×

Welcome to the Slashdot Beta site -- learn more here. Use the link in the footer or click here to return to the Classic version of Slashdot.

Thank you!

Before you choose to head back to the Classic look of the site, we'd appreciate it if you share your thoughts on the Beta; your feedback is what drives our ongoing development.

Beta is different and we value you taking the time to try it out. Please take a look at the changes we've made in Beta and  learn more about it. Thanks for reading, and for making the site better!

How The Matrix Online Went Wrong

Soulskill posted more than 4 years ago | from the not-like-this dept.

The Matrix 144

As the July 31st deadline for The Matrix Online's closure looms, Gamer Limit is running a story discussing the game's shortcomings, as well as some of the decisions that led to its failure. Quoting: "I honestly thought the writers must have absolutely hated the remaining cast of The Matrix Trilogy or something, because they constantly seemed to go out of their way to phase out existing characters in favor of newer ones. The cast overall basically made me, as a player, feel distant from the main storyline and made the entire game feel like a Matrix side story instead of the continuation it was meant to be. ... When MxO first launched there was an entire team dedicated to playing the game as Agents and other key characters as a means to further in-game events and directly interact with players, giving players the feeling that they truly were making a difference. After the SOE buyout of the game the LESIG team was reduced to playing minor characters before eventually being phased out and replaced with a Live Event Team (LET) comprised purely of volunteers."

cancel ×
This is a preview of your comment

No Comment Title Entered

Anonymous Coward 1 minute ago

No Comment Entered

144 comments

So? (4, Insightful)

d3m0nCr4t (869332) | more than 4 years ago | (#28834805)

Honestly, who cares?

Re:So? (4, Funny)

noundi (1044080) | more than 4 years ago | (#28834829)

Honestly, who cares?

I bet all 5 players are very disappointed.

Re:So? (4, Funny)

netsavior (627338) | more than 4 years ago | (#28835893)

All five(Neo, N3o, Ne0, N30, and xNEOx) are going to start an online petition.

Re:So? (5, Funny)

noundi (1044080) | more than 4 years ago | (#28837779)

"There can be only five."





Wait -- what?

Re:So? (1)

Impy the Impiuos Imp (442658) | more than 4 years ago | (#28841181)

Personally, I wanted to be a female with Monica Bellucci's clothing, but anything remotely sexy was high level, i.e. not immediately available.

Having been recently disillusioned by Star Wars: Galaxies Online, when they eviscerated the classes with their redesign, and my Master (Mistress?) Dancer with her Naboobian pew-pew handgun found herself no longer able to use that mid-high level weapon because I was now just only a dancer (one class only), I came to MxO at the tail end of the final public Beta.

After 3 days of effort, I finally got online with an hour to go to see numerous Morhpi running around in an end-of-the-world event.

Within 2 weeks of retail, I had quit. Aside from the clothing frustration, the missions were very repetitive, being all building-based. Which wasn't bad, except the fights were all identical.

It's ironic that the "franchise" that seems best suited, ever, to turn into an MMORPG turned out to be boring as hell.

Even heaving it into the clusterf*** that is Sony's bag-of-also-rans, where you pay a single monthly fee and get access to a dozen and counting failed and outdated MMORPGs didn't intice me back.

I have a hard time believing there are so few MxO players it's not worth it to keep even one server going, given one modern machine can probably handle the entire world, just to keep it as part of the "suite".

Re:So? (0)

Anonymous Coward | more than 4 years ago | (#28837539)

the Matrix was huge around these parts back when it came out, Mr 869332, and MxO promised to be a huge and immersive way to experience the Matrix universe for yourself. The whole premise of the Matrix seemed to fit so easily into an MMORPG framework. The entire project launched with a lot of fanfare and excitement, with hopes that it would be a great success and lead the franchise forward.

The results were lackluster, and the Matrix juggernaut is going out with a whimper. It's a story of tragedy that hopefully future MMO developers will learn from.

There was a Matrix Online? (1)

alcmaeon (684971) | more than 4 years ago | (#28840067)

Aside from the recursive strangeness of the whole idea of Matrix Online, an online virtual world modeled on an online virtual word, I didn't know it actually existed, so maybe a little marketing would have helped.

From TFS (5, Funny)

Anonymous Coward | more than 4 years ago | (#28834847)

I honestly thought the writers must have absolutely hated the remaining cast of The Matrix Trilogy or something

Editors, please correct this. Everyone knows that there was only 1 Matrix movie.

Re:From TFS (1)

d3m0nCr4t (869332) | more than 4 years ago | (#28835355)

Yep, but that 1 movie consists of 3 parts:

1. Neo gets freed.
2. Neo gets training.
3. Neo beats the bad guys.

Hence "Trilogy", but strange to put a trilogy in one movie... ;)

Re:From TFS (0)

Anonymous Coward | more than 4 years ago | (#28841281)

Had you left out the wrap-up sentence, you might have gotten a funny mod. :-/

Those who don't understand the joke don't deserve an explanation.

Lacked The Matrix cutting edge feel (2, Interesting)

Rog7 (182880) | more than 4 years ago | (#28834855)

To me, MxO just lacked the wonder and glory of the films. The obviously had to take a lot of shortcuts and compromises to fit it into a Diku-esque MMORPG and well, there was a lot to live up to for Matrix fans and it just plain felt non-cutting edge.

As one of the comments on the source article states "it catered to gamers instead of fans". Specifically they created a game firmly within an existing genre instead of something specific to The Matrix. I know that's easy to criticize, but regardless I think it's true.

Re:Lacked The Matrix cutting edge feel (4, Insightful)

dzfoo (772245) | more than 4 years ago | (#28835055)

You say "films" as if there was more than one.

        -dZ.

Re:Lacked The Matrix cutting edge feel (1)

Seumas (6865) | more than 4 years ago | (#28835413)

There were a couple interesting concepts, such as the combat. It had a bit of potential on that aspect. But overall, it was a heaping pile of meh. What drove me away after about two days was simply that every damn thing seemed so cookie-cutter and uninspired. Every room in every building and every person that populated the very dead, cold, sterile, uninteresting world were just so bland and similar.

Re:Lacked The Matrix cutting edge feel (0)

Anonymous Coward | more than 4 years ago | (#28836127)

"Every room in every building and every person that populated the very dead, cold, sterile, uninteresting world were just so bland and similar" ... just as if it were created by an unimaginative computer who created the world just to pacify us and use us for energy.

