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'''''The Realm Online''''', originally launched as '''''Sierra's The Realm''''', was one of the earliest ever graphical {{Massively Multiplayer Online Role Playing Game}}s and is the [[LongRunners longest running graphical MMORPG of all time]], originally launching in December 1996 and still online as of June 2017, edging out both ''VideoGame/{{Tibia}}'' and ''VideoGame/UltimaOnline''.

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'''''The Realm Online''''', originally launched as '''''Sierra's The Realm''''', was one of the earliest ever graphical {{Massively [[MassivelyMultiplayerOnlineRolePlayingGame Massively Multiplayer Online Role Playing Game}}s Role-Playing Games]] and is the [[LongRunners longest running graphical MMORPG of all time]], originally launching in December 1996 and still online as of June 2017, edging out both ''VideoGame/{{Tibia}}'' and ''VideoGame/UltimaOnline''.

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* DeathIsASlapOnTheWrist: Around the late '90s, this became the norm -- with a small EXP penalty and recoverable item loss becoming the penalty, which is the current MMORPG standard.

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* DeathIsASlapOnTheWrist: Around the late '90s, turn of the millennium, this became the norm -- with a small EXP penalty and recoverable item loss becoming the penalty, which is the current MMORPG standard.


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* LongRunners: Online for 20 years and counting, as of June 2017, and has held the title of longest running graphical MMORPG since around 2004.
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Next in line for "old timer" preservation of history, (Sierra's) The Realm! (Online)

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/the_realm_logo.png]]
'''''The Realm Online''''', originally launched as '''''Sierra's The Realm''''', was one of the earliest ever graphical {{Massively Multiplayer Online Role Playing Game}}s and is the [[LongRunners longest running graphical MMORPG of all time]], originally launching in December 1996 and still online as of June 2017, edging out both ''VideoGame/{{Tibia}}'' and ''VideoGame/UltimaOnline''.

Today, it is mostly remembered as a waypoint for players awaiting ''Ultima Online'' and ''VideoGame/EverQuest'', as it had cornered a market that was a powder keg, just waiting for '''the''' killer MMORPG. Today, it prides itself on its low requirements and friendliness to those with dial-up or otherwise poor connections, though boasting a player base of a humble 200 or fewer simultaneous users most of the time.

Also of historical significance is its use of a separate map for battles -- it's generally credited as the first MMORPG to use instances for this reason.

The official website is [[http://www.realmserver.com/ here]].

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* AbsurdlyHighLevelCap: Even in TheNineties, the level cap soared well into the '''thousands'''. EXP tables have a fairly low curve, and higher levels have increasingly diminishing returns.
* AHomeownerIsYou: Following in the mold of its younger rival ''VideoGame/UltimaOnline'', later versions of The Realm added player housing, which is entirely instanced.
* AntiGrinding: Experience received from monsters decreases as you level up, forcing you to stick with monsters around your level.
* ContinuingIsPainful: For the first few years, the death penalty was very steep. You would lose 10% of your overall exp (likely deleveling multiple times) and any items without an enchantment that let you take them with you. As competition became increasingly steep, the penalties steadily dropped.
* DeathIsASlapOnTheWrist: Around the late '90s, this became the norm -- with a small EXP penalty and recoverable item loss becoming the penalty, which is the current MMORPG standard.
* ExactlyWhatItSaysOnTheTin: A cave near the starter town is literally named ''Newbie Cave''.
* ItemCrafting: Present to an extent, and one of the earliest graphical [=MMORPGs=] to have this feature. Wearables couldn't be outright created, but could be enchanted -- a necessity for higher level players.
* JackOfAllTrades: High level players can be this, as classes has relatively small importance. Any player can learn to do anything, with skills being stat-locked, so player class is more of a springboard.
* KarmaMeter: An originally unseen scale of good and evil, which would change depending on what types of monsters you fought. Affected certain abilities and interactions, such as interactions with fairies.
* PaletteSwap: Given how high the level cap is, it's only natural that monsters are palette swapped ''a lot''.
* TurnBasedCombat: It use a weighted turn based system, with certain actions requiring more time than others.
* {{Twinking}}: Very possible, as there are no level limits on items. Furthermore, more experienced players can enchant items of newer players.
* UnknownItemIdentification: A feature of the game, potions and other consumables often are not identified when dropped by monsters. These items can have adverse effects.

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