Vendetta Online Turns Ten
6:00 AM | Cord Kruse | Comment on this story
April 20 marked the tenth anniversary of the public release of Guild Software's Vendetta Online. In a new post on the company's site John Bergman discussed the game's history as well as plans for the future, and some special events planned to celebrate the event.
It was 10 years ago that Penny Arcade first linked to us as we began the completely-public stage of our game's never-ending development. For us, this was a huge transition, marking the moment when we had our first influx of users, and when we ceased to be a "theoretical" game and became an actual live service with a vibrant audience. Some of those players from 2002 are still here with us today, sometimes indicated with their special character badges. It has been an incredible and humbling experience to come to know many of our players, watching young teenagers become adults, seeing entire families playing together across three generations (grandparents, parents, grandkids). Since the launch of Vendetta Online for Android last March, we've had users playing from their bus commute through the jungles of Thailand (where, apparently, they have great cell coverage). We have come this far thanks largely to the unflagging support and dedication of our player base, always pushing us to make the game a little better with each passing week, and for this we are very grateful. To our players, past and present: thank you, this anniversary is really about you.Read more at the link below.
Vendetta Online Ten Year Anniversary
The landscape of the MMO market has changed vastly since our initial public release in 2002, and even more since we started on this journey. I first posted about our game's development on our early website back in February of 1997. By then we already had an engine and a prototype game in internal testing, with which we had been tinkering in spare time since 1996; but we had never even heard the term "MMORPG", coined shortly thereafter by Origin's Richard Garriott. Ultima Online, the game whose widespread popularity arguably launched the modern MMO genre, wouldn't even be released for another half a year. I had only the idea that I wanted to make this "huge, online space game", where people would fly around in a persistent world and share in much of the gameplay I associated with classic single-player titles, like Tie Fighter or Wing Commander. We knew this was technically possible, but no one was around to tell us how hilariously difficult or lengthy the process would be, especially with a development team of only four people building such a game and engine from scratch. Perhaps that's just as well, as they might have dissuaded us from the pursuit, which has definitely been an amazing and educational experience.
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