Re:Lacked The Matrix cutting edge feel (1)

Seumas (6865) | more than 4 years ago | (#28839613)

Except, in the movies, The Matrix was exactly like the varied real world around us. Not bland and sterile.

Re:Lacked The Matrix cutting edge feel (1)

Impy the Impiuos Imp (442658) | more than 4 years ago | (#28841391)

Except, in MxO, bullets did very little damage, being of the MMORPG wiffle-weapon design for longer duration fights.

Last time I checked the movie, both Neo and Agent Smith would take mortal wounds from a single bullet, even if Neo could, eventually, just shrug it off.

So it wasn't like the movie at all in that respect. Which is what was exciting about the movie.

Personally, I'm disgusted by MMORPGs where a 10 foot tall, 4000 lb. ogre PC can stand in the face of a wimpy, cloth-wearing caster PC and chop them multiple times, not even disrupting their delicate hand movements, when said delicate hand movements are the technobabble as to why they can't wear armor to begin with.

Even the super-dodging argument doesn't hold up as the hands must remain relatively fixed to their delicate movements, and all but the crappiest fighters would just lop them off as a course of action, and it would be in Fighter 101 class by any trainer.

Re:Lacked The Matrix cutting edge feel (1)

Kelbear (870538) | more than 4 years ago | (#28836501)

I was a little incredulous that in this setting, they chose to confine the player to a bland city of greys and browns.

They could have taken the player on a joyride through any number of settings since /reality itself/ is malleable in the Matrix universe.

Re:Lacked The Matrix cutting edge feel (1)

partyguerrilla (1597357) | more than 4 years ago | (#28840953)

I think it was lackluster development. Even the offline matrix games had ugly graphics, clumsy controls and tedious levels, with a poorly thought-out combat system. It is possible to save a game where the story is poor or non-existant when you deliver polished gameplay, The Matrix games had neither. I think it was the choice of developer what killed the whole matrix videogame series as all games felt like beta versions, specially The Matrix Online.

How The Matrix Online Went Wrong (5, Funny)

erroneous (158367) | more than 4 years ago | (#28834857)

1. Not being World of Warcraft.
2. There is no two.

Re:How The Matrix Online Went Wrong (1, Interesting)

CarpetShark (865376) | more than 4 years ago | (#28835005)

Not even trying to be WoW, I think you mean. All of the SOE games have been resting on the laurels of Everquest's engine for years, with the exception, perhaps, of space combat added eventually in Star Wars Online. The game worlds show little in the way of ongoing development that would justify even a portion of the subscription fees. If they phased out characters from TMO, it's probably because they paid royalties initially to make the game sound good, but as usual, were counting on the community of players to keep other people playing. Screw that.

Re:How The Matrix Online Went Wrong (5, Funny)

Opportunist (166417) | more than 4 years ago | (#28835139)

SOE: Where MMOs go to die.

Or rather, where MMOs go to be on perpetual life support at least as long as they can somehow justify the 2.33 supporters working on them. Look at the games that are currently on the SOE-IV:

EQ: Once the gem of MMO gaming, today the grandfather that sits in the corner reminiscenting of the ol' days of yore when battles were heated, death was painful and clerics had /quit on a hotkey.

Ultima Online: EQ's childhood friend, they usually hang out in the same corner in front of of the tiled stove, bickering who has the better wartime stories.

EQ2: EQ's stepchild that EQ doesn't really take all that serious because he's simply not tough enough. He started out really tough and beat up a lot of the kids so they didn't want to play with him, and when he started to mellow out his tough friends dumped him too. Now he's in the SOE retirement home along with the older folks.

Vanguard: He's a little slow, to be honest. Never had a lot of friends and people said he's been a bit preterm, and that's why he was dumped by his parents to spend his life in the SOE orphanage.

SWG: Now here is a hero of yore. He sure was a movie star and he still acts it, but it's been a while since he's been on the silver screen. He still claims he has it, but usually you find him sitting there with UO and EQ trying to get a bit of warmth from the stove, but they say he smells kinda funny. And his asthma breath sounds creepy.

Re:How The Matrix Online Went Wrong (0)

Anonymous Coward | more than 4 years ago | (#28835629)

so what does that make PlanetSide?

Re:How The Matrix Online Went Wrong (1)

Alzheimers (467217) | more than 4 years ago | (#28836353)

so what does that make PlanetSide?

Redheaded bastard stepchild, abused and neglected and chained to the basement wall.

Re:How The Matrix Online Went Wrong (0)

Anonymous Coward | more than 4 years ago | (#28836973)

Ultima Online is an EA Mythic title.

EQ2 has as many subscribers as any non-WoW title does, not sure why you'd think it's dying.

Re:How The Matrix Online Went Wrong (1)

Opportunist (166417) | more than 4 years ago | (#28837259)

Maybe that after ... what? 4 years? ... they STILL didn't manage to come up with a German translation that doesn't reek like an egg left for a week in an old boot out in the Sahara sun?

Re:How The Matrix Online Went Wrong (0)

Anonymous Coward | more than 4 years ago | (#28837749)

More like that's the European's fault for speaking so many different languages. English, Chinese, Korean, and Japanese suffice for 80% of the world's gamers. You can't expect developers to drop everything just to release a game in Low Southern Flemish or whatever jibber-jabber you people prattle away in.

The sooner you realise this and embrace the world's common tongue -- English -- the better, for you and for Europe.

Re:How The Matrix Online Went Wrong (1)

Opportunist (166417) | more than 4 years ago | (#28837859)

Don't tell me. Tell Sony who don't allow me to play the friggin' game in English! Unless of course I'd be willing to switch over to an English server and start over.

No, it's not possible to play on a German server using an English client. Dunno why, maybe they don't just send item references to you that your client translates but actually the effing words.

Not "RP-Able" (4, Interesting)

Opportunist (166417) | more than 4 years ago | (#28834911)

I noticed that when I tried to come up with a "Matrix RP" idea. It was easy to write the rules (you could easily adjust GURPS to encompany some of the Matrix specials, stack it on GURPS Martial-Arts and you're set). It was insanely hard to come up with good ideas for stories. Basically:

What the heck are we doing here?

Let's face it. The Matrix is no place to hang out. There's no good reason to go in except two:

1. Find "The One".
2. Meet the Oracle.

That's it. Any fight, anything you could accomplish, anything at all is meaning- and pointless. It's insanely dangerous (not only can you get killed inside, your body is a sitting duck outside while you're in) and there's nothing sensible to do.

