finally, you choose a unique handle and receive a randomly generated real name, preventing complete user stupidity and also allowing for some highly entertaining results. Choose a side and you're off and running.

The initial introduction of your character to the world of Rubi-Ka is in a "newbie" area associated with your chosen faction. Equip yourself with whatever meager starting items you possess, learn any "nano-formulas" (the sci-fi equivalent of magic, performed by thousands of tiny robots) available, and go fortune hunting -- one monster at a time. The starting zones are populated with entertaining creatures who spout lines like "plz hlp me!" and "I'LL GET MY MAIN!" at you, invoking blissful memories of why you stopped playing Ultima Online or EverQuest. Besides providing a non-threatening way to figure out the game's combat system, these creatures are evidence that Funcom tries a little harder to make the game a bit more accessible than the competition.

A main focus of the game, easily accessed from either the "newbie" zone or several places in any city, is the mission system. Anarchy Online uses mission generators, which provide randomly generated dungeons stocked with a host of appropriately leveled monsters and a goal or quest to complete. Any gamer who detests downtime in MMORPGs will find this single feature to be the most wonderful idea imaginable. Even if you have no idea whatsoever as to where to go to find experience in the world of Rubi-Ka, your next adventure is never farther away than the nearest mission generator.

Anarchy Online characters can carry hordes of medical kits that, when combined with an appropriately high skill, virtually eliminate a waiting period between monsters. Joining other players also quickly proves to be a fantastic way of assuring you'll never be waiting for something to do.

The graphics far surpass those seen in any functioning, previously released MMORPG, combining incredibly lush landscapes with finely detailed creatures, architecture, and skies. And, unlike the majority of its competition, the musical score keeps right up with the view. Ranging from smooth jazz in the city high-rises to throbbing techno in the seedy clubs to dreamy ambient tunes as you walk across the vast wasteland that encompasses much of the planet, the background music is near perfect.

The more you play and the deeper you immerse yourself in the world, more opportunities for advancement and employment become available. The item creation system in Anarchy Online is quite detailed, but the trade skills required are level-based like all other skills and require a fair amount of adventuring to attain. A violence preference system walks the middle ground between outlawing and allowing it, and some zones have "happy gas" which renders players unable to attack each other, while certain disputed zones can easily host large-scale clan-corporate wars.

Despite the existence of some bugs in the program, Anarchy Online designers have fixed a large percentage of early complaints and added quite a few gameplay-enhancing features suggested over the course of the game's release. It's obvious that Funcom has taken heed of painful lessons learned by competitors and realized that ignoring customers is never the road to success.

While catering too much to the whims of a vocal minority, especially on the Internet, can be a bad idea, Funcom seems to know where to draw the line. As a result, their product keeps improving. Anarchy Online provides an important alternative to fantasy MMORPGs, and is designed well enough to warrant a look from anyone interested in the genre.
~ Drew Hunt, All Game Guide

Review: Enjoyment

While there are still a few bugs in Anarchy Online, most issues have been dealt with via patches. What's left is the game that was initially envisioned, made better by some newly created features resulting from player feedback. The major problem with the game is nothing new to fans of MMORPGs -- once you tire of either killing monsters, making items, or engaging in lengthy debates about corporate downsizing while staring at a pixellated sky, there's not much left to do.
~ Drew Hunt, All Game Guide

Review: Graphics

While some single-player games have a graphical edge over Anarchy Online, the gorgeous atmospheres prevalent throughout the game are unmatched in other online titles (c. 2001). From the daunting Omni-1 city skyline to the vast wasteland of Rubi-Ka, the graphics are quite compelling. Additionally, annoying popup scenery is relatively negligible, as the entire area loads into memory (if possible) when you enter.
~ Drew Hunt, All Game Guide

Review: Sound

The soundtrack is absolute dynamite and runs the gamut of musical selections from hardcore techno to softly lilting jazz. A separate CD of songs from the game has been released, an indication of Funcom's confidence in the quality. The sound effects are universally quite adequate, though overshadowed somewhat by the excellence of the music.
~ Drew Hunt, All Game Guide

Review: Replay Value

{*Anarchy Online} delivers on the promise of infinite replay value due to an ever-changing world. Different breeds and classes provide entirely new strategies for gameplay and simply choosing your alignment with good or evil significantly alters the way the game works. Of course, the satisfaction of slaughtering thousands of monsters in a variety of different ways is always pleasant as well.
~ Drew Hunt, All Game Guide

Review: Documentation

Are you sick and tired of pathetic manuals that provide nothing more than bare-bones gameplay information? {*Anarchy Online}'s manual breathes new life into the art of documentation with its huge amount of information and engrossing style, which alternates between Omni-Tek propaganda to clan warnings about potential brainwashing. Unfortunately, it seems to be printed on noticeably recycled paper.
~ Drew Hunt, All Game Guide

