Classic Gaming

Editorials

What I’ve learned from Everquest

One of my fondest and funniest memories was off a female dark elf shouting that her boyfriend cheated on her and she was selling all of his loot for revenge. I was able to deck out my character in gear that would have taken me months to earn otherwise. There were events such as that all the time.

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Richard M. Holmes: Club V3

Simply a great game where you can slip into a different era and life from the comfort of your chair without unnecessary features. With each new version it gets better, whilst not destroying the simplicity addictiveness of the core game. The addition of the dancing in the latest version is superb and is a wonderful counterbalance to the hack and thrust of the remainder of the game. First played it on the C64 for months, then again on Amiga and three times on PC. For years…

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Brian Wyser: X-Ray Kid Studios

DD was my first experience with fighting co-op… um… for everyone back then I guess as it opened up a new genre of gameplay. My friends and I were hooked from the first day we wasted at the local sandwich shop. We probably paid for the machine 5 times over with all the quarters pumped into it. Best move was the grapple/knee to the head then toss, but watch out because you could punch your buddy too.

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Nery Hernandez: MonkeyPlum Media

Tie Fighter stands out for me as one of those games that has that rare quality of being an experience. From the story, the initiation into the Emperor’s Inner Circle (Secret forearm tattoo and all), the ship models, it was a game that you could tell was made with L.O.V.E. for the source material, while still maintaining an originality of its own.

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Steven Peeler: Soldak Entertainment

I think this was the first rpg that I played on a computer and I sure do have fond memories. Even with minimal graphics, which were actually pretty good at the time, it was still frightening and great fun exploring and killing all of the monsters. All to save some king or something. 🙂 It had multiple character types, a party, turn based combat, random encounters, layout, and items, and an auto-map. Some of this is common now, but this is from a game made almost 30 years ago.

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Wes Platt: Fallen Earth LLC

Ultima IV was the first open-world style game that I ever played that gave me a real sense of control over the destiny of the character from the start. The player answers a series of ethical challenges to determine the personality of their character. That really spoke to me from a design perspective, because it offered immediate opportunities for replayability and gave the player unprecedented control over how their character evolved in a computer game.

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