Now, I never played MxO, to be honest. Mostly because I couldn't imagine what I should "do" or "accomplish" in the game. Beat up Agents? What for? Level buildings? Not only are they virtual, but they're even virtual in the virtual world.

Essentially, I think I would have felt like playing someone playing an MMO. And playing it myself is already pathetic enough for my tastes.

Re:Not "RP-Able" (1)

tfmachad (1386141) | more than 4 years ago | (#28835089)

For the "simulationist" kind of RP-ers, having some motivation for their characters to be is an essential aspect to create a character in the first place. Also, those are the guys who will initially populate and adhere to a server/game. Once the server has a decent enough population, the "recreationists" (those who just want some nifty platform to grind over) will follow. Hackers will eventually appear once the game is successful enough to be (over)crowded by the former two. If a game can't appeal, at least for starters, the simulationists, it will hardly survive long enough for the ecosystem to establish itself. On a side note: Was there even a Matrix MMORPG? Figures...

Re:Not "RP-Able" (1)

Opportunist (166417) | more than 4 years ago | (#28835225)

And that's what today's MMO makers fail to see: You have to get the leaders. The followers will follow to wherever they go. Yes, the followers will stick around longer and they are the ones you want to come because they will stay long after the leaders went off to jump on the next big thing.

But they won't come unless you have the leaders to take them there. Yes, they are choosy. They have a vast amount of MMOs to choose from because they are usually "insiders". They read the relevant pages, they follow the development of new games and yes, they WILL NOT stay in your game. If they stay for more than a year, you made it. You managed to capture the attention of someone who zips from MMO to MMO in his quest for the "perfect" game. Or in his quest to find new, interesting stuff.

WoW managed to attract those people, mostly by two ways that is currently lacking:

1) A well known IP and a fully developed story. Say what you want, hardcore MMO players will never admit it but they want some "meaning" in their battles. They want to know why they are supposed to slaughter 20 Murlocs. And while it's a running gag in WoW that you have to bring $amount $bodyparts of $monsters to $npc and that this mold fits about 80% of the quests (the other 20% are "bring $item to $npc"), you always get a pretty good explanation why you're doing this.

2) A "working" game. Old time MMO players know what to expect from an MMO: Broken quests, broken balance, insane translation mistakes, server crashes. NOT having those makes you stick out. And WoW, with all the half-bakedness it had in its infancy, was actually quite finished at release. These people had a few MMO starts before, being "finished" is something that tells them they may expect more development because less time is sunk into bugfixes.

Only after these criteria are met MMO vagabonds will stick around for a while and create a "foundation" for your game. They know how to blitz through content and access higher levels, they will push videos of their achivements and heated battles onto YouTube, inciting others to try it. How many videos of MxO did you see on YouTube? Hell, I've seen more about Tabula Rasa. And that game didn't last more than a year.

Re:Not "RP-Able" (0)

Anonymous Coward | more than 4 years ago | (#28836785)

You missed 3).

3. Dumb the whole MMO concept down that 11 years olds found it easy to play.

Re:Not "RP-Able" (1)

Opportunist (166417) | more than 4 years ago | (#28837333)

Actually that drove away the early adopters and MMO bandwagon-leaders. And that's another thing they simply don't get.

MMO vagabunds don't want easy. They're in the game to "prove" something, to land "firsts". If anyone and their dog can, it doesn't interest them.

Re:Not "RP-Able" (0)

Anonymous Coward | more than 4 years ago | (#28838569)

Actually that drove away the early adopters and MMO bandwagon-leaders. And that's another thing they simply don't get.

MMO vagabunds don't want easy. They're in the game to "prove" something, to land "firsts". If anyone and their dog can, it doesn't interest them.

I think the success of WoW is actually due to the opposite- it has an extremely easy learning curve. Amongst my friends we call it a "MMORPG-Lite". Yet they managed to keep just enough difficulty for the people who like things a little tougher to at least stick around for a while.
But you can't really call Wow "hard", as in "difficult", because it's not- if you have the time, it's actually very easy.

Re:Not "RP-Able" (1)

Opportunist (166417) | more than 4 years ago | (#28838737)

WoW certainly was never "hard", as in "EQ2 at release" hard. But it did even soften up over time. At release, it wasn't hard but it was at least not the "gimme 10 boxes or I get bored" clickmonkey timesink it is today. What killed it for me was when you couldn't compensate equipment with (playing) skill anymore. When I realized that having an item meant success while not having it meant failure, no matter how you play, I noticed that it's not the game for me.

Re:Not "RP-Able" (1)

Chyeld (713439) | more than 4 years ago | (#28840697)

You missed 3).

3. Dumb the whole MMO concept down that 11 years olds found it easy to play.

Actually that drove away the early adopters and MMO bandwagon-leaders. And that's another thing they simply don't get.

MMO vagabunds don't want easy. They're in the game to "prove" something, to land "firsts". If anyone and their dog can, it doesn't interest them.

Free Realms [slashdot.org] seems to not have a problem with that. Yet.

Re:Not "RP-Able" (1)

WinterSolstice (223271) | more than 4 years ago | (#28837083)

I think you're right on both of those points.

I play LOTRO quite a bit, along with DungeonRunners. I eventually quit WoW after many years because the quests started to bore me, and the 'suspension of disbelief' got too difficult to sustain. I also really detested the anime armor. Just plain stupid looking.

LOTRO has, for me at least, good suspension of disbelief. It works for me, for now.
DungeonRunners is silly and funny, though it has enough only content for roughly 1 month of play. Max.

I tried to like SWG, I really did. It just felt old and boring after a few months, and that "Star Wars" feel goes away pretty quickly.

The matrix online? That was probably the most boring MMORPG I've ever seen. I think I played it for about a week - first time I ever lost interest during a trial period.

Re:Not "RP-Able" (1)

CarpetShark (865376) | more than 4 years ago | (#28835257)

Let's face it. The Matrix is no place to hang out. There's no good reason to go in except two:

1. Find "The One".
2. Meet the Oracle.

That's it. Any fight, anything you could accomplish, anything at all is meaning- and pointless

The matrix is basically an analogy for religion. Most religious people eventually decide that "normal" or "mundane" life is pretty meaningless in some way or another --- either because the "real" world is in the afterlife, or (more importantly and more commonly) because the real world has a higher level of spirituality -- doing good, overcoming tests, etc.

