MAGAZINE

Time Extend: Phantasy Star Online

Edge Staff's picture

By Edge Staff

September 21, 2009

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SIGN LANGUAGE
PSO was always conceived as a global game, and Sonic Team worked hard to help communication along – providing automatic translations of set phrases. However, the most universal language was the emotes you could create yourself. A forerunner of Forza’s exhaustively flexible customisation system, it allowed you to create elaborate effects from a simple ingredient set of shapes and lines. It was a playful enough process to almost operate as a game in its own right, and the subtleties of its construction system could teach as much about the basics of cartooning as any number of hefty texts on the subject. Emotes could also be shared with others, creating a very visual sense of team identity.

It’s a gaming phenomenon: a high-fantasy adventure with a vibrantly distinct art style, attracting an unprecedented number of newcomers to the world of online gaming – the first of its kind to earn an Edge 9/10. Déjà vu? Before World Of WarCraft there was another game which swept an adoring audience before it: Sega’s masterful Phantasy Star Online.

On the face of it, it was a disastrous plan for an MMO. A console with no voice communication and no bundled keyboard. A time when most players had a pay-per-minute internet connection. A game aiming to hold players’ attention for dozens of hours that had only four different areas. Limited weapons, limited costumes, limited quests. Parties of four traversing the same territory over and over again. Expectations may have been lower in 2000, but it still sounded like an idea whose ambition outweighed the available technology. But that isn’t what people experienced. People still talk about Ragol like it’s real. People made friends they still talk to every day. People still stop in their tracks when they hear the music. That’s because the available technology, for all its limitations, provided extraordinary things. A truly international community, for one, allowing players to dip in and out of conversations across the globe. A world that crackled with colour and life.



It’s often hard to reconcile the two images we’re left with of the Dreamcast. For many, now, it’s a luminous memory – the last summer of a time when it really was all about the games. But its place in history is that of a failure – a squat, white albatross around the neck of Sega’s hardware hopes. But whether you look at the frustrating facts and ugly figures or instead remember the wonder and amazement, one thing can’t be denied. When someone got it right – and that someone was often, although not always, Sega – the Dreamcast enjoyed a kind of symbiosis with its software that few consoles could match. Super Mario 64 may have been the perfect expression of what made the N64 special, and a copy of Halo may be an essential component of the Xbox, but with the right game in the drive, the Dreamcast seemed to hum with renewed power.

How is it that titles as diverse as Jet Set Radio, Soul Calibur, Samba De Amigo, Shenmue, Skies Of Arcadia, Rez and Metropolis Street Racer can all feel like the defining Dreamcast game? No matter how ill-fated the console itself, there was always the sense that it had been designed around the company’s software ambitions. This wasn’t a machine put together by hardware experts, whose software would gradually explore its potential as it marched on towards inevitable obsolescence. This was kit assembled around a company whose teams were ready from the start to explode with creativity, taking the best of their arcade instincts and the freshest of their new ideas to reshape home console play.

The result was software like Phantasy Star Online. Unmistakably firstparty in its scope and excellence, making it nearly broke Yuji Naka. He still talks with exhaustion about trying to sustain the game in the face of the stress its players placed on it. His team’s efforts were worth it, however, producing a game of such irresistibly immersive solidity that players rose to the occasion whenever it fell short of all it might have been.



From the first moments, that attention to detail showed – the sound effects and loading screens creating the impression of a complete world waiting to be discovered, rather than a lumpy transition between reality and awkward fantasy. The characters waiting to be selected were a bizarrely eclectic cast – part android, part harlequin, part Camelot – but somehow everyone found something that suited them. The odd grace of the available avatars set the tone for people’s behaviour in-game. There was something peculiarly courtly about the long gowns and formal armour, and it encouraged a sense of chivalry from the off. And if players couldn’t quite fix on a combination which suited their tastes, they might find their personalities modulating to fit their eventual appearance.

The same was true of communicating within the game. Many players hadn’t invested in a Dreamcast keyboard, and relying on anything other than a few stock phrases was patently unrealistic when using the in-game typing system. Even if you were fully equipped, many early adopters found themselves playing with non-English speakers, communicating as best they could through gifts and clumsy smilies. And, even with a keyboard and an English-speaking party, there were few who could master playing while typing.

