Dogpatch Press

Fluff Pieces Every Week

Tag: MMO

History of Furcadia, the Guinness Record-winning furry MMO, and Q&A with co-creator Dr. Cat 

by Patch O'Furr

In the early days of the internet, on dialup BBS’s and the pre-smartphone web, many fans knew they were furry before it had a name. When they logged on to find each other, a home PC became a fantasy portal for instant chatting with other talking animals. It was thrilling because who wants to play a regular human? Some haters treated them as the black sheep of nerds, but looking back, they were the first wave of a major force in the culture.

In the late 1980’s and 90’s, MMOs/MMORPGs (Massive Multiplayer Online Role Playing Games) popularized internet communities for fun. MMO’s were an evolution with graphics added to text-based MUDs (Multi User Dungeons) and MUCKs; starting in the 1970s, these were often accessed through universities. Some let users build their world, and were significant to early organized furry fandom, like FurryMUCK (1990), Tapestries MUCK (1991), FurToonia (1994), Sociopolitical Ramifications (1994) or TigerMUCK (1994). Eventually World of Warcraft grew to dominate MMO’s with millions of users.

The furry MMO Furcadia was at the front.

Furcadia facts:

  • It was founded in 1996 by Dr. Cat (Felorin) and Talzhemir, with many other contributors.
  • In its heyday, it was called the largest online furry community (- wikifur) with tens of thousands of users. It was also one of the first freemium online games.
  • Dr. Cat (below): “In the 1990s, I feel like I was one of the first people to move, along with the rest of the fledgling new online games and MMO segment of the industry, from a vision of ‘Games as a Product’ to ‘Games as a Service’… Furcadia started out as one of the very first significant scale user created content games in the industry.”
  • A 2003 Gamespy article reviewed its part in indie game development, and placing as an award finalist at the Independent Games Festival.
  • In 2010, it earned a Guinness World Record for being the longest-running social MMO.
  • In 2012, Furcadia raised $106,835 in crowdfunding to develop a full-game overhaul called “Second Dreaming”.
  • Weird: years before My Little Pony: Friendship Is Magic existed, Furcadia had an MLP environment that had Nazi Ponies vs. a Resistance, to fan regret.

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BioMutant: a fuzzy new RPG experience is incoming!

by Rune AngelDragon

Rune’s Furry Blog showcases “people within the Furry Community… their characters, life, thoughts, and beliefs”. It also covers furry issues and media plus some personal blogging. Rune joins other guest posters to Dogpatch Press like Andre Kon (What’s Yiffin’?) and Arrkay (Culturally F’d). Welcome Rune! – Patch

Originally, when I heard about BioMutant, I wasn’t sure whether or not it should be featured on my Furry Blog or my Gaming Blog— so I just put it on both!

The last time I saw cute, little, fuzzy creatures being the main stars of ANY console RPG, was when I learned about TERA. Did I ever play it? No…

But for those who love the MMO-scene, and especially for furries, this was a huge deal. When it comes to RPGs on consoles, I don’t ask for much. I don’t care the race of my characters so long as there’s a bit of customization involved (even if it’s just a difference in your appearances based on weapon or armor equipped).  If the game has a deep-story, I’m all set.

If I want character customization, I just stick to my PC-MMORPGS like World-of-Warcraft or Guild Wars 2… but I must say that after reading about BioMutant, I’m actually curious to see what more it will offer in the future.  With it being on the XBOXone, I’m actually considering making this a part of my purchase wish-list when it hits the market.

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Furcadia had amazing funding success, so they’re throwing a party for you today.

by Patch O'Furr


Wikipedia says that Furcadia holds “The Guinness World Records title for the longest continuously running social MMORPG.”  (That’s all the research you get, because I have to post this with mere minutes of preparation! Whee!)

Furcadia’s founder Dr. Cat (AKA Felorin) tells me:

“We hit our $250K funding goal to finish up our 32 bit client, and we’re throwing a HUGE celebration of it this Saturday (April 4)! The team will be live-streaming all day as well as doing stuff in-game, and we’ll be showing off some of the 32 bit editors and artwork we’ve been making, and more.”

More about this news is on their journal.

Their funding appeal achieved it’s highest level, offering stuff like “a full 32-bit client for Windows, new layout & user interface, Redo ALL of the default patch art in full 32-bit,” – new places to explore and more:

$250,000 – Super Super Awesome Bonus Level 

Getting this level of funding would be like a dream come true for us at DEP, Catnip and the whole community. We will all celebrate our accomplishments together!

I said to Dr. Cat: “2400 backers means $100 average, that sounds like a healthy amount each… I’m guessing it’s unexpected and awesome to hit the highest level.  Why now?  How is it budgeted?  Any local connection for this story?”

He said:

“Our core team lives and works in Alamo, California. (I actually commute to San Francisco for a day job at another game company currently.)  That’s Emerald Flame, our Executive Producer & Head Designer and Community Director (along with a lot of other hats), Game Designer Gar, and company founder, President, Programmer, Game Designer Dr. Cat. We manage a team of folks all over the country & the world, all of whom we met originally in Furcadia (that’s where I found Emerald & Gar too!) We have a team member in Southern California too, Ninja – as well as people in Canada, Germany, and England.

Our core team is still paid from Furcadia’s revenues, the Kickstarter & followup fundraiser money has gone entirely to pay a mixed group of a little fulltime staff with a lot of part-timers, commissioned pieces of art, and some volunteers to stretch the money as far as possible. We built Furcadia initially with two people and $50,000 back in the mid 90s, where most MMORPGs took at least a couple million to make, even then. We have a lot of experience getting the most out of a small budget – most game companies would take millions of dollars to do the amount of development work we are squeezing out of $250K. If we didn’t have a lot of people highly passionate about this game & willing to work at a modest rate (and also hugely talented), we couldn’t do what we do.”