My point is... if you want to find meaning in the matrix, you can do it the same way that religious people find meaning in life. They usually do that by enjoying it, treating it like a fun game in some ways, but also as a deeply meaningful test of skill in others. The fact that it's unreal IS the reason to play -- to show you understand the unreality, but can work with that paradox to achieve successful outcomes. Some if it is simply a higher strategy (but arguably also almost spiritual), too, like samurai practiced with bushido etc.

For Neo, in the first (and arguably only) movie, the main test was to truly believe that the test wasn't real, and to understand the higher patterns involved. When he did, he became able to step out of it, or step back, so he could casually watch bullets fly at him, see the patterns of attack, and defend against them.

If a matrix game is to be interesting, it needs to test that more, and concentrate on endless fighting less. How do I overcome this opponent through some higher development? What are the patterns of these attacks? What skill have I got (or can I get) that he has no awareness of? What's the secret that makes him want to kill me, and how can I use knowledge of that to protect myself, or to turn his strength against him? How do I hack that guy's life?

Unfortunately, SOE won't get that at all. To make it work, they'd need a very cool game engine, with a lot of forethought and good AI. Star Wars Galaxies needed it too, I think, to make Jedi characters able to play their roles well. Arguably, many MMORPGs that have actual character alignments and attitudes do. But SOE won't be the ones to make it happen.

Re:Not "RP-Able" (2, Insightful)

Opportunist (166417) | more than 4 years ago | (#28835313)

Hmm... so I couldn't find a reason and meaning in the Matrix because I can't find reason and meaning in religion?

Ok, snideness aside. You can't make sensible puzzles in MMOs. It just doesn't work. It's a nice time sink for the fast players, everyone else will read it up on the internet. How do I overcome an opponent through some higher development? I ask the relvant wiki.

Re:Not "RP-Able" (1)

CarpetShark (865376) | more than 4 years ago | (#28835351)

Hmm... so I couldn't find a reason and meaning in the Matrix because I can't find reason and meaning in religion?

Nope, never said that at all. It might be true that if you could find a particular kind of reason and meaning in The Matrix (as portrayed in the 1st movie) then you could also find it in religion (if you looked equally hard), but B does not imply A if A implies B.

Re:Not "RP-Able" (1)

anyGould (1295481) | more than 4 years ago | (#28839825)

You can't make sensible puzzles in MMOs. It just doesn't work. It's a nice time sink for the fast players, everyone else will read it up on the internet. How do I overcome an opponent through some higher development? I ask the relvant wiki.

This is what killed Myst Online, sadly - a new Age/area would open, and if you weren't there the first day, you couldn't walk five steps without someone blasting the solutions over open chat. The only way they made the "puzzle" last longer was to make them so complicated that the average player shrugged and ignored it.

I keep thinking there should be a way to do it (using random or modular pieces, so each player/group gets a different variation?), but no-one's solved it yet.

Re:Not "RP-Able" (1)

jollyreaper (513215) | more than 4 years ago | (#28835605)

I noticed that when I tried to come up with a "Matrix RP" idea. It was easy to write the rules (you could easily adjust GURPS to encompany some of the Matrix specials, stack it on GURPS Martial-Arts and you're set). It was insanely hard to come up with good ideas for stories. Basically:

What the heck are we doing here?

Let's face it. The Matrix is no place to hang out. There's no good reason to go in except two:

1. Find "The One".
2. Meet the Oracle.

That's it. Any fight, anything you could accomplish, anything at all is meaning- and pointless. It's insanely dangerous (not only can you get killed inside, your body is a sitting duck outside while you're in) and there's nothing sensible to do.

That's actually what killed the second two movies. (Yes, I know "There are no sequels.")

The first movie was driven by "Just what the hell is going on here?" There were new revelations each and every step of the way up until Neo becoming godlike. That's the end of the story, there really wouldn't have been much to tell subsequently. It's like trying to make a sequel to Lord of the Rings. Yes, things did indeed happen after the destruction of the Ring. And since the Scouring of the Shire was left out of the movie there's always that, but it still feels like part of the falling action and denouement. The subsequent wars of the King and the rebuilding of Gondor certainly occurred but anything there would rightfully belong to a new story, not the story of the Ring. But if Hollywood wanted to make a sequel like that it wouldn't be about the rebuilding of the realm, we'd find out that Sauron really wasn't destroyed.

As for what the rebels would be doing in the Matrix aside from looking for the One, someone it seems many in Zion did not believe in, I think they'd be looking for more recruits to liberate. The goal of the resistance would first and foremost be survival, only secondly would it be destroying the machines. It appears that the Matrix is not just the shared hallucination of the human prisoners but also serves as the interface metaphor for the machines. The rebels, if they had any sense to them, would know that the Earth has no biosphere left to support everyone who is still plugged in to the Matrix. To liberate the human race, the rebels would have to seize control of the Matrix and, if possible, the AI's themselves, or take over the machines the AI's are controlling. And from there they could see about trying to rehabilitate the Earth.

But when it all comes down to it, all of the above feels dramatically unnecessary. Every bit of the essential Matrix story was told in one movie and trying to add to it will just be a mess, just like the sequels, just like the game.

Re:Not "RP-Able" (1)

Dogtanian (588974) | more than 4 years ago | (#28835779)

But when it all comes down to it, all of the above feels dramatically unnecessary. Every bit of the essential Matrix story was told in one movie and trying to add to it will just be a mess, just like the sequels, just like the game.

You said *exactly* what I'd been thinking a week or so back. The Matrix was a film that *suggested* it was part of something more, that made you want more, that attracted the kind of obsessive fanbase that wanted more.

And yet when I thought about it I realised that, despite all impressions to the contrary, what was great about The Matrix was wrapped up and self-contained in the first (and "only") film for pretty much the reasons you give. It wasn't actually that good a candidate for a sequel.

It still might have been possible to do some great sequels, but not the ones that they actually made which lacked the driving force of the first film, and substituted universe/character bloat and headed up their own backside. With real creativity and skill, they could have been great, but they would have taken work to follow on a film which essentially *wasn't* that open to follow-ons.

