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But even if you say "longest running graphical MMO," it still is a bunch of BS, as there were many graphical MUDs around 1993-1995. They certainly qualified as MMOs, because hundreds of people played at once. I remember there was one on AOL around 1993-4 or so, though I didn't play it much.
https://en.wikipedia.org/wiki/History_of_massively_multiplayer_online_games
Bottom line: to say SS is the first MMO is a ridiculous claim that is patently and unequivocally false, and it should probably be removed to save us some embarrassment.
Also, PriitK didn't invent Skype, but he did contribute Continuum's highly advanced protection code to it, among other things.
*COUGH*Netrek*COUGH*
Also equating in-beta dates to claims of being canonical launch dates is a nuts thing to do anyway. regarding comparisons. i mean it's like claiming mac os x did a lot of things in 1994 being ahead of microsoft windows 95's release
A similar "LONGEST RUNNING MMO!!!" case is WarBirds which also had a 1998 retail launch and had betas back to 1995 when it was Confirmed Kill. It's even on Steam. not f2p though, and there's also the similar case of history misinformation.
http://store.steampowered.com/app/365620/
Can't vouch for what TotalSims did for it though. I only recall my days on it as an Interactive Magic title in 98.
The only other game on steam that is almost as epic as subspace is broforce.
Larger scale MUDs go back at least several more years, including GemStone which was (and is) a commercial game, but the simple fact is that this was the first MMO because the term didn't exist before then. I'm pretty sure Jeff Petersen came up with it - though it was Meridian 59 that first used it in marketing, and they also have a fair claim to the title.
Don't be fooled either by the downward defining of "massively multiplayer" we're seeing today, where 64 players and a leaderboard or lobby in the form of a worldmap supposedly means massive. This is not a 64 player game. Meanwhile, every legitimate modern MMO that I can think to name does its level best to separate players, and responds to large concentrations with instancing and phasing. At the time of its release, Subspace's arenas were capped at 150 players, and the game can handle more than that.
There are few other games - if any - that can do this without creating an unplayable situation. Subspace thrives on arenas this size, with dozens of large teams pursuing their own goals, claiming territory for the hell of it, and fighting over bizarre and unsanctioned goals. And no tricks to separate them except for good level design. I can think of no other game that actually benefits from having this many people in one room, except for asynchronous RPGs like Urban Dead. And even then, just Urban Dead.
In short, this isn't just the oldest MMO, it might still be the only MMO.