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cd: Current project: Researching what the Pilot and Season One were like to play. Is any of this interesting to anyone but me? Who knows! But I love reading about the evolution of text-based MMOs. Hopefully this will be less dry and more fun to read than my exegesis was, heh.

other to-dos:

  • finish porting over weapon tables
  • update Solstice Squirrel and Cat Coronation Bowl pages with latest happenings

A History of the Bingo Hall, As Written By A Scholary Type

Not worth porting over, just half articles I'm using as “sources” “why don't you just ask cmj” I like doing things the hard way, apparently.

Before

  • Improbable Island's codebase was, initially, built off a much older game called Legend of the Green Dragon. (Which in itself is apparently based off the single player game Legend of the Red Dragon, but that's a little too much backstory for this)
  • Similarities - fight monsters to gain exp, fight your master to level up, at level fifteen you go off to kill the big bad and become the hero of the realm, four hour game days
  • LotGD is open source, with its code being CC0. btw you can still donate to the devs so i'll have to shill that at some point
  • I should probably play LotGD at some point so I can figure out how different it was to the Pilot
  • Anyway link to the Old Masters article somewhere in this mess of a preamble

The Pilot

I'm actually not sure what features the Pilot had gameplay-wise, other than the Old Wiki's entry saying things were super unbalanced. It may have been largely the same as the pilot, but with janky initial stat numbers?

The things I know that did happen are largely community based:

  • Occasional Watcher-run contests. (Such as awarding special boons to people who got the highest Glory score in a set timeframe)
  • Newbie Tuesdays (days the game would be advertised, so existing players would prepare to welcome them)

Season One

  • No stamina system - there were separate points for travel, combat, PVP. Systems were in place to convert one type of point for another, such as Heidi's Place allowing you to trade PVP turns for more Jungle fights.
  • PVP enabled. Contestants could kick each other's asses for fun and profit.
  • Sheila's shack actually had limited stock, and players could salvage scrap from monster fights or the junkyard to craft more gear?? wild
  • Speaking of, armor and weapons could be gifted (and stolen!).
  • Dwellings instead of Places! i don't actually know anything about the bingo hall i just thought that was a funny headline to steal
  • Something called the Strategy Hut - not sure if this was an outpost thing or a player run thing, honestly. Precursor to Basic Training?

Season Two

  • PVP removed, sheila's shack stocks endless stuff
  • Dwellings obliterated, places added
  • Brand new stamina system, which is currently set to be replaced with the even newer stamina system if the latest motd is anything to go off of
  • I don't know when each outpost got its own Banter, but S2 is when Banter became Global.
  • Breaches came and went
  • Trains. Choo choo
  • oo fancy new UI oooo
playground/cdeezpages.1703067241.txt.gz · Last modified: 2023/12/20 10:14 by clarissadunst