Saved
RPG · Strategy

Lineage (video game)

A tax-collecting, castle-sieging NetHack clone that made MMORPGs about power, not story.

Worth your time?2.5/5No.The brief is enough.What works, what does not, who it is for ↓
10:43in productionCh. 1 · The First Castle/ 10:43 · ceiling 15 min
4 chapters · 10:43Ceiling 15:00

The brief is written and checked. The video joins this page when it is cut.4 chapters · 1 min read · 10:43 planned

Read the brief

Lineage is a medieval fantasy MMORPG developed and published by NCSoft. It launched in September 1998 as the company’s first game. It is built on NetHack’s stat, monster, and item systems with MMO mechanics added.

Chapters & takeaways4
  1. 1:13
    The First Castle

    Lineage was NCSoft’s first game—and its launchpad into the MMORPG business.

  2. 3:02
    Borrowed Bones

    Its RPG bones came from NetHack—not D&D—and were stretched, not reimagined, for 1998’s dial-up masses.

  3. 4:44
    Tax, Not Terrain

    Castles aren’t landmarks—they’re levers. Sieges change who collects taxes, who sets rates, and who controls trade.

  4. 6:45
    Rules That Enforce Conflict

    Only Princes lead bloodpledges. Only chaotic players get hunted in towns. PvP isn’t optional—it’s the default state.

1 more chapterFewer chapters
Worth your time?

No. The brief is enough.

2.5/ 5
What works
  • castle siege–centric economy creates tangible stakes
  • bloodpledge-based warfare enables large-scale, player-driven conflict
  • alignment shapes moment-to-moment world interaction
What does not
  • support solo progression
  • allow non-Prince leadership of bloodpledges
  • offer safe spaces for levelling
Play it if
  • players who want to test group loyalty, tax policy, and siege logistics in real time
Skip it if
  • players who prefer narrative coherence, class parity, or safe spaces to level up alone
Who should play it, and who should skipHide who it is for
The written brief1 min read

What the game is

Lineage is a medieval fantasy MMORPG developed and published by NCSoft. It launched in September 1998 as the company’s first game. It is built on NetHack’s stat, monster, and item systems with MMO mechanics added.

How it actually plays

Players choose one of seven classes and begin killing monsters or completing quests for loot and experience. Alignment shifts affect NPC and guard behaviour—chaotic characters are attacked on sight. PvP is unrestricted outside safe zones. Castle sieges drive the economy: bloodpledge members fight to seize castles, then tax purchases in nearby cities. Only Princes can lead a bloodpledge.

What works

The castle siege–centric economy creates tangible stakes: owning a castle grants direct economic leverage over neighbouring cities. Bloodpledge-based warfare enables large-scale, player-driven conflict. Alignment shapes moment-to-moment world interaction—not just lore, but consequence.

What does not

It does not support solo progression. Chaotic alignment triggers immediate hostility from guards, blocking access to towns without constant evasion or realignment. The Prince-only bloodpledge leadership rule excludes six classes from strategic command. Its borrowed NetHack systems lack tuning for persistent multiplayer pacing.

Who it is for, and who it is not

It is for players who want to test group loyalty, tax policy, and siege logistics in real time. It is not for players who prefer narrative coherence, class parity, or safe spaces to level up alone.

Is it worth your time

It is not worth your time unless you seek a pre-World of Warcraft blueprint of large-scale MMO conflict built on NetHack’s stat and item logic. It demands persistent group coordination, tolerates chaos, and offers no solo sanctuary.

Same strand · RPG4 of 103
9:36
Diablo (video game)Blizzard · 1996Diablo (1996) is an action role-playing dungeon crawler developed by Blizzard North and published by Blizzard Entertainment for Windows. Players navigate procedurally generated levels using mouse-driven movement and keyboard-based spellcasting. Dungeon themes shape layout—catacombs feature long corridors, caves are non-linear. Quests are randomly assigned from tiers; only the final two are mandatory. Items degrade with use and are destroyed at zero durability. Griswold the Blacksmith repairs them for a fee; Warriors may self-repair at durability cost. Staves enable spellcasting without spell knowledge or mana. The game establishes a tight, friction-driven loop: explore, degrade, return, repeat—until the final two quests gate the end.
8:15
Mother 3Nintendo · 2006Mother 3 is a Nintendo-published multiplayer RPG. It uses top-down party exploration, rhythm-activated turn-based combat, XP-driven permanent stat growth, equipment-based attribute boosts, hot-spring healing, and frog-mediated saving. Dragon Power serves as late-game battle-earned currency. It offers a tightly authored, environmentally embedded RPG loop—but its most distinctive mechanics arrive late and remain narrowly scoped.
10:28
Suikoden IIKonami · 1998Suikoden II is a PlayStation RPG by Konami (1998) that ties narrative, recruitment, and strategy into a single arithmetic: level gaps dictate XP, rune slots dictate magic, and sidequests dictate who joins your army. It refuses to explain itself — and rewards attention to its systems with structural integrity, not spectacle.
9:00
Aion (video game)NCSoft · 2008Aion (2008) is an MMORPG by NCSoft that merges PvP and PvE into a single territorial combat system—confined to the Abyss and Balaurea—where Legions battle players and NPCs alike for fortress control using siege weapons from PvE raids. Skills unlock in fixed chains, with later abilities more powerful and strictly dependent on earlier ones. Faction-based PvP is limited to opposing races, with no exceptions outside duels, the Arena, or Panesterra. Controlling a fortress funds the Legion and grants faction-wide vendor discounts and travel perks. The design demands coordination, sequencing discipline, and commitment to a rigid zone-and-race framework.
Up next in Games

Lost Ark (video game)

Smilegate · 2018 · 9:24

Lost Ark trades story for scale—and makes you love the grind.

9:24