Production Credits

Lead Programmer: Martin Amor; Lead Artist: Vebjøm Strømmen ; Art Direction: Didrik Tollefsen; Story: Ragnar Tørnquist; Core Programmers: André Johansen, Anton Ragnarsson, Arnleif Mydland, Asle Morten Ollestad, Christian Berentsen, Enno Rehling, Frank A. Stevenson, Jaakon Innerdal, Jesper Hansen, Jørn Jensen, Kurt Skauen, Morten Lode, Rune Espeseth, Steffen Skov, Terje Pedersen, Viggo Løvli, Terje Malmedal, Torbjörn Lindgren; Autocontent: André Johansen, Gaute Godager, Terje Pedersen, Viggo Løvli; Engine Framework: Christian Berentsen, Harold Iwe; Gamecode: André Johansen, Arnleif Mydland, Christian Berenstsen, Geir Bjarte Terum, Terje Pedersen; Database: Jørn Jensen; Server: Christian Berentsen, Enno Rehling, Jesper Hansen, Haakon Innerdal, Jørn Lindgren; AI Programming: Anfré Johansen, Anton Tagnarsson, Asle Morten Ollestad, Morten Lode, Rune Espeseth; GUI Programming: Arnleif Mydland, Espen Berntsen, Kurt Skauen, Steffen Skov; Graphics Programming: Jesper Hanssen, Kurt Skauen, Lasse Staff Jensen, Viggo Løvli; Environmental Effects: Viggo Løvli; Special Effects: Andreas Bromirski, Anton Ragnarsson, Bjørn-Erik Larsen, Frank Andrew Stevensen, Jesper Hansen; Sound System: Bjørn Arve Logim, Jørun Teigen, Steffen Skov, Viggo Løvli; Tools Programming: André Johansen, Arnleif Mydland, Christian Berentsen, Eduard Gajdor, Enno Rehling, Haakon Innerdal, Jesper Hanssen, Johan Braanen, Jørn Jensen, Kurt Skauen, Lasse Staff Jensen, Marius Kjeldal, Morten Lode, Rune Eseseth, Steffen Dkov, Terje Pedersen, Viggo Løvli; VB Contrnt Tols: Andrew Griffin, Gaute Godager; Tide: Peter Lorenzen; Additional Tide: Kurt Skauen, Viljar Sommerbakk; Audio Director: Bjørn Arve Lagim; Composers: Morten Sørlie, Bjørn Arve Logim, Tor Linløkken; Audio Design: Tor Linløkken; Additional Music: Karsten Hansen; Additional Voice Talent: Kine Holm Jacobsen, Jennifer Hjorthaug, Kathrine Hilstad; Core Graphic Artists: Christer Sveen, Kjetil Hjeldnes, Lars Petter Anfinsen, Markus Schille, Øyvind Jernskau, Renate Andersen, Tom Tømmervåg Gjerde, Vebjørn Strømmen; GUI Graphics: Øyvind Jernskau; Intro Video: Ragnar Tømquist, Amanda Ronai, Didrik Tollefsen; Monster Art: Christer Sveen, Didrik Tollefsen, Vebjørn Strømmen; Textures: Christer Sveen, Didrik Tollefsen, Kjetil Hjeldnes, Lars Petter Anfinsen, Markus Schille, Renate Andersen, Vebjørn Strømmen, Øyvind Jernskau; Modeling: Christer Sveen, Didrik Tollefsen, Kjetil Hjeldnes, Lars Petter Anfinsen, Markus Schille, Tom Tømmervåg Gjerde, Vebjørn Strømmen, Øyvind Jernskau; Animation: Christer Sveen, Lars Petter Anfinsen, Renate Andersen, Sigbjørn Remi Galåen, Tom Tømmervåg Gjerde, Bebjørn Strømmen; Motion Capture: Tom Tømmervåg Gjerde; Fashion Designers: Vebjørn Strømmen, Renate Andersen; Game World Designers: Andrew Griffin, Darren Thurston, Jarl Schjerverud, Jon Helgi Torarinson, Kenneth Christensen, Morten Byom, Øyvind Steensen, Per Storløkken, Terje Lundberg, Tom Seierstad, Viljar Sommerbakk; NPC Chat: Gaute Rasmusen, Øystein Rom; Item Data: Andrew Griffin, Gaute Godager, Per Storløkken, Trond Wingård, Viljar Sommerbakk; Nano Design: Andrew Griffin, Gaute Godager; NPC Data and Design: Gaute Godager, Trond Wingård; Lead Balancer: Gaute Godager; Balancing: Andrew Griffin, Per Storløkken, Trond Wingård; Additional Balancing: Jarl Schjerverud, Henning Solberg; QA Manager: Henning Solberg; Testers: Alf Ragnar Yngve, Kathrine Finnøy, Steve Reberg, Tom Erland U. Ekenes, Trond Ivar Hansen; Additional Design: André Johansen, Andrew Griffin, Bjørn Arve Lagim, Henning Solberg, Jarl Schjerverud, Jon Helgi Torarinson, Per Storløkken, Ragnar Tørnquist, Steve Reberg, Terje Pedersen, Trond Wingård, Øyvind Jernskau; Manual: Gaute Godager, Geir Andreas Wangsmo, Ragnar Tørnquist; Manual and Box Design: Geir Haugen; Web Editor: Geir Andreas Wangsmo; Web Artist: Geir Haugen, Thomas Sundfær, Geir Bækholt; Tech Manager: Lasse Staff Jensen; Tech Engine Programming: Andreas Bromirski, Jesper Hansen, Kurt Skauen, Lasse Staff Jensen, Robert Golias; VP Marketing: Tomas Schreiner; Marketing Coordinator: Ulf Kristiansen; Director of Public Relations: Marit Lund; US PR Manager: April Jones; Nordic PR Manager: Margit Anne Vegestein; Director of Sales & Distribution: Nicolay Nickelsen; Online Sales Manager: Jan-Egil Hansen; Nordic Sales Manager: Ove Solskjær Johansen; Special Thanks: Per Trystad, Ronny Hansen, Mathias Arneberg, Support Team, Tommy Strand; Original Vision: Marius Kjeldahl, Martin Amor; President: Andre Backen; VP Product Development: Gaute Are Espeland; VP Technology & Business Development: Marius Kjeldahl; Project Managers: Svein Børge Hjorhtaug, Tor Andre Wigmostad; Producer and Lead Designer: Tommy Strand
~ Keith Adams, All Game Guide
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Anarchy Online
Two complementary metal forms are shown partially buried in red sand. Below them is a text: "Anarchy Online: The Future In Your Hands".
Developer(s) Funcom
Publisher(s) Funcom
Designer(s) Gaute Godager
Writer(s) Ragnar Tørnquist
Engine Dreamworld Engine (Randy 3.1)
Version 18.4.13
Platform(s) Windows
Release date(s) June 27, 2001
Genre(s) Sci-Fi MMORPG
Mode(s) Multiplayer
Rating(s)
Media/distribution Download, CD
System requirements

Recommended

Anarchy Online is a massively multiplayer online role-playing game (MMORPG) published and developed by Funcom. Released in the summer of 2001, the game was the first in the genre to include a science-fiction setting, dynamic quests, instancing, free trials, and in-game advertising. The game's ongoing storyline revolves around the fictional desert planet "Rubi-Ka", the source of a valuable mineral known as "Notum". Players assume the role of a new colonist to Rubi-Ka. With no specific objective to win Anarchy Online, the player advances the game through the improvement of a character's skills over time. After ten years, Anarchy Online has become one of the oldest surviving games in the genre.