Re:Not "RP-Able" (4, Interesting)

Opportunist (166417) | more than 4 years ago | (#28837207)

There has been a fabulous script (whether real or fake, I cannot tell, but it was stunning) for the 2nd Matrix movie, floating around the web a few weeks before the movie came out. It was absolutely insanely great and cool at the same time, filled with memorable quotes and quibs at the first part. One of the arching plots was that Smith would have found himself an "Anti-Neo", a human able to bend the Matrix as well as Neo, using him to fight Neo in a way he simply cannot due to the limitations of his programming. And to teach him, much like Morpheus taught Neo. It smelled a bit like Star Wars, but it was actually pretty well written, with witty little bits of inside jokes.

The reason to go back into the Matrix was simply to have Neo destroy the building he worked in, where he himself (with his coworkers) built the Matrix, a revelation and parallel to how human "designs its own prison" in reality as well. It would come to a showdown where Smith would, quite similar to how it has been done in the "realized" M2 movie, fight Neo as multiple copies, but essentially allowing Neo to kill him over and over, only asking him over and over "do you realize what you're doing", until Neo realizes what he does: He does not fight Smith. He kills humans. Dozens. Thousands. They litter the streets and he realizes that he cannot actually beat Smith, all he can accomplish is to kill every single human in the sim. A fallout of a few billion human lives to bring down a single simulation... is it worth it?

A great scene later was described where Neo and Smith spend a few script pages just talking, both of them knowing that the other can't really harm them in any way. I don't remember the details, but I remember I never saw anything as deeply intriguing. It's interrupted by Smith's protectee who tries to fight Neo (and almost kills him).

Neo finally contacts Morpheus and tells him he can't just kill off the planet, which reveals how much of a zealot Morpheus really is, and how little he cares about humans, telling Neo that if this is the price, so be it. Kill 'em all, cap the coppertops, as long as the machines fall that's the price to be paid.

It eventually ends in a fight where the others manage to actually best an agent and Neo retreating into a church in the matrix to ponder his situation and his options.

In general, when I read the script, I was hooked (if anyone still knows a link, it was by leagues better than the crappy gun-fu matrix ripoff we got sold as M2). You may understand my disappointment when I finally got to see the movie that was actually made.

Re:Not "RP-Able" (0)

Anonymous Coward | more than 4 years ago | (#28836023)

you could easily adjust GURPS to encompany some of the Matrix specials

Uh... you mean "encompass"?

Whatever SOE touches turns to.... (3, Insightful)

Targon (17348) | more than 4 years ago | (#28834939)

People may not remember, but it wasn't Sony who first designed EverQuest, it was 989 Studios. Sony is the company that BROKE the game, and as time went on, it became more and more broken due to basic mistakes that Sony made.

So, whatever SOE touches tends to turn to crap. Sony as a company may have some good products, but SOE has a proven track record of taking a good product and ruining it with stupid decisions on the design end of things.

Re:Whatever SOE touches turns to.... (4, Informative)

Sockatume (732728) | more than 4 years ago | (#28835285)

989 Studios went through a lot of names, but they were almost always an internal studio of Sony. The project that became Everquest was started by Sony Interactive Studios America, which became 989 Studios when two divisions merged to form SOE. 989's PC development arm was spun out as Verant Entertainment three months before Everquest shipped, and they were back into SOE within a year. So yes, Sony did first design Everquest.

Re:Whatever SOE touches turns to.... (2, Interesting)

GigaHurtsMyRobot (1143329) | more than 4 years ago | (#28836427)

Yes... during Beta when I created a process patcher that allowed me to fish up any item in the game (through a tedious method of incrementing the item number until I found something worth a lot of money) and reported it (.. well, by being seen by a GM in full plate at level 8 ..) I was contacted by Sony (Howard Dortch, Head of Tools and Technology at the time, to be exact) for the details. Shortly after that, they moved the fishing item code server side and my work was done.

Re:Whatever SOE touches turns to.... (0)

Anonymous Coward | more than 4 years ago | (#28835577)

I don't think SOE has been successful with any franchise they've touched. All the SWG players I've talked to only play because it's the only MMO in the Star Wars brand. I haven't heard of anyone who enjoys it or really feels as though they're contributing to the SW universe. Same goes for MxO. SOE is clearly out of touch with gamer interests, and hopefully the game and film studios who work so hard to build these brands will take note.

Sadly though, Sony owns most of the brands anyway...

Re:Whatever SOE touches turns to.... (1)

navygeek (1044768) | more than 4 years ago | (#28835891)

I loved SWG, the original SWG. Sure it didn't *completely* have that Star Wars feel because of all the stuff they left out originally (vehicles, access to space, etc) - but it was fun, I thought. Then they introduced Jedi/Force Sensitives...then the Combate Update...then the 'New Game Experience'. Killed the game. Turned it into a bastardized WoW want to be that sucked.

From the article (4, Insightful)

isoteareth (321937) | more than 4 years ago | (#28834977)

"In my opinion, this is way too early to give up on any MMORPG title since these kinds of games usually take a bit to get going, WoW didn't start off as the juggernaut it is today either."

Sure WoW has been building for a long time, but its launch was so strong that their biggest issue was underestimating how quickly they'd have to expand their server base. There were tremendous complaints about the lag early on as servers were absolutely swamped.

If you don't have a strong opening, it's going to take something remarkable to build the base required to justify the expense of a major MMO. From what I've seen major commercial MMOs that have weak releases rarely reverse that condition. Most simply limp along. A weak release can be the kiss of death for several reasons, including low player density driving off the few players you do have, and lack of a sufficient mass of customers to generate positive buzz and drive long term growth.

Basically, you don't throw good money after bad.

"After the SOE buyout of the game the LESIG team was reduced to playing minor characters before eventually being phased out and replaced with a Live Event Team (LET) comprised purely of volunteers."

When your game isn't bringing in enough money to justify a paid team of in-game actors, of course there are going to be cuts. This is a business. How much sooner would doors have had to close if the budget had not been scaled back? Of course this costs customers, but it very much seems that there were already not enough customers to justify this level of cost. It's no secret that most MMOs already have incredibly lead customer service departments. This is, I epxect, basically like employing a second CS department.

"You could never be an equal to a storyline character."

Welcome to MMOs.

Re:From the article (1)

isoteareth (321937) | more than 4 years ago | (#28834985)

err, "incredibly lean"

Forgive any other typos as well, ubiquitous edit features elsewhere have resulted in my normally proofreading a post a couple times in the minutes after.

Re:From the article (1)

Opportunist (166417) | more than 4 years ago | (#28835275)

I was about to post that, but you beat me by some hours.

