Emil Chronicle Online
~ the goodbye ~
This one was territorial at the contract layer, which is a cleaner form of distance than most graves get to claim. Emil Chronicle Online did not fail to reach Turkey through indifference or bad translation. It was licensed out one region at a time by named operators: Southeast Asia and Oceania in December 2006, mainland China a month later, Malaysia and Singapore in 2009, Indonesia through a local publisher until 2012. Every place it could legally be played was on a list, and no version of that list ever had a line for where I live. In 2005 I was twenty-one and at university in Ankara, which was the right age for this game and the wrong continent by a distance no amount of wanting would have closed.
The game was developed by Headlock and published by Gravity and Broccoli, and it opened on Japanese servers on 24 November 2005. The premise sat on a joke about scale. Your character stayed physically small and visually cute no matter how far into the game you got, while the numbers attached to that character grew into the tens of thousands, so a screen of adorable figures would be resolving damage totals that looked like accounting errors.
Underneath the art it was a real system. There were four races and thirteen job classes, and progression ran through pets and a marionette mechanic rather than through the equipment ladder that every western MMO of the period used as its spine. That choice is most of why it lasted twelve years. It did not have to compete on gear, so it never had to run the treadmill of expansions that gear games need to stay alive.
~ the chronicle ~
| Born | 24 November 2005, Japanese servers |
|---|---|
| Peak | licensed into China and Southeast Asia between 2006 and 2009 |
| Killed | 31 August 2017 |
| Lifespan | eleven years and nine months |
| Made by | Headlock, published by Gravity and Broccoli |
| Killed by | GungHo deciding a twelve-year-old client could not be brought forward |
~ the breakout ~
The licensing push came fast. Infocomm Asia Holdings took Southeast Asia and Oceania on 18 December 2006, and The9 picked up mainland China on 17 January 2007, less than a month later, at a point when The9 was one of the largest operators in the Chinese market. Run Up launched a Malaysian and Singaporean service on 3 July 2009.
Almost none of it held. The Malaysian service closed after about a year. Indonesia lasted until 4 October 2012 under WaveGame. Each of these was a separate company running its own server under its own contract, and each one made its own decision to stop, which is how a game can be described as popular across Asia while quietly having nowhere left to play outside Japan. The regional licensing model that got it distributed is the same model that let it disappear in pieces without anybody calling it a death.
~ what got buried with it ~
GungHo Online Entertainment posted the termination notice on 11 May 2017 and gave the reason plainly: it could not keep the game up with what players had come to expect. That is an unusually honest thing for an operator to write. A 2005 client running a 2005 renderer against players who had spent the intervening decade on phones was not a problem that patching solves, and rebuilding it was never going to pay for itself against the audience that remained.
The Japanese servers went off on 31 August 2017, eleven years and nine months after they came up. What went with them is the part that has no archive: a world that ran on being small when everything around it was competing on being large, held together by a mechanic almost nobody outside Japan ever got a legal way to touch. There is no offline mode and no private server anybody has kept running. The game exists now as screenshots and as a shutdown notice, in a language most of the people reading about it cannot read.
~ leave a rose ~
an anonymous tribute. one rose per visitor per day.
@}-->-- ... roses left here
~ leave a wreath ~
a rose fades by morning. a wreath stays on this grave for good, with your name on it.
from $1, paid once through stripe. it keeps the graveyard running: the hosting and the nightly digging. adopt it and the headstone reads "maintained in memory by" you. the groundskeeper plants new wreaths at the next tending, usually within a day.
» one email a week: new graves and the anniversaries of the dead. subscribe
other gaming: Disney Infinity, GAZOO METAPOLIS, Kendall & Kylie, FunOrb
also died in 2015-2019: Elfwood, Disney Infinity, Yahoo! Category
~ leave a note ~
visitors before you have left these graveside notes. anonymous welcome.