


Most online gameplay was LAN play, in fact services like DWANGO (launched in 1994) allowed LAN games to be played over the Internet using a dedicated dial-up service that served as a matchmaker. Quake had come out in 1996, and many of the art team played it on the company LAN in the afternoons. “That is forbidden in the demo” is still an occasional catchphrase in our house – our research sessions always ended there at the last doorway in the single-level demo. Its graphics were much better than what we were already committed to, but its multiplayer was very limited. I remember a bunch of us gathering around one computer to play the demo version. Max game resolution, if you had a powerful rig, was generally 800×600.ĭuring the development of UO, we carefully watched the development and release of Diablo and heaved a sigh of relief when we realized it was a graphical version of Rogue or NetHack, rather than a persistent world (today people toss around “roguelike” as a common term. The top games in 1997 included Final Fantasy VII, Goldeneye 64, Castlevania, Star Fox 64, Parappa the Rapper, The Curse of Monkey Island, Age of Empires, Mario Kart 64, Fallout, X-Wing vs Tie Fighter, Theme Hospital, and Total Annihilation. Gaming, of course, was alive and well, including online gaming. Prodigy streamed each screen down as an image, even the text ones.