WoW had an insanely STRONG opening. Stronger than even they expected. They scrambled to slap together new server clusters in record time and hired GMs left and right because they met their planned/hoped ANNUAL player count in less than a MONTH. It was, the strongest release I can remember, no other game had such an air of hype, and no other game has ever lived up to its hype as well either. I hate WoW for killing MMOs for me (I prefer games where you have to be able to play and have to make right decisions to succeed, and now every MMO maker tries to copy the "WoW success concept", losing me as a player and not winning a single WoW player because... why go there instead of just keep playing? But I ramble...), but you can't ignore their insanely successful launch and how they managed to build on it.

Re:From the article (1)

giorgiofr (887762) | more than 4 years ago | (#28835407)

I prefer games where you have to be able to play and have to make right decisions to succeed, and now every MMO maker tries to copy the "WoW success concept"

Have you looked into EVE? It's not for everyone, but you sound like you might like it. A trial is available. Join us and fight some Minmatar scum in the name of the Empress :)

Re:From the article (3, Insightful)

zippthorne (748122) | more than 4 years ago | (#28835609)

Have you looked into EVE? It's not for everyone, but ...

EVE is not for anyone any more. Advancement is done using the progress quest engine, so at this point, if you haven't been paying for the game since nearly the beginning, your ambitions are going to have to be limited to "find someone who's been playing since the beginning and join their coalition as a lowly minion for life."

It was a clever idea, but if a game is going to last, there has to be a way for new players to reach the level of other players in just a few months (i.e. wow's level cap), or a principle of conservation of stats so that advantages are offset by weaknesses giving new players a chance to compete/contribute, or a periodic reset, or some kind of way to keep things interesting so that new players aren't kept forever below long or overly dedicated players like some kind of horrid caste system.

Re:From the article (5, Insightful)

Jedi Alec (258881) | more than 4 years ago | (#28835795)

EVE is not for anyone any more. Advancement is done using the progress quest engine, so at this point, if you haven't been paying for the game since nearly the beginning, your ambitions are going to have to be limited to "find someone who's been playing since the beginning and join their coalition as a lowly minion for life."

Bleh, I've been playing since 2006, and a new player is more than ready to fly besides me and seriously kick ass in less than 3 months or so. Training skills is easy. Getting people to stop whining about everything and just go out there and have fun fighting is *hard*.

Re:From the article (4, Informative)

Zeussy (868062) | more than 4 years ago | (#28836637)

Agreed, all the older characters do is give you more variety, you can be just as effective in a new character after a few months in the same ship as my 2003 character, just I have a lot more choices.

Re:From the article (1)

Opportunist (166417) | more than 4 years ago | (#28837603)

Sorry, but no.

You can be an asset to any PvE or PvP group with less than half a year under your belt. That's all that is required to fly a ship able to do some serious hurt or to tackle stragglers, to raid behind enemy lines or to cut their supply for a big battle. No, you will not fly that carrier. Hell, I don't have one after 5 years of playing. You probably won't even fly a BS, you will not fly one of the elusive T3 ships and you'll probably sit in a simple (and fairly cheap) T1 Battlecruiser or even just a Destroyer (depending on whether you want a cheap ship and good skills or an overpriced coffin), but your guns can and do make a difference if you employ them sensibly.

You could also go mining and be on par with me, who is a dedicated miner, within less than 8 months. You could crack rocks as quickly as I can... at least almost, you'll be maybe less than 5% off because you can't afford the implants. Which is moot 99% of the time anyway because those 5% go to waste when I miss switching rocks because I have to fend off rats.

You could go into production and be on par with an old player in about the same time, producing with as little loss and as efficiently as him.

The point is that an old player can't do anything much better than you. He just has more choice. I can mine, refine, fight with over a dozen different ships, scan, lead a corp, command a fleet and so on. You can do one of those after half a year, and you won't have the free choice of ships but you can fly your ship well. Provided you didn't go buffet style and try a bit of everything, then you just suck at everything, of course.

Also, skills in EvE realy heavily on the rule of diminishing returns. Level 1 gives you as much bonus as Level 5. If the change from level 1 to level 2 gives you 5% more speed, the change from level 4 to 5 also only ups your speed by 5%. The difference is, though, that 1-2 takes maybe an hour, 4-5 takes almost a week. So yes, I do have a lot of skills at level 5 after 5 years that you may only have at 3 after half a year, but the difference is minimal to say the least, unless it's a prerequisit for another skill or that extra 5% means I can fit something you can't. Granted, that happens quite a bit, but you just take another ship that's better suited to your skill makeup and that difference vanishes almost completely.

It's a no brainer that I will beat a newbie given the same ship and fitting, even ignoring that I could probaby fit more and better modules into that same ship. But even that ain't a given... I'm not that good a pilot, to be honest. Lots of my riches come from mining and playing the market, not from PvP. I play along the old Ferengi rule, war is most profitable if waged by someone else. :)

Re:From the article (0)

Anonymous Coward | more than 4 years ago | (#28837665)

You don't "get" EvE...

Skills are numerous, and advancement is time-based. Almost certainly, if you start and actively play you'll never "catch up" in absolute skill points to someone who had started earlier and continues to play. This is largely irrelevant, however.

When you select a ship to fly in EvE, only a very small subset of the skills available apply to that ship in any specific way, shape or form. As such, while you can never catch up in "number of skills trained" you can absolutely equal another player in "all the skills applicable to flying a given ship". The playing field is further leveled by absolute caps on how far any given skill can be trained, and through diminishing rewards from each progressively higher level gained.

In the end, someone who has played longer can fly more ships than someone who has played only several months. With ships taking on roles like logistics (healers), ECM (crowd control), DPS, etc. it really isn't much different than someone who has played 'random other MMO' for some time having multiple leveled alts while a newer player is fairly well confined to the one character they're working on.

What EvE does do quite well, however, is punish people who require such things to be spelled out for them. It is a fairly complex game, and demands more from participants in order to be understood.

Re:From the article (1)

Opportunist (166417) | more than 4 years ago | (#28837375)

Player since April 2004. I celebrated my 5 years with a frigate tournament held in my honor and a billion for the winner.

I think next year I'll host a battle royal. :)

Meh (0)

Anonymous Coward | more than 4 years ago | (#28835007)

I beta tested this game. It was released with a huge amount of bugs (such as the fall through lift and die or get stuck in a room and cannot leave it).
These issues were raised multiple times in beta and nothing was ever done, as such the game withered and died. A lesson to be learnt, keep what's good, fix what's broken. If you don't, the game will die. Look at Warhammer Online, it's going the same way.

