Massively Multiplayer Online First-person Shooter Games Codexery

Huxley (video game)

A discontinued MMOFPS blending twitch shooting with persistent character progression.

Huxley (video game)

Runner1928 · CC BY-SA 4.0

Huxley (Korean: 헉슬리) is a discontinued multiplayer first-person shooter for Windows, developed and published by Webzen Games Inc. It featured persistent player characters, blending the fast-paced action of twitch shooters with the character progression and expansive environments typical of MMORPGs. A planned Xbox 360 version was put on indefinite hold and eventually cancelled.

The game was originally intended to be cross-platform, but this feature was dropped, as announced at the 2008 E3 Expo. In February 2007, Webzen sold the rights to operate the game in China to The9 for $35 million, reportedly the largest export deal for a Korean-developed game at the time. NHN USA obtained distribution rights in June 2008, releasing the first English closed beta via its ijji portal in June 2009. This initial test was limited to a small number of users over two weeks, with keys available globally through ijji and in the US and Canada via FilePlanet. A second closed beta began in late July 2009 and ran until August 12, allowing many more players to participate; its final two days included a high-volume stress test open to all ijji account holders. In April 2010, Huxley was integrated with the Hangame game portal and entered open beta on May 3. NHN USA transferred publishing duties back to Webzen in August 2010. The Korean service was discontinued in December 2010.

The story is set in a near future where Nuclearites bombard Earth, causing catastrophic earthquakes, tsunamis, and climate change that isolate continents and throw humanity into chaos. Survivors dream of peace, but conflict erupts between humans and mutants, leading to racism, oppression, and war between two factions: Sapiens and Alternative. Central to the war is a powerful energy source called Lunarites, created by the scientist Huxley, who may be humanity’s savior. Both factions fight for the Lunarites and their own survival. Despite the name, Webzen stated the story was only inspired by Aldous Huxley’s *Brave New World*, not directly tied to it. The visual style was compared to the *StarCraft* series, popular in South Korea where the developer is based.

Gameplay was fast-paced and team-oriented, combining elements of twitch shooters like *Unreal Tournament* with the character advancement and large worlds of MMORPGs such as *World of Warcraft*.

Quick Facts

Title
Huxley: The Dystopia
Developer
Webzen Games Inc.
Publisher
Webzen Games Inc. / NHN
Composer
Kevin Riepl
Engine
Unreal Engine 3
Genre
MMOFPS
Modes
Multiplayer, single-player
Platforms
Microsoft Windows
Released
KR · May 3, 2010

Facts from the source article.

Lore & Background

Huxley was initially planned as a cross-platform title, but at the 2008 E3 Expo press conference that feature was excluded from development. In February 2007, the contract to operate the game in China was sold to The9 for $35 million USD, reportedly the largest export transaction at that time for a Korean-developed game. In June 2008, NHN USA secured the rights to distribute Huxley via its ijji portal, and in June 2009 released the first English closed beta test via ijji.com. The initial test had a small number of users over two weeks, with keys available globally through ijji and in the US and Canada via FilePlanet.

Reader's Guide

Huxley represents an ambitious but ultimately unsuccessful attempt to merge the fast-paced action of twitch shooters like Unreal Tournament with the persistent character progression and large social spaces of MMORPGs such as World of Warcraft. Its development history illustrates the challenges of cross-platform and cross-region game publishing in the late 2000s. The game's initial promise of supporting up to 5,000 players in cities and over 100 in battles was scaled back due to engine and budget changes, ultimately supporting 64 players (32 vs. 32) in Battlefields. The sale of Chinese distribution rights to The9 for $35 million in 2007 was a notable milestone for Korean game exports. Despite a soundtrack recorded by an 80-piece orchestra and a visual style reminiscent of StarCraft, the game failed to maintain a lasting player base, with the Korean service ending in December 2010. Huxley's legacy is as a cautionary tale of overambitious design and the difficulties of sustaining a hybrid MMOFPS in a competitive market.

Did You Know?

Roots in Academic Computing and the First Graphical Worlds

Long before commercial gaming companies or the modern Internet existed, students on university mainframe computers were experimenting with text-based multiplayer adventures. Titles like Rogue and Dungeon, running on the PDP-10, introduced persistent shared worlds that would become foundational to the MMO concept. The leap from text to visuals came in 1986 when Kesmai released Air Warrior on the GEnie online service, marking the first graphical multiplayer online game. Kesmai subsequently upgraded the title with three-dimensional rendering, claiming the distinction of the first 3D MMO. The genre's commercial footing was laid by Kesmai's GemStone series on GEnie and by Neverwinter Nights, which debuted on AOL in 1991 as the first MMORPG to include graphical elements. Early technical constraints were severe: Neverwinter Nights initially supported only fifty simultaneous players, a ceiling that expanded to five hundred by 1995. These pioneering efforts, born in academic and small-service environments, established the persistent-world architecture and cooperative play structures that would define the genre for decades to come.

