Browser Games of Yesteryear

This is a companion post to the talk I gave at ElixirConf EU 2024 and sums up part of the research I did about browser games.

Computing & Games, circa 2000

In the early 2000s, computers were noisy boxes with huge CRT monitors attached to them. People would go to internet cafés or libraries to get access to a computer, and virtually all the time that wasn’t spend editing documents or managing email was spent on the web browser interacting with various websites. Back then, people were not allowed to install software such as games on public computers, so games that were distributed via Web Browsers instead of CDs were widely accessible. Many teenagers, myself included, ended up spending lots of time on websites like Miniclip, which at the time hosted hundreds of games. The most immersive titles were games similar to what you’d install locally, built with Adobe Flash, but Flash was an addon you had to install on your browser and thus out of reach on public computers. This left a gap for simpler simulation type games that could be played without visual elements other than simple images.

Multiplayer Browser Games

At this point in time, multiplayer browser games were somewhat of a novelty, and a popular one at that. They could be played from school libraries, office computers, and you were always a Ctrl + Tab away from what you were supposed to be doing. 😁

Often these games would give advantages to people that played the most amount of hours, which led some people to be playing all the time.

Some of these games were more artsy and fun, like Neopets, while others were fiercely competitive. All of them shared a strong network effect: there were referal bonuses for bringing in new players, and most would start with help from a friend.1

Experiment

If you enjoy games and game history, see if you can find someone to talk to about these games and what made them unique, and why almost all of them are terrible games today:

Neopets, Earth 2025, OGame, Travian, Ikariam, Gladiatus, Tribal Wars, Farmville, Mafia Wars.

In my talk I go over multiple games of this genre, identifying what makes them similar and a few of the features that make them unique. This is great if you’re going for a nostalgia effect since most people my age have heard and played most of these titles, but in practice you don’t get to explore any game fully. So in this post we’re going to be taking an in-depth look at one of these games.

OGame

Having spent hundreds of hours playing OGame, I feel particularly qualified to dissect this game. The idea is simple: you are in charge of a space empire and you manage economy, dictate diplomacy and wage warfare alongside or against other players.

an overview page of a space empire consisting of a crude table based layout of multiple planets represented by simple images

The game doesn’t stop when logging out: planets keep producing resources and other players can and will raid your planets for resources and to destroy your fleet. Staying logged in helps prevent raids on your own planets, allowing you to also spy on other planets, seeing which were inactive and farming them for resources.

In large servers, especially in the first few days, it was common to log in and see that you had been scanned dozens of times, and if you didn’t build enough defenses, odds are that you also had been attacked plenty of times too.

The meta had two main profiles of players:

I was only able to find screenshots of how the game looked 20 years ago in German, which is where the game originated.

Scoring was based on how many resources you spent: you get 1 point for every 1000 resources you spend. Fleeters were known to rise quickly seeing as they stole resources from other players, but also fell quickly when they were hunted by a larger force. This is because when someone attacked you and you lost ships, you’d also lose the points you spent on those ships. Miners on the other hand rose slower in ranks, but due to focusing on economy and having almost no points that could be lost, they ended up topping the ranks in later stages of the game.

I’ll skip talking about many of the strategies people used to save their game state while they were offline since it’s too specific for this post, but feel free to look up fleetsaving for a glimpse of what that entailed.

Game Mechanics

OGame is primarily a Sci-Fi 4X game with some interesting game mechanics:

Social Aspect

Players communities consisted of small in-game alliances of players, with global bulletin boards for player interaction. Discourse was civil… most of the time.2

During the golden age of OGame, it was not uncommon for alliances to meet up once or twice per year and have a dinner party. Sometimes people took flights or long drives to attend these dinner parties, just to hang out in person with the people they spent so much time in-game with.

Fleeters could send attacking fleets slower than usual in order to save fuel, which gave people the chance of asking for help without the attacker knowing. Friends could send what little ships they had available in a defensive holding pattern onto your planet, in order to destroy the profits of the attacker, and sometimes even wipe them out. Being able to pull moves like this provided memories that would last for decades.3

After large attacks, you could take the in-game combat report and publish it in the global discussion forum. These posts would be ranked by amount of destruction and profit, effectively creating a crude hall of fame of the biggest attacks on record. This was so common that there were specialty websites you could go to to paste in the in-game combat report and get back beautifully formatted BBCode, ready to paste into the forum.

Monetization

Almost all multiplayer browser games had a freemium model where everyone could play for free and there would be some features that would only be available if you paid for them. Some were mere conveniences, while others were paid bonuses that would give you an edge over non-paying players.

Most of the paid content I saw accross all games was subscription based, i.e. players paid a certain amount for access to premium features during 1-3 months. There were no microtransactions, or none that I could see.

If you played the game, you know that section shown in the top right corner of the old screenshots shows the paid add-ons. There were five main add-ons: extra energy production, resource production, fleet movement slots, faster research and the Commander, which is worth going over.

The Commander was the most convenient, least “pay to win” add-on, and buying it would get you:

The game had multiple repetitive actions and the Commander was a way of making them a bit more tolerable. The other add-ons were pay to win advantages that only few players ever bought, not because it was a novelty to pay for in-game items, but because people often played multiple browser games at the same time, sometimes even playing the same game on different servers for fun.

