Match of the Millennium

motm.kicks-ass.net Port 2002

Updates

Welcome to Match of the Millennium! An All New Battle Awaits!

What do you see beyond your fist? Join the fight now with our all-new and easily accessible application process, read the most recent published scenes, or check us out at motm.kicks-ass.net, port 2002!

Previously, On Match of the Millennium:

November 2nd, 2010: After some consideration, we've decided to adapt Rage of the Dragons to MotM theme as official FCs. These characters will be receiving stats over the next couple weeks, but if you're interested in one you can get started on the app - and let us know which ones to build up first. There may be some storyline tweaks here and there, but for the most part this game's theme adapts well into our own.

October 8th, 2010: An ill wind blows, stirring a fire that has smoldered for two-thousand years. To those who would cleanse this world, the wars that have raged -- Thailand, Southtown, Taizhou -- prove humanity unfit to rule. A white letter, stamped with a blood-red seal, lies in wait for warriors from sea to sea. Another reckoning is coming -- but who will be present to stand against it? Players are gathering to form new teams in preparation for the next King of Fighters, coming January 2011! Characters can train in preparation using our revamped Advancement system that directly rewards players for their RP and encourages heightened drama and development; new team members may easily enter the fray with our improved application; players can take a load off at the re-opened and revised OOC combat Floating Island.

Are You A Bad Enough Dude for Text-Based Fighting?

Sure, you are. Or at least you will be, when you see what we have to offer:

It's No Sin to Be Mighty: Match of the Millennium boasts the most balanced, nuanced, and immersive combat system of any game of its kind, and players are encouraged to master its intricacies. Some have said that we are two games in one -- being both cooperative role-playing endeavor and competitive turn-based battle of wits -- and indeed, the original vision for our combat system was one that, like a fighting game, could be pushed to its limits by canny players without ever being exploitable. We are very proud of the result: one that, like all great games, allows complex possibilities to arise from simple fundamentals. But crucial to the success of this approach is our culture, of which we are equally proud: one that firmly values role-playing over character power or player skill. Fundamentally, characters compete, but players cooperate -- to create a story that all can enjoy. Remember, it's no sin to be mighty at Match of the Millennium, but here, true victories are always shared.

New Challengers Welcome: Jump right in to the action with our new streamlined application process, or design your own character and freely choose the level of power and experience you wish your creation to begin at. Our new and innovative approach distinguishes between Supporting and Core Feature Characters, separating them not by power or popularity but by the amount of background knowledge required to adequately role-play them, thereby allowing new players unfamiliar with the theme to still start at whatever skill level they find most interesting and learn about the world as they go. Many fighting game characters can be sufficiently summarized with a paragraph and their unique look or style; precisely part of the appeal of a game like Match of the Millennium is fully realizing a living character from a cool or memorable template. It is our hope and ambition that all players do just that over the course of play -- but not our expectation that they have done so before they begin.

All Our Battles Make Us Stronger: Currently in development, our revised advancement system puts players in control of their characters' destinies, earning Advancement Points for all time spent in-character -- no matter whether fighting or socializing, winning or losing -- which may be spent at will to incrementally increase a character's power. Though we currently base points gained on logs published, we allow players to decide for themselves which scenes contained character development deserving of greater reward. We thus emphasize regular -- even if brief -- intervals of role-play, thereby encouraging a consistent and diverse presence on the grid and further cultivating a vibrant world and narrative, while also being focused as much on quality as on quantity. We ask that at certain important stages in a character's advancement, players describe to us how their character has evolved through role-play and where they may be headed. We never, however, hold players hostage to any expectations -- only encourage that such a direction, whether organically arisen or pre-conceived, rises always to the forefront.

We Can't Give it Up: Above all, Match of the Millennium is a welcoming, non-judgmental social environment, where players of varying backgrounds and interests come together to create an ever-evolving story together. That we are simultaneously cooperative and competitive -- and winning at this game ain't so easy -- demands creativity and maturity in equal parts, and again and again our players have arisen to that challenge. Street Fighter and King of Fighters may be, with the occasional exception, two-dimensional, but our characters never have been. When all is said and done, we're committed to supporting and evolving a game we have all come to love, and we want you to be a part of it too. And if you're still unsure: hey! Come on! Stand up! Go for it, man!

(Last updated October 8th, 2010.)

Older Updates

May 5, 2010: Since the last update almost two years ago... *cough*, we have added Team Up attacks to the CSYS to let players combine their own moves to form more powerful ultra techniques! We have also had the Long Live the King TP that had Southtown under siege for a few long months, the YFC4 fundraiser tournament... and now Jinchuu 2 is well under way! It's not too late to get in on the action. Players can be folded into the ongoing plot in each round. Log in and check it out!

Aug 20, 2008: Traits are open for being applied for. Just send a revision request in to the admin email once you've picked out what fits your character! Visit Traits Preview for all about the traits.

July 1, 2008: Okay, going forward, Perks are now called Traits! So forget everything you ever heard about Perks and absorb this nice preview of this all new Trait system that you've never heard of before! Traits Preview

June 26, 2008: Here's a sneak peak at more Perks and other information as this new system continues to develop: Perks Preview

June 22, 2008: One of the biggest new features under development for MotM is the introduction of Character Perks into the combat system. Perks are minor buffs, most of them passive, that help further differentiate different character builds. They're usually associated with personality traits or characteristics of a fighter's style. The list of possible perks keeps growing as players continue to submit their own suggestions for this exciting new feature.

March 21, 2008: Check out MotM's IC community magazine at: New Challenger!

March 11, 2008: The old character policy limited one to 2 FCs and 1 OC or 2 OCs and 1 FC. This has changed. Going forward, staff will allow players to app 3 FCs or 3 OCs on a case by case basis. Speak to a member of staff to make sure before applying for a 3rd character.

April 16, 2007: Welcome, welcome! Folks who have never played on MotM before may now apply for Original Characters if they talk with a staffer first. For specifics, please log onto the game and read the MotM Changes board.



All "Feature Characters" on MotM are copyrighted by Capcom and Playmore SNK (and its other various corporate names such as SNK Neo Geo). Many of the settings and histories are also copyright of their respective owners. MotM has modified some of this content for its own use, but such modification and use are not intended as challenge to these copyrights. Original Characters are property of their creators and applicants. Website design, coding, and original content © MotM unless otherwise specified.