The Late-1990s Boom and the Rise of a Dominant Franchise

The final years of the 1990s witnessed a wave of landmark titles that transformed the MMORPG from a niche curiosity into a mainstream phenomenon. Realm Online, Meridian 59 (the first fully three-dimensional MMORPG), Castle Infinity (the first designed specifically for younger audiences), Ultima Online, Underlight, and EverQuest all arrived in quick succession, each pushing the genre's boundaries. By the turn of the millennium, multiple MMORPGs were simultaneously hosting thousands of players, a dramatic leap from the fifty-player cap of 1991. This infrastructure growth paved the way for juggernauts like World of Warcraft and EVE Online. World of Warcraft in particular became the genre's commercial anchor, sustaining eight to nine million monthly subscribers worldwide. Even after losing roughly one million subscribers following the Wrath of the Lich King expansion, the title retained its position as the most popular Western MMO. In 2009 it commanded a 58 percent share of the Western subscription MMO market, and between 2005 and 2009 it accumulated over 2.2 billion dollars in consumer subscription spending.

Virtual Economies and the Blurring of Real-World Finance

A defining characteristic of most MMOs is the presence of in-game currency that players earn, trade, and accumulate, creating virtual economies that increasingly intersect with real-world financial systems. This interplay was not new; even Ultima Online featured exchanges of real money for virtual goods. As these economies grew more complex, the need for professional oversight became apparent. CCP Games made headlines by hiring the first dedicated real-life economist to analyze and advise on the production and trade systems within EVE Online. The economic significance of these virtual worlds was quantified in December 2003 when the Financial Times published an analysis valuing the virtual property in EverQuest. The resulting per-capita GDP of 2,266 dollars would have ranked that virtual nation seventy-seventh in global wealth, comparable to real countries like Croatia, Ecuador, Tunisia, or Vietnam. Tensions also arose between game publishers and third-party services selling in-game currency, with publishers citing intellectual property and terms-of-service violations while sellers argued they were trading the time and labor invested in acquiring virtual goods rather than the digital data itself.

Crossing Platforms and Expanding Beyond Fantasy

Although the MMO genre originated and thrived primarily on personal computers, its reach steadily expanded across hardware and thematic boundaries. The sixth-generation console era brought titles like Phantasy Star Online to the Dreamcast and helped establish Xbox Live as a platform for online play. EverQuest Online Adventures appeared on the PlayStation 2, while Final Fantasy XI achieved the notable distinction of spanning multiple console systems simultaneously. The mobile frontier opened in 2001 with Samurai Romanesque, set in feudal Japan and distributed through NTT DoCoMo's iMode network in Japan. Later mobile entries such as CipSoft's TibiaME and Biting Bit's MicroMonster (which supported both online and Bluetooth multiplayer) broadened accessibility further, and SmartCell Technology developed Shadow of Legend to let players continue sessions on a mobile device while away from a PC. Thematically, the genre branched well beyond fantasy into science fiction with titles like Mankind, Anarchy Online, EVE Online, Star Wars Galaxies, and The Matrix Online. As developers applied MMO mechanics to other genres, new subcategory labels such as MMORTS emerged, and the umbrella term MMO solidified as a generic descriptor. AI-controlled characters, including quest-giving NPCs and hostile mobs, remained staples of MMORPGs while appearing less frequently in action-oriented MMO variants.

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Frequently Asked Questions

What is Huxley (video game)?

Huxley is a discontinued MMOFPS for Windows created and published by Webzen Games Inc. It merged the rapid gunfights of a twitch shooter with persistent character progression and sprawling environments borrowed from MMORPG design.

What made Huxley different from standard multiplayer shooters?

Instead of resetting each match, Huxley let players keep a persistent character whose skills and gear carried over between sessions. This meant you could grind, level up, and build a long-term identity while still playing fast-paced first-person combat.

What happened to the Xbox 360 version of Huxley?

A cross-platform port for Xbox 360 was part of the original plan, but Webzen dropped that feature at E3 2008. The console version was placed on indefinite hold and never shipped, leaving the title Windows-only.

When did Huxley shut down and why is its lifespan notable?

Open beta launched on May 3, 2010, yet Korean service was terminated by December 2010—less than eight months after launch. That extraordinarily brief run has made it a frequently cited example of an MMOFPS that failed to sustain a player base.

Who developed and published Huxley?

Webzen Games Inc. handled both development and publishing, though the publishing label later shifted to NHN USA before reverting back to Webzen. The game's music was composed by Kevin Riepl.

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