Contents

Plot

Fighting for military and political power on Rubi-Ka are the Omni-Tek corporation (owners of the planet's one thousand-year lease), the Separatist Clans, Terrorist groups, extraterrestrial life, and ancient civilizations. The narrative was developed to be played out as a series of virtual "role-play" events over the course of four years, influenced by the actions of those taking part in the game.

According to the game's back story, the "Source" of all life deep inside the planet created the first forms of life, who called themselves the Xan. They began as a small, perfect, immortal civilization, living in peace and harmony. The Xans' eventual discovery and research of the Source's power lead them to create powerful technology. They built a great civilization, but this made them greedy and arrogant. Two factions formed within the Xan, calling themselves the Redeemed and the Unredeemed. These groups fought over how best to use the Source — now strained and unstable from their tampering. They tried in vain to fix the problem, but discovered it was too late - the Source would soon destroy the planet. Rubi-Ka was ripped apart in a cataclysm, leaving it a barren rock. The Source, and small fragments of the Xans' dead civilization, were thrown into another dimension known as the Shadowlands. The survivors left in search of other habitable planets, where they planted versions of their species; they hoped that one would prosper and eventually return to Rubi-Ka. Earth was one of their destinations.[1]

In the year 28,708 AD, a mining survey ship from the mega-corporation Omni-Tek rediscovered Rubi-Ka. The Interstellar Confederation of Corporations (ICC) granted Omni-Tek a one thousand-year lease on the planet shortly after. It was a seemingly useless, arid landscape far from civilization, until the discovery of the mineral Notum, unique to Rubi-Ka. Research of Notum and its properties led to major leaps forward in nanotechnology, making possible the creation of powerful new technology, as well as the resurrection of the dead. After terraforming a portion of Rubi-Ka and constructing several cities, outposts, and transportation infrastructure, the company began importing colonists under contract as miners and other professions.[1]

The first five hundred years of Omni-Tek's control of Rubi-Ka were marked with an exemplary worker treatment record. However, as time passed, their policies degraded. Their scientists' tinkering with the mutating effects of Notum on the colonists in a quest for efficiency lead to large numbers of failed experiments. Survivors of these experiments became the game's four playable races, or Breeds, each designed by Omni-Tek to specialize in a type of work. Together with the original "Solitus" race, the genetically engineered Herculean "Atrox," the intelligent "Nanomages," and the nimble "Opifexes," they continued their labor in the midst of an increasingly hostile and totalitarian culture. This caused a significant number of workers to rebel, and begin to trade stolen Notum to a rival corporation. These rebel groups, collectively calling themselves the Clans, fought a series of wars with Omni-Tek over the next several centuries.[1]

Player point-of-view

Anarchy Online's story, from the player's point of view, began in 29,475, after the most recent peace treaty had been signed between Omni-Tek and the Clans. ICC peacekeeping troops later moved into some cities to protect neutral observers of the war who had rejected their contractual obligations with Omni-Tek, but did not align themselves with the Clans. Omni-Tek, the Clans, and the neutral observers make up the game's three playable factions and control much of Rubi-Ka's terraformed surface.

After scientists opened a portal to the Shadowlands, players found the Source, killing the guardian the Xan had left there to protect it. This prompted an alien race known as the Kyr'ozch to begin attacking Rubi-Ka. The story's current plots revolve around the fight by all sides for control of the planet.[1][2]

Gameplay

An armored man holding a sword-like object standing in a large, foggy room filled with thick strands extending from floor to ceiling. Three floating creatures and one dead creature surround him.
A player's character fights three computer-controlled alien enemies inside a room of an alien mothership-themed dynamic mission. Dynamic missions are a central component of Anarchy Online and each of its expansion packs.

Players assume the roles of new colonists to Rubi-Ka or the Shadowlands. There are two game servers for English-speaking players and one for German-speaking players, which is now offline. Each holds an identical copy of the game's 3D virtual world. The worlds are occupied by human players and computer-controlled characters, both friendly and hostile. Characters and players are not able to interact with one another across servers.[3]

The game begins with the player creating a unique character, choosing its name, gender, height, weight, and facial features. Each character is also one of the four humanoid "breeds". The final choice is that of the character's profession, similar to the character classes of other role-playing games.