It should have put the game at a disadvantage, but instead became an unexpected strength. For a start, it effectively outlawed the kind of absent-minded chit-chat that can undermine the atmosphere of even the most sophisticated online world. Words were precious, not least because what you said would hover over your head for long seconds, potentially polluting with crass trivia a gameworld where every other pixel was deliberate and artful. It’s striking that even when the move to Xbox allowed voice communication, most PSO veterans shunned it. But, for many, finding a way to balance being a good player with being good company proved impossible to manage alone, and this brought a strange new community into the world of PSO: the typers. The beauty of Ragol meant spectating was such good sport that flatmates, girlfriends and boyfriends were willing to be drafted in as stenographers, taking dictation from players and adding their own occasional asides as they too became friends with the players (and typers) who made up the party.

poisse's picture

Thanks Edge for summing up so brilliantly the sheer genius of this game. Given we all put up with huge phone bills, slow connections and typing out sentences with the on-screen keyboard, there had to be something magical about it. & that was the camaraderie of hooking up with a high-level robot who would help you through the hardest sections and give you some goodies... just because he enjoyed being generous. The next day his wife would take his place, explaining the couple took their turns every night. I even nearly met them! Pure gaming joy, unrivalled by anything since; not Monster Hunter & definitely not WoW. Thanks Sega!

ravenor's picture

I have a happy memory of trading (scaming) Handgun+1 for a holy ray +6. And then geting followed server to server. "give it back" "Littlebigho flex is a theif" happy days. Still think you should drop your weapon when you die in the later games.

jimmysaville's picture

Its right, I was still on dial-up, with pay-per-minute usage! Seems incredible, I remember just giving my parents £100 and saying don't look at the phone bill.

Great memories of this game. I can hardly believe it was possible to play so smoothly with others online on a less than 56k connection.

I still remember the names of probably 10 or more of the players who were around the most.

AndyLC's picture

Hmmm, that's odd, I'm unable to edit my comment and edge-online ate up my lengthy post...

so yeah, the immersion. From the beginning, character creation, your look is set. It doesn't change with any armor and accessories, it's final. But PSO set up such a nice array of clothing, hair, color choices and that fantastic slider that you can look at the same orange battle-jump-suit-shorts wearing brown haired protagonist for 200+ hours, slaying all kinds of boss monsters, you now know "That's ME".

When you see yourself, or another player, it's not "oh man newb with low lvl crappysuck gear..." or "omg that guy has tier 10 megaLiTe Dracoscale Avenger chainplates!!!" You see yourself, you see others, you see your friends.
I used to wish that my appearance could change, but now I realize it's like being the protagonist of a story to have a consistent and distinct look throughout my adventuring.

and the gameplay.... the saber felt like a saber, fast but SOLID cuts. The twin daggers bit with greater speed, but were still SOLID in their striking. Swinging a spear, I could feel how my character shifted his weight to deliver powerful blows through the shaft (lol).
And that big fat solid sword, when it swung, that *bwooosh* as it displaced the air around it was perfect as I swung through three rappies.

Now that I think of it...
Phantasy Star Online feels like a fighting game in it's crunchiness. The sound of a jab vs a fierce punch, or the impact of an uppercut knocking someone out of the air, PSO has the same Impact.
Casting a spell, that slight, split second delay between input and execution, I knew "yeah that goddamn mantis is gonna eat it" and the BOOM, a giant spherical explosion. That is gameplay that shoots straight to my heart.

A lot of very successful and popular games don't have this feeling, and have gone on to be very successful and popular. When playing them, I feel that there is no difference between swinging a dagger, a sword, a two handed hammer. There is no *bwoosh* of a mighty greatsword arcing in a killing circle. There is only paper fans whacking things for numbers. Actually, not even that, as hitting someone with a paper fan is still fun and the paper reacts to the impact. There is only the particular kind of lifelessness only artificial worlds can create.

There is also the particular kind of living immersion that only artificial worlds can create, when they draw us in.
This tells me that PSO didn't settle with "good enough", they went for "better than best!", they really poured their hearts into this game.

AndyLC's picture

For me, it was the controls. Moving with a d-pad, attacking with a button were all the controls I'd learned beating up little gnomes to get the loot they dropped in gauntlet or hopping as Mario. The immersion came from that sense of familiarity, and also excellent controls.

I can't really get that feeling from a mouse+keyboard sort of game. When you're a floating cursor telling the hero to go here and attack there, you're not the hero, you're his manager.

Ben_Lathwell's picture

Ive not played PSO but i totally agree with you about mouse and keyboard controls, i had a similar feel playing Resident evil 1 on P.C