Not all sunshine and roses

OGame was incredibly chaotic and addicting in the first few weeks after a server opened. Over time people built incredible fleets and fortresses of defenses that took weeks or months to build. Inevitably, both miners and fleeters eventually gave up playing:

Server churn

The game was a continuous simulation that started when the server opened and kept going indefinitely. For new players, this meant that they could never catch up with the top players if they joined a month or two after the server opened.

To give people a chance to reach the top, the publisher would open new servers at regular intervals. Servers would get really crowded on opening day and for the first few weeks and then eventually fade out of popularity. This, in conjunction with the fact that people quit on later stages of the game meant that servers went through a churn of players and would eventually become kind of empty - fleeters would have almost no one to hunt and miners would secure point advantages that were next to impossible to close.

Eventually the publisher learned how to monetize this sudden inflow of new players and came up with the concept of server mergers to join servers together if they were too empty. If you’re interested about this, I’ll write about that topic in a future post.

Nothing to play for

As personal computers became common and casual people stopped playing the OGame for more compelling games, many groups of friends were reduced to a single player after the fad fizzed down. Without a network of friends to play, the game just isn’t as enticing to play because there’s no more conversations about it. There’s always a group of old breed, die hard fans of the game, but these players were often your enemies in-game, the social aspect didn’t have the same value as before.

Who would you brag to about being the number 1 player of a game nobody plays anymore?

Players also got fatigued from doing the same routine over and over for years. There were no achievements to be made, nothing to be explored in the server, and no new content for many years. I always wondered why many of these games, OGame included, did not have any PvE content.

Those that kept coming back did it for the nostalgia of the good memories they had shared, but the game was no longer the same. It was like going into an old house you know, which feels painfully familiar; you know every corner, shared special memories with people at that place, but it is now empty. It’s hard to give it up because there’s sentimental value in the moments you remember, so it leaves you in this state of not being able to let go - it’s almost as if letting go means letting go of the memories, which is too painful.

Bad habits

Finally, the distinctive fact that it was an always running simulation made it intrude on your personal life. You had to be on to manage your empire, to prevent getting raided and so on. Having to open a game or losing progress makes opening the game somewhat of a chore. Worse of all, it rewarded terrible habits of people playing while working or playing instead of being with family. I won’t stress my opinion much more on this topic, but gaming should be something you clear time for while juggling other responsibilities. When gaming becomes a responsibility (if it’s not a job), it’s time to quit.

Is OGame still relevant?

The short answer is no, thanks to the lack of proper management, which I think makes for an interesting case study. The publisher of the game:

To make matters worse, instead of trying to reverse the trend and bring back players who already knew the game, they instead monetized the game heavily in order to keep it running, something I’ll talk about in a future post.

What about other games?

OGame was one of the most successful games in this genre. Its publisher released 6 other very successful games which were very similar in mechanics: Tanoth, Gladiatus, Ikariam, KingsAge, BiteFight and BattleNight. Games from other publishers fared more or less the same, and some of them are still alive today, like OGame.

Clones

Reluctance to add convenience to players and refusing to give players faster economies in servers, “entrepreneurs” came forward with clones of the game that fixed some of its nuisances. Some were more successful than others and most focused on hyper growth economies for people to enjoy. Shockingly, as of the time of writing, one particular clone appears to have more players than the original game.

Successors

It may come as a surprise, but popular mobile games such as Clash of Clans or Rise of Kingdoms are spiritual successors to OGame’s genre. They systemically address all of the grievances of the game mechanics while providing a interactive graphical experience that browser games could never emulate.5

These successors have their faults too - they are monetized with predatory tactics to extract as much money as possible from willing players. There’s almost no ceiling to how much you can spend. Having said that, in almost every practical term, they are superior than the browser games of yesteryear.

Parting Thoughts

People that grew up with bad games will understand me when I say that even after all of these critiques of OGame, I still love this game. Nostalgia is a powerful emotion and it will make you grab on to things that maybe you should let go.

I believe you can only get to the stage of letting go once you apply some critical thinking. When it comes to nostalgia in games, it’s important to realize that:

I think it’s fine to revisit old games, but it’s not so fine to take up old hobbies just for the nostalgia factor. This post ended up going in a different direction than I had originally planed, but I believe I needed to read this myself.


  1. I remember the conversations I had with friends about what happened in-game, how it was almost all we’d talk about in the breaks between classes, and how I would enthusiastically talk about it with my parents when I got home. I talked so much about my favorite game that I eventually convinced my father and uncle to join me. ↩︎

  2. People volunteered to moderate the forum and moderators were widely respected. It was thankless work of constantly formatting user posts to look clearer, moving them in between forum categories, censoring inappropriate content and banning users with a potty mouth. ↩︎

  3. Despite not remembering who attacked me or the exact ship count, I remember very vividly the occasions where I, as a miner, was able to wipe out attacking fleets. This was something you could brag about indefinitely, and something I’ll probably remember for many more years. ↩︎

  4. This was the first time I ever saw proof of the popular idiom of “there’s always bigger fish in the sea”. ↩︎

  5. I know there have been advances with WebAssembly and that there are some graphical games that can be played successfully in the browser, but for now those seem quite niche. I may be wrong, but I feel the native experience on a mobile device will be hard to replace with a browser application, if not for anything else, than to have a clickable shortcut to play the game. ↩︎