The game's multiplayer nature and "free-form" gameplay encourage creating social networks, and cooperating and fighting with other players.[4][5] Players interact with Anarchy Online's interface via a keyboard and mouse. The game's heads-up display consists of a series of windows, menus and buttons located on the periphery of the screen. Players communicate with each other by typing text in chat windows, and occasionally through emotive character animations. Communication with computer-controlled characters is executed via text windows, in which players chose from a menu of possible responses to the conversation being shown.[6] Like most role playing games, Anarchy Online provides structure for role-playing events. Most major cities include night clubs and other venues specifically for this.[5] Events are organized either by players, or officially by Funcom staff.[7]

Groups of players, large or small, are often required to complete objectives. In addition to forming teams and informal chat groups, joining a player organization is encouraged. These are, like guilds in similar games, officially recognized groups bound together for technical and social benefits. Organizations are able to build their own cities across the game world, control areas of land, run player markets, and access other special content.[8][9]

Among the most distinct gameplay elements of Anarchy Online are dynamic missions.[10] Missions, or quests, are a traditional gameplay element in the role playing genre. The player or team is given a set of tasks—usually related to the story—to complete somewhere in the game world; in return, they are rewarded with experience points, items, and money.[11] Dynamic missions are similar to traditional missions in purpose, but are created at the player's request. Once they choose it's difficulty and other options, the game generates a new indoor area filled with computer-controlled enemies. The player or team are told to go to its location, and finish some task inside for their reward.[12] Dynamic missions, like many other encounters in Anarchy Online, are "instanced": each mission area is available only to the owners of the mission.[13]

Skill system

Much of what characters can do, and how well they do it, is determined by the game's eighty-three distinct character skills. A skill is a numerical representation of a character's proficiency in an area of skill, starting at zero. As players kill computer-controlled enemies, they gain experience points for their character. After gaining enough points, the character levels up. The current maximum level is 220. At each new level, the character is given some "skill points", which are used to increase any combination of the eighty-three skills that they choose.[14]

Any character can access and increase any skill. The character's profession, however, provides unique resources — "perks", "alien perks", "research", and "nano programs"—that increase specific skill further. This makes each profession more adept at elements of gameplay than others. Doctors, for instance, can increase skills related to healing much higher than a Soldier because of these additional resources. Perks are chosen from a menu when the character reaches certain levels. Alien perks are gained when the player kills enough of a specific type of alien enemy.[15] Research is gained by diverting a percentage of earned experience points toward personal or faction-specific research projects, instead of new levels.[16] Nano programs give temporary increases to certain skills.[17]

Combat

After targeting another character and initiating combat, the player and their opponent will damage each other automatically with their weapons. This continues until the player stops or the target is dead. Each profession's unique nano programs, perks and research also provide combat abilities used by the player during the fight. These can heal the owner, cause additional damage, lower the skills of the enemy, blind them or otherwise hinder the enemy's ability to fight. Once the target is dead, the player is able to loot money and items from the enemy's body.[18] After death, the character's skills are reduced for several minutes, making them much less powerful in combat during that period.[19]

Characters grouped around one of several man-made metal towers in a desert. A heads-up display with buttons, boxes containing text, and other objects line the periphery of the image.
Players attack a tower at a land control area. These player vs. player encounters—introduced with the Notum Wars booster pack in 2002—require the cooperation of several players.

Combat between two or more human players, known as "player vs player", or "PvP" is encouraged by both the reward of special equipment, and the social nature of the game.[20] Killing other players also rewards characters with a "PvP ranking", permanently shown beside the player's name, which represent how many other human players they have killed.[21] Player versus player combat is controlled by the percentage of "suppression gas" in the area that dictates whether a player can start combat unprovoked with another player. Generally, this percentage approaches 100% in major cities, providing safe havens, and decreases while moving to more remote areas.[21][22][23]

History

Development

Preliminary development for Anarchy Online began in 1995 at Funcom's Oslo, Norway studios.[24][25] Up until that point, the company had only developed offline video games for consoles, including the critically successful Speed Punks for the PlayStation.[26][27] In a 2007 interview, former project leader Gaute Godager said Funcom's management wanted to put substantial resources into developing a new MMORPG; they believed the genre's user base would expand in the coming years. Unlike most other games in the genre, which had traditional role-playing fantasy themes, Anarchy Online featured a science-fiction theme.[28] The game would also feature a relatively large playable area, and graphics that were, at the time, more advanced than existing MMORPGs.[29] Godager said he and many other developers saw the idea as "crazy," describing the project as "very ambitious".[30] The project's team grew steadily between 1995 and 2001 to include at least 70 developers.[31]

In a 2001 interview, gameworld designer Morten Byom said that the process of creating Rubi-Ka's virtual world had "taken more time and effort than anyone imagined when we first started." The team took inspiration from a number of sources including science-fiction books, movies, architecture in Oslo, and other games in the genre. They stated one of the biggest challenges as finding ways to encourage players to use the entire game world as they play, not to "gather in one corner". Byom said he wanted to give the world as much detail as possible to make the game "convincing" to the player.[32]

Composers Morten Sørlie, Tor Linløkken, and Bjørn Arve Lagim created the soundtrack and music of Anarchy Online. Using a system they call "Sample-based Interactive Music", the game mixes numerous music samples to create dynamic music. By starting, stopping, fading, and layering samples based on where the player is, and what they are doing, the game creates a continuous stream of background music. Bjørn Arve Lagim stated the music in inspired by the "traditional sound" of a film score, using both orchestral and electronic instruments.[33] Longer full-length versions of some songs were later released on compact disc with a special edition of the game in 2002.[34]

Anarchy Online was officially announced at the 2000 Electronic Entertainment Expo (E3). GameSpot, and other online sites, published articles tracking the game's development over the next year.[35] It made its second appearance at E3 in May 2001, one month before launch. Based on the beta version shown there, GameSpot stated they were "confident in the game's progress, given what we've seen".[36][37] At the European Computer Trade Show in 2001 it was awarded Multiplayer Game of Show.[38] A public beta test began two weeks before launch, during which 100,000 players downloaded and played pre-release versions of the game, helping the company find bugs and other technical problems with the software.[39]

Release

Anarchy Online officially launched to the public on June 27, 2001 in the United States and Norway and on September 28 of the same year in the rest of Europe.[40] In addition to being distributed as a retail box from physical and online stores, Anarchy Online was one of the first MMORPGs available via online digital distribution.[41][42]

During its first month of release many stability, registration, and billing issues hurt public perception of the game. Some gaming reporters[which?] said it was the worst launch of an MMO in the history of the genre. Funcom spent about 6 months fixing the game, particularly the beginning experience. The company then took the "fixed game" on a press tour to convince reporters to give it another try, even though reviews and scores had been printed months before. At the same time, the company needed to build subscribers, which was very difficult given the reputation of the game. Funcom introduced the first "free trial" of the game and gave out returned boxed copies for free at the 2002 Game Developer's Conference. Some gaming publications[which?] told their readers about the improved game, although they did not change their original scores. By the end of that year, Anarchy Online had recovered from the launch woes and won the MMO of the Year award from PC Gamer. The company went on to create expansions, including the Shadowlands expansion in 2003 that earned several Editor's Choice awards.

