Posts Tagged ‘wurm online’

It Takes A Village: Wurm Online And The Value Of Tedium

By Graham Smith on October 19th, 2014.

This was my house; it took someone else to plan the frame.

Wurm Online is a tedious game. Even now, when open world survival, player-driven multiplayer, and fantasy-world frontiers are in vogue, the game is off-puttingly obtuse. For starters, every action is performed via context-sensitive right-click menus. Want to chop down a tree? Right-click and click ‘chop’ on it twenty times. Want to do anything with that felled trunk? Then right-click on it twenty times more to turn it into logs, then do it again to turn logs into planks.

Then do it again and again, because it takes twenty planks to make a single segment of a building wall.

Wurm Online is a tedious game, but I also once loved it like no other.

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Wurm Online Offline: Puts Out Bounty To Catch DDoSsers

By John Walker on February 20th, 2014.

Wurm Online, the long running MMO famously co-created by Notch, is currently Wurm Offline. Some scumbag DDoSpots took the site offline this week, and it’s not yet back up. In response the developers, Code Club AB, have offered a €10,000 reward for “tips leading to a conviction.”

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Wurm Welcome: Wurm Online Emerging From Six Year Beta

By Nathan Grayson on December 5th, 2012.

Did you know that Notch existed before Minecraft? Not only that, he breathed and ate food and made games and everything! Just like a real flesh being. But when he decided to pursue Minecraft’s blocky green pastures, his previous claim to fame, sandbox fantasy MMO wonderland Wurm Online, didn’t miss a beat. And by that, I mean it stayed in beta for six years and change. But with good reason: after all, even the likes of EVE Online certainly didn’t get anything-goes craziness entirely right on day one. And it had a team of more than, er, roughly three people. So then, why is Wurm worming its way out of beta’s nourishing soils now? Well, apparently, this was the plan all along.

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Turned: Wurm Online’s Expansion Plans

By Jim Rossignol on September 8th, 2011.

Come float with me! No, really, it's perfectly safe.
To be honest, I don’t know all that much about Wurm Online, other than some people of my acquaintance are obsessed with it. One of the things the obsessed said was that really it needed more non-PvP support, and that seems to be what’s happening. The Wurm team have sent word that they are launching “a second server in its Non-PvP Freedom series. This new land, called Deliverance, is smaller than Independence, and is a gentler land ideal for the new explorer.”

Sounds ideal. However it is still the intention of Rolf, Wurm’s creator-overlord, to make the game about combat, as they explain: “Wurm Online will be launching a new combative server strain called Epic, probably in October. Rolf, Wurm’s creator, is keeping the details of the new servers close to his chest, but he has been working for a long time to make these a very special game.” Epic wars will, apparently, be another option alongside the hefty crafting and landscaping options. There’s a trailer of some of the latest stuff below.
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Wurm Online: Notch’s Past Project

By Quintin Smith on October 1st, 2010.

Ah, pastoral bliss. Then you turn around and there's a spider eating your balls like chicken nuggets. That is Wurm Online.

A “friend” managed to make me feel like a huge tool in the pub yesterday when he informed me that Notch, indie developer of MineCraft fame, programmed another java game called Wurm Online before he made MineCraft. That’d be the Wurm Online that I wrote about heavily on this very site, not to mention the heavy piece of NGJ I wrote on it that amounted to a kind of dark age Deliverance.

In a nutshell, if you take MineCraft, make it massively multiplayer and swap the twee tone and fast pace for a gritty, ambitious medieval saga, you’ve got Wurm Online. If it sounds interesting, that’s because it is. You can start playing for free right here, but be warned. If you go expecting proto-MineCraft, you’re in for some pain. This is a very different beast.

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Pitchfork Media: A Portrait of Wurm Online

By Quintin Smith on March 24th, 2010.

The marionette-like models and total focus on player constructs make Wurm kind of like Little Big Planet's unlaughing grandfather. Sort of.

[This is the extended Director's Cut of my feature on indie MMO Wurm Online for PC Gamer UK last year. Not to be confused with my relatively straightforward coverage of Wurm on RPS, this is a sordid tale of intrigue, humanity, murder and New Games Journalism. It's a good 'un, I think.]

I’m bleeding to death. I’ve got maybe six or seven minutes before I’ll be too exhausted to do anything but lie down and die. I really wish I could say this was the worst of my problems, but it’s not.
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Frontier Psychiatry: Wurm Online Interview

By Quintin Smith on June 8th, 2009.


As anyone who picked up the last issue of PC Gamer UK might know – it’s the one with Starcraft 2 cover and the massively redesigned editorial – some friends and I have been playing a lot of Wurm Online. Since then I got in touch with developer Rolf Jansson, and you can read his answers to my questions below. But first I need to explain Wurm.

The best way to describe Wurm is as a high fantasy Eve Online, and it’s interesting for exactly the same reasons as Eve and a few more besides. While Eve starts you off in a space-faring milk float with a mining laser, in Wurm you begin as a hopeless peasant with… well, this:

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