Re:Meh (2, Insightful)

stjobe (78285) | more than 4 years ago | (#28835235)

Warhammer Online also had the misfortune of being run by GOA here in Europe, which is a death-sentence to any MMO.

Too bad, the game had (and still has) huge potential, but I'm guessing that it's now on Mythic's back-burner and they just want to keep it running while they squeeze out a few more subscription dollars.

(played since open beta, still play occasionally, but not at all happy with where the game is)

MxO an example of Rampant Corporate Stupidity... (5, Interesting)

Yahya Ibn Tuma (1366889) | more than 4 years ago | (#28835013)

It was all wrong from the start. The whole "game" was thrown together by a bunch of idiots who sacrificed gaming to the stupidity of corporate synergism.

Seriously, during the Warner Bros. era, MxO had a cancellation policy similar to AOL at it's worst(i.e. they employed the same gimmicks and tricks that AOL did to "retain" customers), BECAUSE AOL,WB,MONOLITH PRODUCTIONS AND MXO WERE ONE AND THE SAME BACK THEN.

I've experienced MxO under Warner Brothers *and* under Sony Online Entertainment, and, hands down, Warner Brothers was the worst MMOG,MMORPG company that ever existed.

I say this because of that stupid "SOE destroyed MxO" meme that plagues discussions regarding the game. Hardly. The Matrix Online lasted 88 days before Time Warner-AOL threw in the towel, and never had over 40,000 paying customers at the height of it's power and influence. Sony kept it going for nearly four years in spite of it being an unpopular game.

Re:MxO an example of Rampant Corporate Stupidity.. (2, Interesting)

Seumas (6865) | more than 4 years ago | (#28835327)

I don't know who owned it when I played the game, but I gave up after only about two days of total boredom and decided to cancel my subscription. Only, at that point I discovered I had to CALL THEM UP and ask them to cancel it. And then had to answer a bunch of stupid "why are you cancelling?" questions.

That kind of hassle, instead of just clicking a button online to cancel, is a sure way to make sure I'll never play another game from your company again for the rest of my life.

Re:MxO an example of Rampant Corporate Stupidity.. (2, Interesting)

Yahya Ibn Tuma (1366889) | more than 4 years ago | (#28835831)

That kind of hassle, instead of just clicking a button online to cancel, is a sure way to make sure I'll never play another game from your company again for the rest of my life.

From that statement, I know you played MxO during the classic period of Time Warner-AOL(March-May 2005). If you think AOL(and AIM) was/is God's gift to the internet, The Matrix Online is/was the game for you.

All of this nonsense was brought to you by Jace Hall (AKA Jason Hall) here's his IMDB page:
http://www.imdb.com/name/nm0995727/ [imdb.com]

Notice that he lists producer credits for StarCraft(1998) and World of Warcraft(2004) in spite of the fact he worked for Monolith Productions and/or Warner Brothers Interactive Entertainment during those time periods. I smell a rank con-artist. I suppose by some miracle he *could* have had a hand in the production of those games, but I don't think so.

Maybe it's not all the game's fault... (4, Interesting)

hal2814 (725639) | more than 4 years ago | (#28835157)

Maybe the low popularity had something to do with the sinking ship it was attached to. The Matrix Online came out one year after the sequels. There were a lot of people who lost faith in the franchise by that point. Many fans felt let down and many non-fans were very aware of how poorly the movies were received. And it sure didn't help that many of those who did like the sequels had the condescending attitude that those who didn't like the sequels just didn't "get" it. Like it was that hard to pick up the philosophical themes. By the time the MMO launched, a lot of their potential customers who were fans of the Matrix were turned off by the idea of more Matrix material and the Matrix series' reputation was damaged enough that non-fans weren't that tempted to give it a try. I doubt even an above-average MMO could survive in those conditions.

Re:Maybe it's not all the game's fault... (1)

Xin Jing (1587107) | more than 4 years ago | (#28838575)

To the notion the 2nd and 3rd movies disappointed, I have always asked: "what were you expecting". Excluding responses like "sequels that didn't suck", the answers are always thin and uninsightful.

Re:Maybe it's not all the game's fault... (1)

hal2814 (725639) | more than 4 years ago | (#28841289)

I expected the first film to not be a lie. In the first film, Neo is the One and he will save everyone. By the second... just kidding. He's a necessary glitch in the Matrix. By the end of the first movie, Neo is all powerful in the Matrix. By the second, he has a few superpowers up his sleeve and that's about it. He can't even get on a frickin' train in the third film. I know that plot-wise they were painted into a corner after the first film but it's a corner they painted themselves into.

Why MxO went wrong. (1)

will_die (586523) | more than 4 years ago | (#28835409)

Very simply, films number 2 and 3.
After those no one but the really hard core fanboys were interested in it. If the films had been good there would of been interested and had a larger intitial population some of those staying to see the game improve. With the lack of a large population no matter how much money sony pumped into the game, after the initial people pulled out and ran, was going to save it.

Confessions of an old player (1)

GrimDanFango (1562377) | more than 4 years ago | (#28836139)

I'd played this from Beta and for the first 18 months or so. I had some friends who were on as well, and it was my first MMORPG game. I'm a fan of the film, but generally enjoyed the way the game was put together, the combat system (though never did quite get around Combat 2.0) and how a team could work together by changing specific skills for a mission or even on the fly, if you needed a medic etc. I liked that flexibility, and the ability to wander around places from the film(s), and particularly going to places you shouldn't be and being chased by agents etc was alot of fun. The live events were ok, but seemed to lag terribly at the finale, which caused the game to quit sometimes which was annoying. The thing that eventually killed it for me was the perpetual promised updates and new skills that never seemed to show up, and the ever rarer live events, it seemed once you hit level 50 there wasnt much else to do apart from start a new character. I did go back after 6 months for a little while, but nothing much had changed (the promised changes hadnt arrived) and many of the players I knew had gone so I left again. I kept meaning to have another look but guess that ship has sailed now.

The Anarchy Online syndrome (1)

CrazyJim1 (809850) | more than 4 years ago | (#28836371)

When you make it so the optimal way to beat a level is to run through quickly it avoiding all the enemies, your game is no fun unless its Sonic the Hedgehog the MMORPG.