Two months after its release in August 2001, Funcom began offering free trial subscriptions, now common practice for other games in the MMOG genre.[41][43][44] New players were able to sign up for accounts that remained free for a limited number of days. This required them to supply some personal information, including a credit card number. After their trial period, players could either cancel their accounts, or keep them to continue playing the game at the cost of the monthly subscription fee.[45]

Expansions

Periodic free updates are released as content patches on an average of three per month since the game's release. These fix bugs, and add relatively small amounts of new content. The patches are downloaded and installed automatically when players start the game software.[46] Larger updates, called expansion packs and booster packs, are available for purchase to further extend the game, typically adding new playable areas, creatures, equipment, and story progression. Expansions tend to introduce large amounts of new content; boosters are considered "too large" for a patch, but "not large enough" to warrant a full expansion.[47]

List of Anarchy Online expansion and booster packs
Title Year Type Notes
Notum Wars 2002 booster Notum Wars was the game's first major content update in 2002. It introduced the land control areas which are now a central gameplay feature. It also added a new character creation system, flying vehicles, aesthetic improvements to the game world, and improvements to the game's rendering engine.[48]
Shadowlands 2003 expansion Shadowlands has been the largest expansion to date. Seven themed areas, and dozens of other new locations significantly added to the game's playable area. It raised the maximum character level from 200 to 220, and introduced the perk system. Also included were a new user interface, two new player professions, improvements to the game's rendering engine, new dynamic missions, and a "flood" of new items.[49]
Alien Invasion 2004 expansion Most of Alien Invasion's content centered around player organizations. "City plots" were placed throughout Rubi-Ka which organizations can buy to erect custom cities. These cities give skill bonuses, access to unique equipment, access to new dynamic missions, and venues for role-play events. It also included a new starter area—which serves as a training ground for new characters—and new user interface. The perk system was extended with the introduction of "alien experience points".[50]
Lost Eden 2006 expansion Lost Eden was the first expansion released after the original story had ended. It focused almost entirely on player versus player combat, although new dynamic missions were also included. The battle stations were introduced, and the pilotable vehicles for use on them and the land control areas. New weapons and armor affect skills useful against other players. It also introduced the research skill system.[23]
Legacy of the Xan 2009 booster Legacy of the Xan focused on "end-game" content for existing players. It added new areas, equipment, and weapons for players whose characters have reached a high level.[51]

Free Play program

A billboard standing against a wall in a futuristic city during a rain shower. An armored man, about half its size, stands nearby looking at it. Billboard displays advertisement reading "Don't just play video games, inspire them. U.S. Air Force"
A billboard in a city controlled by the neutral faction showing an advertisement for the United States Air Force; the revenue generated by Massive Incorporated's advertising aids in keeping the game free to play.[52]

On December 15, 2004, Funcom replaced trial subscriptions with a business model supported by in-game advertising called the "Free Play" program.[52] Under this program, new players are allowed indefinite access to the full original game without supplying a credit card number. With the exception of the first booster pack Notum Wars, the offer does not include access to content added with expansion or booster packs. Free subscribers are shown advertisements provided by Massive Incorporated, a company that supplies in-game advertising. The ads appear on virtual billboards placed in high traffic areas of the game world. Paying customers have the option to replace these ads with ones for fictitious products related to the game.[53] Free subscribers may also purchase paid points to participate in micro-transactions and purchase in-game items that do not directly impact combat related gameplay.[54]

The Free Play program was originally set to last one year, but its length has been extended every year since its creation; the program's current scheduled end date is January 15, 2011.[55] Former game director Craig Morrison stated in a 2008 interview that the program has "been a vital part of the success of the game."[56] In January 2008, Funcom rebranded their subscription model as a "tier subscription system", adding a third options for customers to access to the game. Customers can access the original game and Notum Wars booster pack for free via the Free Play program, pay the full monthly subscription fee for access to all expansion and booster packs, or pay a reduced monthly fee for access to only the Shadowlands expansion pack.[57]

Present

The "Free Play" program, started in 2004, allows new players indefinite access to the original game in return for viewing in-game advertisements. Vital to the game's continued operation, the program created 400,000 new subscriptions in its first ten months, and had generated US$1 million in advertising revenue by 2006. launch.[58]

Funcom announced in June 2007 that they would be updating the game's 3D rendering engine.[59] While the current engine — Funcom's proprietary Dreamworld — had received incremental improvements with the Notum Wars booster in 2002 and Shadowlands expansion in 2003, the 2008 announcement stated it would be completely replaced with more modern software to "release the game fresh".[48][49][60] Originally, a modified version of the open source rendering engine OGRE was used.[60] Funcom released a short video demonstrating an early version of its implementation, and stated it would be completed by the end of 2008.[61][62] OGRE was dropped in May 2009 because it did not provide "the full featureset" they had anticipated. Current game director Colin Cragg stated Anarchy Online's "small development team" could not afford the "growing [cost] estimates" involved in making the necessary modifications to it.[60][63]

