Habitat

Habitat (Commodore 64)  1985

 

First MMORPG

Habitat
ORIGINAL POSTER

Gameplay video

Actual modern gameplay (restored game version called Nohabitat)

Magazine review   -COMPUTE!  (1986)
In cooperation with the games division at Lucasfilm, Commodore demonstrated a unique new addition to Quantum Link, an online news and information service heavily supported by Commodore. Habitat is an interactive online activity, something of a cross between a game and the normal CB-type activity found on Quantum Link. Once you've entered the area online, you are allowed to create a graphic representation of yourself using a character construction set. Then you can explore the thousands of locales created by the Lucasfilm game staff, interacting with other people as you move around. Commodore expects this feature to be available in late summer or early fall. At press time, the hourly online charge was still uncertain.

Trivia:
1) Created in 1985, released in 1986.
2) Was considered a forerunner of the modern MMORPGs, which are more similar to VR-style applications, and it was quite unlike other online communities of the time (i.e. MUDs and MOOs with text-based interfaces). The Habitat had a GUI and large userbase of consumer-oriented users, and those elements in particular have made the Habitat a much-cited project and acknowledged benchmark for the design of today's online communities that incorporate accelerated 3D computer graphics and immersive elements into their environments.
3) Made by Lucasfilm's.
4) Habitat is a multi-participant online virtual environment, a cyberspace. Each participant ("player") uses a home computer (Commodore 64) as an intelligent, interactive client, communicating via modem and telephone over a commercial packet-switching network to a centralized, mainframe host system. The client software provides the user interface, generating a real-time animated display of what is going on and translating input from the player into messages to the host. The host maintains the system's world model enforcing the rules and keeping each player's client informed about the constantly changing state of the universe. (Farmer, 1993).
5) Users in the virtual world were represented by onscreen avatars. The players in the same region (denoted by all objects and elements shown on a particular screen) could see, speak (through onscreen text output from the users), and interact with one another Avatars, had to barter for resources within the Habitat, and could even be robbed or "killed" by other avatars. Initially, this led to chaos within the Habitat, which led to rules and regulations (and authority avatars) to maintain order.

6) Game was lost, but found in 2014, game is restored and playable in 2021 (emulated with online feature) as NeoHabitat.

7) Massively multiplayer online role-playing games (MMORPGs) blend the genres of role-playing video games and massively multiplayer online games, potentially in the form of web browser-based games, in which a very large number of players interact with one another within a world. As in all RPGs, the player assume the role of a character and takes control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player online RPGs by the number of players able to interact together, and by the game's persistent world (usually hosted by the game's publisher), which continues to exist and evolve while the player is offline and away from the game.

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