Of course it's a side story. (0)

Anonymous Coward | more than 4 years ago | (#28836497)

In a MMORPG you can't have EVERYONE participating in the main plotline of the Matrix. You can't have Neo and Trinity hanging out simultaneously with thousands of players, they really need to introduce hundreds of new characters in the Matrix universe and let you interact with them instead, but still keeping the feel of the movies.

That really left me shaking my head in the Star Wars game. Here I am some first level nobody, and who comes to rescue me from jail? HAN SOLO!! Right...

Re:Of course it's a side story. (1)

VGPowerlord (621254) | more than 4 years ago | (#28841049)

That really left me shaking my head in the Star Wars game. Here I am some first level nobody, and who comes to rescue me from jail? HAN SOLO!! Right...

Star Wars Galaxies originally started you off directly on one of the major planets (I think you had choices of Corellia, Tatooine, or Naboo) with no involvement from the major characters.

Unfortunately, SOE added in the new tutorial area in one of their many SWG redesigns.

Soe morons again. as always (1)

unity100 (970058) | more than 4 years ago | (#28836535)

these fucktards didnt only fuck up millions of people's gaming experience regarding one major fantasy world, but TWO.

one would think that after the SHIT they made in the name of 'Star wars galaxies' out of the mega star wars saga, no SANE individual would sell ANY intellectual property's rights to make a game to those humongous losers. but lo ! matrix universe is fucked up forever too now. unbelievable. really unbelievable.

get this into your heads rights holders : SOE FUCKS UP YOUR FANTASY UNIVERSES. DONT GIVE THEM THE CHANCE TO FUCK YOURS TOO, LIKE THEY DID TO OTHERS.

Isn't that the point? (1)

argent (18001) | more than 4 years ago | (#28837807)

Isn't the whole problem of any MMO with a storyline is that you *can't* have an effect on the game world? No matter how often you win, no matter how often you stop the necromancer from drowning puppies, the next set of n00bs to come through has to do the same things and you have to interact with them. If they wanted to do something different in The Matrix, maybe they should have REALLY done something different, put a Thirteenth Floor spin on it and introduced new layers of meta-worlds. Level up far enough, and you wake up again, in the new real "real world"... "Oh, Zion? That was a simulation..."

Re:Isn't that the point? (1)

HanClinto (621615) | more than 4 years ago | (#28838807)

Nice to see another Sluggy reader. :)

Regarding changing the landscape, it seems that some MMOs definitely do this -- EVE Online comes to mind.

It seems that with paid live in-game "actors" in the role of Agents and whatnot, that a real story could be weaved.

Lots of potential here, but it sounds like they fell down on the actualization of it.

Re:Isn't that the point? (1)

argent (18001) | more than 4 years ago | (#28840055)

Regarding changing the landscape, it seems that some MMOs definitely do this -- EVE Online comes to mind.

Yah, but isn't EVE pretty much completely PvP (or company vs company), with no formal storyline at all?

Wachowski Input... (1)

Xin Jing (1587107) | more than 4 years ago | (#28838059)

Sidestepping the whole Warner vs Sony tangent, I'd seriously like to know how much creative content the Wachowskis contributed. I got the distinct feeling that the idea of the Matrix made for a good world, but in practice it came across as rather shallow. Surely there must have been key comic book industry writers that were approved by the Wachowskis to generate game content. Personally, I always thought the Matrix should have been just one layer to the a game world, where bluepills became redpills and travelled between the Matrix and the real world in an effort to further objectives against the Machine City, to further what Neo started. It was clear to me that as long as 01 was in existance, humans could never be free. Staying inside the Matrix exclusively seemed like a waste of time.

Re:Wachowski Input... (1)

Yahya Ibn Tuma (1366889) | more than 4 years ago | (#28839039)

Surely there must have been key comic book industry writers that were approved by the Wachowskis to generate game content.

There was. Paul Chadwick (writer of the comic book series Concrete)

http://en.wikipedia.org/wiki/Paul_Chadwick [wikipedia.org]

I won't get into discussing how to quantify the developers contributions to the writing of The Matrix Online because it's totally impossible now.

Re:Wachowski Input... (1)

Xin Jing (1587107) | more than 4 years ago | (#28839659)

I think it's safe to assume that Chadwick went through some kind of "Wachowski-approved" process. I get the sincere feeling that the approval system was nowhere near a scale or magnatude like that used by George Lucas with his cannon-approved content G-Stamp decoder ring. With that said, I think it's Chadwick that bears some responsibility if not the majority thereof for the storyline going nowhere and the elimination of key Matrix characters like Morpheous et al. While possible, it seems improbable that the Wachowskis single-handedly signed the orders to effectively kill or handicap their own product.

Re:Wachowski Input... (0)

Anonymous Coward | more than 4 years ago | (#28840881)

No offense, but George L was pretty crappy about this too, as can be seen by all the retconning of material/plots from 'APPROVED' novels in Episodes 1,2 & 3.

The Boba Fett thing, R2D2 and C3PO and Obi-wan's relationship to them, etc.

Control Scheme (1)

Hythlodaeus (411441) | more than 4 years ago | (#28838483)

I played MxO early on. I actually wanted to experience the continuing story and tried to like it, but two things killed it for me:
1. The control scheme was terrible. It couldn't decide if it was an FPS or an RTS control scheme, making it a real pain to actually look at what you wanted to look at and position your character with any precision, especially in cramped interiors.
2. Some kind of nanotech magician character class totally alien to the films was not just present, but overwhelmingly dominant in its effectiveness over the gun/martial arts styles that were emblematic of the setting.

Where will the code go? (0)

Anonymous Coward | more than 4 years ago | (#28840885)

What I would like to know is where is the code going to go?

Are they going to sell it to some super fan or just pack it away in their petabyte storage server?

The graphics in the game are amazing, it's just the GUI, the combat and the lack of additional gameplay that really suck... which is basically the rest of the game.

Load More Comments
Slashdot Account

Need an Account?

Forgot your password?

Don't worry, we never post anything without your permission.

Submission Text Formatting Tips

We support a small subset of HTML, namely these tags:

  • b
  • i
  • p
  • br
  • a
  • ol
  • ul
  • li
  • dl
  • dt
  • dd
  • em
  • strong
  • tt
  • blockquote
  • div
  • quote
  • ecode

"ecode" can be used for code snippets, for example:

<ecode>    while(1) { do_something(); } </ecode>
Sign up for Slashdot Newsletters
Create a Slashdot Account

Loading...