Farewell, Rarebit.
Long ago, perhaps even the greatest supporters of The Matrix Online may have resigned themselves to the possibility that MxO might never receive its rightfully deserved critical, pop-cultural, or artistic appreciation. Most of us were just pleased to be part of a diversion that possessed a dynamic storyline, fostered a close-knit player-staff community, and extended a thought-provoking universe.
Maybe more than any other massively multiplayer online role playing game, MxO had substantial dramatic-arts, philosophical, scientific, & esoteric components and contained contemporary socio-cultural & political commentary.
If you were to read a review of MxO even in any of the best-known gaming publications, you might never find out these other levels existed. Perhaps the Matrix Online wasn't destined to sell the millions of copies like the most successful MMO currently, World of Warcraft. Perhaps it wouldn't be the Matrix if it tried to be like WoW.
In 1999, at the turn of a new century, the Wachowski brothers prompted us to ask the question, "What is the Matrix?" With that question driving viewers, the movie placed emphasis on the importance of independent thought. Instead of assuming that their audience would favor only one broad interpretation, the Wackowski's allowed each fan to arrive at his own conclusions.
The Matrix was multi-layered (omni-layered) in parallel to the real world; the curiosity inducing symbols were borrowed directly from humanity's history. Even the most perceptive fans and staff were often likely to miss hidden layers of meaning here or there. In the vein of one lofty interpretation, the task of completely understanding every layer of the Matrix would be almost akin to deciphering the known great mysteries of the universe in totality.
Through the guise of a video game, the Matrix Online was a gallery of electronic art, rich with weighted ancient symbolism brought into the context of the height of contemporary civilization. Everyone involved became a part of a grand experiment; opposing viewpoints straight from the great philosophers of history dueled in this digital playground.
But you didn't need to be an armchair philosopher to be intrigued by the game; it was enough that the ‘Extreme Falling Kick' looked incredible. Like the movies, the philosophy was there if you wanted to see it, but the deep questions could simply function as icing on a cake of visually stunning effects.
When the user took part in a live event, he wrote a continuing script with every other participant. Events in the Matrix Online so greatly immersed the player that we saw the players' personalities come through their characters; it was enjoyable to decipher why someone picked the organization they did. You had the open society of E Pluribus Neo contrasted to the guarded secrecy of the Cypherite point of view, the aristocracy of the Merovingian compared to the highly structured meritocracy of the Machines.
So, Ben, you picked a great game to work on and eventually lead. The Matrix Online has a unique place in the overall world of video games that points to future trends that are still yet to hit the mainstream. Maybe it was a little too hip for its time for everyone to jump on board; just know that the people that did take this journey with you have been positively affected by your contributions.
In the last half-decade, we've opened our eyes a little bit more to the world around us, and I hope that you have learned something positive from us in turn.