Earlier quoted context omitted.
>The truth is though there was no “bad experience”, it was all just an experience. I mean there absolutely were bad experiences. Griefing drove lots of players away, which is why they implemented Trammel.
You approach that from a game design perspective to reduce the reward and set bounds on how much fun a player is allowed to destroy maliciously and what kind of counterplay is available, but if you completely eliminate it the world loses a lot of its drama. Conflict drives narrative.
Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
131–140 of 168 posts
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#132UO was the only game that I've ever played where you had "commoner" players. A lot of players failed to scale up, or to obtain top notch equipment. But the game was fun even for underpowered players, so they kept playing. The really powerful players were famous, like celebrities. It's very different from modern games, where each player looks like the fantasy version of a Marvel super hero.
yes, this really nails it. UO didn't chase "endgame content" which, imo, is the bane of today's multiplayer games. Designers expect everyone to max out and reach the end of the road so everyone is the same in the end.
In an odd sort of way I suspect UO would have been better off had it come out a year or two earlier. It'd not have been remotely as popular, but wouldn't have attracted such a large crowd. And because they drew from a much larger crowd than the intended audience there were a lot of people who got disgruntled. But it makes sense because the game was literally not designed with their desires in mind.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#133UO was the only game that I've ever played where you had "commoner" players. A lot of players failed to scale up, or to obtain top notch equipment. But the game was fun even for underpowered players, so they kept playing. The really powerful players were famous, like celebrities. It's very different from modern games, where each player looks like the fantasy version of a Marvel super hero.
This is such a good observation. UO had a real economy and social hierarchy because power wasn't handed to you. You could spend months as a fisherman or tailor and still have a meaningful experience. The gap between a grandmaster swordsman in full plate and a guy selling fish at the Britain bank was enormous, and both of them were having fun. Modern MMOs are theme parks where everyone gets the same ride (with pay per…
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#134Earlier quoted context omitted.
This is such a good observation. UO had a real economy and social hierarchy because power wasn't handed to you. You could spend months as a fisherman or tailor and still have a meaningful experience. The gap between a grandmaster swordsman in full plate and a guy selling fish at the Britain bank was enormous, and both of them were having fun. Modern MMOs are theme parks where everyone gets the same ride (with pay per…
> UO had a real economy Sort of. They disabled big parts of the "real economy" in beta. Turned out that players didn't like it that NPC shopkeepers kept standard working hours and didn't want to buy their 5000 skullcaps from their skill grinding. Likewise they even more quickly got rid of the real ecology feature, both because it was computationally intensive but also because players would strip mine the ecology.
Players didn't buy those 5000 junk skullcaps either. They wanted stuff that was actually valuable, which meant those practice items were recycled or thrown in the trash.
I remember when the UO team added trash barrels and created the "Clean up Brittania" event. The game's servers were struggling to deal with large numbers of these junk objects that people littered on the ground so the devs decided to enlist the players' help cleaning it up, just like a real-life public park cleanup project! Players got rewarded special items based on the amount of junk they cleaned up.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#135Earlier quoted context omitted.
Well, it was kind of the only game in town. Sure, you had Dark Sun Online and Meridian 59, but in 96/97 you were playing UO if you liked the idea of online worlds. I think the barrier to entry is the equivalent of several complete, fun, balanced single player games operating together in balanced harmony. Not impossible, but highly improbable.
Btw, I've never met a player of Meridian 59, but seeing YouTube videos about it, it might have been popular in my community if we had access to it at the time. Looks super interesting, although it didn't age well, of course.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#136Ahhh this takes me back to playing on various private UO and DAoC servers. Part of that experience is why I am a developer today. Cool name for a project like this along with the art!
Same here! tinkering with private servers is what got me into programmig in the first place. There's something about reverse-engineering a game protocol at 15 that hooks you for life. Thanks for the kind words on the name and art!
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#137Earlier quoted context omitted.
> UO had a real economy Sort of. They disabled big parts of the "real economy" in beta. Turned out that players didn't like it that NPC shopkeepers kept standard working hours and didn't want to buy their 5000 skullcaps from their skill grinding. Likewise they even more quickly got rid of the real ecology feature, both because it was computationally intensive but also because players would strip mine the ecology.
They disabled NPC participation in the real economy. This gave way to the real player economy which took place in player-run shops built inside player-owned and customized housing. Players didn't buy those 5000 junk skullcaps either. They wanted stuff that was actually valuable, which meant those practice items were recycled or thrown in the trash. I remember when the UO team added trash barrels and created the "Clea…
But that's what I meant by "sort of", as it wasn't the pure simulation that was originally promised. Another example was that all the early dupe bugs created a real need for serious gold sinks that weren't planned into the original design.
Even WoW had a player economy via the auction house, and that's about as dumbed down as an MMO gets. Though I agree that the evolution of the player run markets, plus the eventual vendor support added by DD & crew were cool.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#138The sad thing is i see this and think: "Who owns the UO IP now and how litigious are they?"
Ultima Online launched in September 1997. The first "offline emulator" launched in October. Emulators became playable by mid 1998. https://www.uox3.org/history/timeline.txt
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#139UO was the only game that I've ever played where you had "commoner" players. A lot of players failed to scale up, or to obtain top notch equipment. But the game was fun even for underpowered players, so they kept playing. The really powerful players were famous, like celebrities. It's very different from modern games, where each player looks like the fantasy version of a Marvel super hero.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#140I like seeing how more projects use .NET, which is a great platform.
Thanks! I've been developing in .NET for 20 years and it's come a long way , from the Windows-only Framework days to what it is now. NativeAOT, cross-platform, incredible performance. And if you've never tried it on Apple Silicon the M4 chips are absolutely insane. The server compiles to a single native binary and runs like a dream on ARM.