Funcom decided to instead use a recent version of the Dreamworld engine, the same version used for their 2008 MMORPG Age of Conan.[63] This new engine features improved water rendering, particle effects, and character animation. It also includes incremental improvements to technologies already used in Anarchy Online, such as the dynamic weather system.[64][65] No new release date has been announced, although periodic status updates are published in the game's official weekly development blog Friday With Means.[66]

Also introduced in 2008, Funcom added micro-transactions to the game called paid points. Paid points may be acquired through several ways. First, players may purchase them outright via their account management page, which then becomes available to their characters in game. Alternatively, players are also awarded bonus paid points based on number of months of subscription purchased.[54] These paid points may be used to purchase items that were given as pre-order bonuses such as a fully decor-able apartment in game, or newly-created vehicles that are otherwise not available through in-game currency called credits.[67] All items available for purchase with paid points are strictly cosmetic in nature, with the exception of a Personal Scout Mech, a combat vehicle that was a pre-order bonus for the Lost Eden expansion.[67]

In 2010, the player community became involved in development of the game, with community-created inventory icons and planet map being accepted into the official game.[68]

A game engine upgrade is due in 2012. The new engine, also used for Age of Conan and The Secret World, will be supported concurrently with the previous engine.[69][70]

Reception

 Reception
Review scores
Publication Score
G4 4 / 5[50] (Alien Invasion)
GameSpot 7.6 / 10[29]

8.5 / 10[5] (Shadowlands)

GameSpy 79 / 100[10]

4 / 5[71] (Shadowlands)

3.5 / 5[72] (Alien Invasion)

GamesRadar 7 / 10[23] (Lost Eden)
IGN 7.2 / 10[73]

8.8 / 10[49] (Shadowlands)

After the launch of Anarchy Online and the subsequent technical problems, Funcom issued a statement to reviewers asking them to "hold back on a full review until we have solved these problems."[74] Some video game reviewers, such as Computer Games Magazine, published reviews anyway; others, such as GameSpy who described the game as "nearly unplayable", chose to wait one month before publishing a formal review. The troubled release has had a lasting effect on the game's reputation, and is nearly always mentioned in the generally positive reviews of later expansion packs as a juxtaposition.[22][49]

While Anarchy Online's launch problems had a negative effect on initial critics, the game itself was generally reviewed favorably; it scored an average of 7.6 out of 10 from GameSpy, GameSpot, and IGN. GameSpy later described it as "a promising game with some big technical flaws." IGN called it a "brilliant, engaging, profound MMORPG," but added it came with "atrocious technical problems."[73] PC Gamer magazine said that it "will be [...] the next great MMORPG," but that the game needed "some serious work" before it would reach its potential; they would award the game with Best Massively Multiplayer Game the next year.[75][76]

Computer Gaming Magazine described Anarchy Online as a "'science-fiction' Everquest"—Everquest was a popular fantasy MMORPG at the time—in that it took the traditional fantasy elements of the genre and gave them "science-y sounding" words. They went on to praise the game's large, detailed game world, and its "evolutionary" user interface.[74] GameSpy said the game's soundtrack was "grand, cinematic, and very appropriate" in their review.[10] PC Gamer magazine said that the intricate skill system gave the game "incredible character depth".[76]

The dynamic mission system was met with mixed reviews. PC Gamer called it a "brilliant" solution to camping — the practice of waiting for a computer - controlled character in the outdoor game world to appear so that it can be killed and items looted.[76] Computer Gaming Magazine said that while the missions were a good idea in theory, they are "too simple and similar", claiming that this caused players to become bored and camp for items outside anyway. Visually, they called the missions "cramped, boxy, and generally unappealing," compared to the rest of the game.[74]

The first booster pack Notum Wars was released in 2002; at that time, the first expansion pack Shadowlands had already been announced. Staci Krause of IGN noted the new character creation interface made the game's introduction to new players easier. The "land control" areas, one of the major additions in Notum Wars, were described by Krause as "not only interesting, but fun." She also said that the new additions to the game world, and improvements to the 3D rendering engine, "add to the sense that Rubi-Ka is a busy planet."[48] Yahoo! criticized the land control areas as being complicated and expensive, and said that participation in battles was difficult for players not in an organization.[22]

The Shadowlands expansion was the most critically acclaimed by far, winning several Editor's Choice Awards from IGN, CNet, GameSpot, GameSpy and others in 2003.[77] Critics applauded the size and scope of it, such as Andrew Park of GameSpot who called it "absolutely enormous."[5][49] Tom Chick of GameSpy praised the "distinctive and exotic" art direction of the new areas. Critics of Shadowlands noted that the expansion's design was too "fantasy oriented", as compared to the original game.[71]

Alien Invasion, released in 2004, did not receive the same abundance of praise as its predecessor, although most scores were above 7 out of 10. The new content it introduced, in critics' eyes, was not designed for new players. G4 TV wrote that it would be a "tough sell to new players", but added it "offer[s] existing players a solid reason to keep playing."[50] GameSpy wrote that the expansion's new features, such as improved user interface and chat system, "make the game more enjoyable to play."[72]

After twelve years, Anarchy Online has become one of the longest-running MMORPGs in operation.[78] Publications who had reviewed the game's previous additions did not review the Lost Eden expansion in 2006, or the Legacy of The Xan booster in 2009. Games Radar's Sarah Borger wrote of Lost Eden that the game's aging graphics and user interface "make the world hard to interact with," but she went on to acclaim the new player versus player content it added.[23]

Sales and subscriptions

Five days after the game's launch, public relations director Marit Lund announced that "35,000 registered accounts" had been created.[79][80] By 2002, the total number of subscriptions created since launch was stated as 150,000.[81] After the release of the Shadowlands and Alien Invasion expansion packs, total subscriptions had risen to 700,000 in late 2004.[41] Sales of the game, its expansion packs, and monthly customer subscriptions had generated US$28 million dollars by 2005.[82]

