On The Genesis Of LucasArts' Habitat 21
Thanks to Oblomovka for pointing to a Habitat Chronicles post chronicling the early days of LucasArts/LucasFilm Games, including the 1984-era "pair of proposals, one for something we called Lucasnet, which would correspond to what nowadays we'd call a games portal, and one for something we called the Lucasfilm Games Alliance, which would correspond to what nowadays we'd call a MMORPG (and indeed, which looked in concept a lot like what Star Wars Galaxies turned out to be in practice, albeit 20 years later)." The eventual product, as documented by the creators, was Lucasfilm's 1986-launched Habitat, "arguably one of the first attempts to create a very large scale commercial multi-user virtual environment", but the detailed post also strays into defining the Lucasfilm ethos in the '80s, pointing out provocatively: "We were absolutely forbidden from doing any [games] that made use of the company's film properties, especially Star Wars. That was viewed as just like spending money, since these properties were, in effect, money in the bank."
properties are money in the bank... (Score:3, Insightful)
lucas knows this all too well(now).. pump pump pump the franchise pump pump pump the moneeeeyyy, suck suck suck the hooneyyy.
Remembering the hype (Score:5, Informative)
Habitat was lauded in all the major C=64 magazines of the time, but then sort of disappeared, only to materialize in the form of QuantumLink's Club Caribe. Club Caribe itself didn't last very long (2 years, according to the paper), possibly because it was a premium content feature (that is, you were charged above and beyond your monthly QuantumLink service charge in order to use it). It was also quite feature limited in comparison to the original promised Habitat feature set.
Re:Remembering the hype (Score:4, Interesting)
It stayed running until Quantum Link closed its doors. Q-Link got bought by AOL (or was it a merger... My memory is a bit hazy, not enough coffee yet this morning...) Both services ran together for a year or two, but as the Commodore exodus continued, AOL killed off Q-Link in (IIRC) 1992.
Club Caribe still lives on (somewhat) as Caribe Isle in the Dreamsacpe world on Vzones [vzones.com]. VZones uses a somewhat-updated engine of the old Habitat. There was a company in the Far East (Korea??) that had an even better version of Habitat, but it wasn't skinned for English, so I couldn't tell you too much about it.
I was on a panel at a convention some years back that dealt with this topic... If I can find my notes I'll post more history and any links that still work... This was 4 or 5 years ago.
Re:Remembering the hype (Score:1)
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H2 got licensed to VZones as "Second Kingdom" though it just happened recently. I haven't been active in VZones in a few years, so I haven't tried it out. Supposed to be pretty good though. (Even if it is years behind the Doom-3 graphics curve)
Re:Remembering the hype (Score:2, Informative)
The Lessons of LucasFilm's Habitat [fudco.com] (from the same site) is also a really good read, both in terms of origins and in terms of users/administration; reselling dolls and crystal balls is enlightening, as is the bit about DEATH and THE SHADOW. It's a pity the "screenshots" are faked (as far as I know, the only real screenshots surviving from Habitat's development are photos of monitor screens).
The next step, of course, is to endlessly nag them to release the source code. ;)
Club Caribe (Score:2)
Needless to say, my parents were not happy with their middle schooler racking up such a large credit card bill, and they made me stop using it without being able to say goodbye to my friends.
I was buildin
Yes and No... (Score:5, Interesting)
But, when they WISELY used their licenses, they scored BIG time. X-Wing, TIE Fighter, Indiana Jones & Fate of Atlantis, Dark Forces, etc - those were all AWESOME games. Though others hated them, I even loved Rebel Assault.
Only when they started whoring the titles to produce "Indiana Jones and the Infernal Machine," "X-Wing vs. TIE Fighter," and "Star Wars: Racer" did they start to falter and cause what they originally tried to prevent: staining their cash cows...
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I don't think TIE Fighter ever was ported, though
Re:Yes and No... (Score:1)
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Club Caribe was just too late... (Score:3, Informative)
For its time it was very cool. Basically, check out "There.com" and that's what Club Caribe was exactly, but in 2D with "Maniac Mansion" style graphics and interface.
It launched just a little too late, as the Commodore 64 was in decline already. Too bad though...Here we were in 1988 with a multi-user environment already. Custom avatars... chat, "emoticons" (in the form of actions your player could do through macro keys). There was exploration, social events, currency,