Ultima Online spent years developing a system that was destroyed by players
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Re: Ultima Online spent years developing a system that was destroyed by players
#2Re: Ultima Online spent years developing a system that was destroyed by players
#3A great source for more information on the design of UO (including some bits on the ecology system if you dig deep enough) is Raph Koster's blog: https://www.raphkoster.com/tag/ultima-online/
Re: Ultima Online spent years developing a system that was destroyed by players
#4Re: Ultima Online spent years developing a system that was destroyed by players
#5Re: Ultima Online spent years developing a system that was destroyed by players
#6Economies are hard, as are game economies: https://www.raphkoster.com/games/snippets/the-evolution-of-u...
Re: Ultima Online spent years developing a system that was destroyed by players
#7Re: Ultima Online spent years developing a system that was destroyed by players
#8There were other cool ideas beyond the ecology that got the axe pretty quickly. For instance originally NPC shopkeepers kept hours so you had to show up when they were around. Player didn't like this as it was inconvenient so they made them permanently stationed.
Similarly there was a live economy, shopkeepers would only buy things that they needed/wanted, and prices were tied to supply/demand. However players demanded the ability to dump all of their junk to shopkeepers as a way to generate money. A common pattern was that players would have mountains of skullcaps due to building their tailoring skill, but were then upset when no shop would buy 3000 skullcaps from them.
Ultimately it became clear that more would be players preferred "a CRPG where other people happen to be playing" than "a virtual world", so be it.
Re: Ultima Online spent years developing a system that was destroyed by players
#9The price of pelts should have dropped to zero from the oversupply.
Re: Ultima Online spent years developing a system that was destroyed by players
#10It had to be balanced around the main carnivore species ruling the online world, the players. Which apparently wasn't done, and then simple respawn with some simple dynamic rules based on population and rate of death, would have done it much better.