The "free play" program, started in 2004, has had the most significant effect on subscriptions to date. ”More than 400,000 new players" signed up for free subscriptions in the program's first ten months according to Funcom CEO Trond Arne Aas.[83] The next year, the number of free subscriptions created, independent of paid subscriptions, was stated as one million.[55] The income from the program—which had generated $1,000,000 by its second year—supplements revenue from paid accounts.[82][84]

Funcom attributed "higher than expected" company profits in 2006 to Lost Eden's release in December of that year.[84][85] Subscription revenue during this time was described as "steady" and "profitable". Subscription revenue remained "steady" for the next three years, until 2009 when they were described as "slowly declining".[86][87] It was stated that close to two million subscriptions, both free and paid, had been created by July 2008.[24]

Notes and references

General
Specific
  1. ^ a b c d "Anarchy Online: The Story So Far". Funcom. 2008. http://www.anarchy-online.com/wsp/anarchy/frontend.cgi?func=publish.show&template=content&func_id=2431&sort=RELDATE%20desc&table=CONTENT. Retrieved 2008-08-16. 
  2. ^ "Anarchy Online: Timeline". Funcom. 2008. http://www.anarchy-online.com/wsp/anarchy/frontend.cgi?func=frontend.show&table=PUBLISH&template=drill&func_id=1031&navID=1003,1006,1031. Retrieved 2008-08-16. 
  3. ^ Peter, Zackariassion; Timothy L Wilson (December 2004). "Massively Multiplayer Online Games: A 21st Century Service?" (PDF). Other Players Conference. IT University of Copenhagen, Denmark: Center for Computer Games Research. pp. 5. http://zackariasson.com/papers/2004op.pdf. 
  4. ^ Burn, Andrew; Carr, Diane. (September 2003). "Signs From A Strange Planet: Role Play And Social Performance In Anarchy Online". COSIGN Proceedings 2003, 3rd Conference on Computational Semiotics for Games and New Media. University of Teesside. pp. 14–21. http://www.cosignconference.org/downloads/papers/proceedings_cosign_2003.pdf. Retrieved 2009-08-17. 
  5. ^ a b c d Park, Andrew (2003-10-04). "Anarchy Online: Shadowlands Review". GameSpot. http://www.gamespot.com/pc/rpg/anarchyonlineshadowlands/review.html. Retrieved 2008-08-19. 
  6. ^ Getting Started on Rubi-ka pg. 17–19
  7. ^ "Advisors of Rubi-Ka". Funcom. 2007. http://ark.funcom.com/Public/ARKsite?page_id=7. Retrieved 2009-08-15. 
  8. ^ Odicio, Luis (2004-10-19). "Anarchy Online – Alien Invasion Review". IGN. http://rpgvault.ign.com/articles/558/558115p1.html. Retrieved 2008-09-28. 
  9. ^ Getting Started on Rubi-ka pg. 72–75
  10. ^ a b c Law, Caryn. "Anarchy Online". GameSpy. http://archive.gamespy.com/reviews/july01/anarchy/. Retrieved 2008-08-19. 
  11. ^ Parker, Same (2003-04-23). "Anarchy Online gets mission overhaul". GameSpot. http://www.gamespot.com/pc/rpg/anarchyonline/news.html?sid=6025538&mode=news. Retrieved 2008-08-17. 
  12. ^ Getting Started on Rubi-ka pg. 63–64
  13. ^ Getting Started on Rubi-ka pg. 62
  14. ^ Getting Started on Rubi-ka pg. 30–33
  15. ^ Getting Started on Rubi-ka pg. 48–49
  16. ^ Aihoshi, Richard (2005-07-07). "Anarchy Online – Lost Eden Interview". IGN. http://rpgvault.ign.com/articles/631/631859p3.html. Retrieved 2008-09-29. 
  17. ^ Getting Started on Rubi-ka pg. 43
  18. ^ Getting Started on Rubi-ka pg. 27–29
  19. ^ Getting Started on Rubi-ka pg. 66
  20. ^ Schiesel, Seth (2003-06-12). "Voyage to a Strange Planet". The New York Times: pp. (2). http://www.nytimes.com/2003/06/12/technology/voyager-to-a-strange-planet.html?sec=&spon=&pagewanted=2. Retrieved 2008-08-16. 
  21. ^ a b Craig "Silirrion" Morrison. "PvP Guide". IGN. http://aovault.ign.com/View.php?view=Guides.Detail&id=88. Retrieved 2009-08-16. 
  22. ^ a b c "Anarchy Online: The Notum Wars". Yahoo! UK and Ireland. http://uk.videogames.games.yahoo.com/pc/reviews/anarchy-online--the-notum-wars-716b0c.html. Retrieved 2008-08-17. 
  23. ^ a b c d Border, Sarah (2005). "Anarchy Online: Lost Eden". Games Radar. http://www.gamesradar.com/pc/review/anarchy-online-lost-eden/a-2007011910634944032/p-3. Retrieved 2008-08-19. 
  24. ^ a b "Funcom Celebrates 7 Years of Anarchy Online" (Press release). Funcom. 2008-06-01. http://www.reuters.com/article/pressRelease/idUS138988+01-Jul-2008+BW20080701. Retrieved 2008-08-16. 
  25. ^ "Funcom Press Contact". Funcom. 2008. http://www.funcom.com/wsp/funcom/frontend.cgi?func=publish.show&func_id=1007&table=PUBLISH&item=1007. Retrieved 2008-08-19. 
  26. ^ "IGN: Funcom". IGN. http://games.ign.com/objects/025/025602.html. Retrieved 2009-09-02. 
  27. ^ "Speed Punks Reviews". GameSpot. http://www.gamespot.com/ps/driving/speedpunks/review.html?mode=web&tag=scoresummary;critic-score. Retrieved 2009-09-26. 
  28. ^ "Anarchy Online Interview". IGN. 1999-12-15. http://pc.ign.com/articles/073/073266p1.html. Retrieved 2008-08-19. 
  29. ^ a b Seyoon Park, Andrew (2001-06-13). "Anarchy Online Review". GameSpot. http://www.gamespot.com/pc/rpg/anarchyonline/review.html. Retrieved 2008-08-19. 
  30. ^ "'7 Years Online' Video". Funcom. 2008. http://www.anarchy-online.com/wsp/anarchy/frontend.cgi?func=publish.show&template=content&func_id=2434&table=CONTENT. Retrieved 2008-08-16. 
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  33. ^ Lagim, Bjørn Arve (2002-10-16). "The Music of Anarchy Online: Creating Music for MMOGs". Gamasutra. p. 2. http://www.gamasutra.com/view/feature/2952/the_music_of_anarchy_online_.php?page=2. Retrieved 2009-08-08. 
  34. ^ "Anarchy Online (Special Edition)". IGN. 2002-06-01. http://pc.ign.com/objects/855/855352.html. Retrieved 2009-08-27. 
  35. ^ Gestalt (2000-09-10). "Anarchy Online". Eurogamer. http://www.eurogamer.net/articles/p_anarchyo. Retrieved 2009-09-26. 
  36. ^ Park, Andrew Seyoon (2001-04-19). "E3 2001 Hands-On Anarchy Online". GameSpot. http://www.gamespot.com/pc/rpg/anarchyonline/news.html?sid=2762459. Retrieved 2008-08-16. 
  37. ^ Ajami, Amer (2000-04-12). "Anarchy at E3". GameSpot. http://www.gamespot.com/news/2565399.html?print=1. Retrieved 2008-08-16. 
  38. ^ "ECTS 2001: Awards". IGN. 2002-09-04. http://pc.ign.com/articles/098/098017p1.html. Retrieved 2008-08-16. 
  39. ^ Walker, Trey (2001-06-08). "Anarchy Online beta update". GameSpot. http://www.gamespot.com/pc/rpg/anarchyonline/news.html?sid=2771960. Retrieved 2008-08-16. 
  40. ^ "Anarchy Online Now Available For $29.99". Funcom. 2001-09-24. Archived from the original on 2002-12-01. http://web.archive.org/web/20011217162728/www.funcom.com/corporate/about/pressreleases/240901aonewprice.html. Retrieved 2009-08-19. 
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  42. ^ "Funcom celebrates five year anniversary for Anarchy Online!". Funcom. June 27, 2006. http://www.funcom.com/wsp/funcom/frontend.cgi?func=publish.show&table=CONTENT&func_id=1136. Retrieved 2009-10-15. 
  43. ^ Villoria, Gerald (2001-09-28). "Free Anarchy Online trial available". GameSpot. http://www.gamespot.com/news/2814100.html. Retrieved 2009-08-16. 
  44. ^ "Funcom offers Anarchy Online free trial in CD form". Computer and Video Games. 2002-01-18. http://www.computerandvideogames.com/article.php?id=24178. Retrieved 2009-08-02. [dead link]
  45. ^ Walker, Trey (2002-06-27). "Anarchy Online Turns One". GameSpot. http://www.gamespot.com/pc/rpg/anarchyonline/news.html?sid=2872623. Retrieved 2008-08-16. 
  46. ^ "Anarchy Online Updates". Funcom. http://www.anarchy-online.com/wsp/anarchy/frontend.cgi?func=frontend.show&table=PUBLISH&template=iframe&func_id=1089&navID=1003,1005,1070,1089. Retrieved 2009-08-16. 
  47. ^ "Funcom Introduces "Booster Packs" To PC Market". Funcom. 2002-08-12. Archived from the original on 2003-12-01. http://web.archive.org/web/20021204050800/www.funcom.com/media/pressreleases/english/booster.html. Retrieved 2009-08-19. 
  48. ^ a b c Krause, Staci (2002-12-30). "Anarchy Online: The Notum Wars Review". IGN. http://rpgvault.ign.com/articles/381/381294p1.html. Retrieved 2008-08-17. 
  49. ^ a b c d e Morrison, Craig (2003-08-18). "Anarchy Online: Shadowlands (PC)". IGN. http://pc.ign.com/articles/450/450381p1.html. Retrieved 2008-08-19. 
  50. ^ a b c Bemis, Greg (2004-10-22). "Anarchy Online Review". GameSpot. http://g4tv.com/games/pc/9320/anarchy-online/review/. Retrieved 2008-09-29. 
  51. ^ "New Booster Pack Coming for Anarchy Online!" (Press release). Funcom. 2009-02-13. http://www.reuters.com/article/pressRelease/idUS165032+13-Feb-2009+BW20090213. Retrieved 2008-09-29. 
  52. ^ a b "Anarchy Online to serve in-game ads". Yahoo. 2005-02-24. Archived from the original on 2005-02-26. http://web.archive.org/web/20050305071225/http://biz.yahoo.com/bw/050224/245421_1.html. Retrieved 2008-08-16. 
  53. ^ Surette, Time (2004-12-15). "Anarchy Online tries free model". GameSpot. http://www.gamespot.com/news/6115157.html. Retrieved 2008-08-16. 
  54. ^ a b http://www.anarchy-online.com/wsp/anarchy/frontend.cgi?func=publish.show&template=content&func_id=2351&table=CONTENT
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  58. ^ see: http://www.anarchy-online.com/wsp/anarchy/frontend.cgi?func=publish.show&template=content&func_id=2640&table=CONTENT - Friday With Means - May 27th, 2011; http://www.anarchy-online.com/wsp/anarchy/frontend.cgi?func=publish.show&template=content&func_id=2638&table=CONTENT - Friday With Means - May 13th, 2011
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