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Ultima Online spent years developing a system that was destroyed by players

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161–170 of 195 posts

Re: Ultima Online spent years developing a system that was destroyed by players

#161
UO was an amazing experiment in self-organization and survival in the world with little protection. At least for a while.

The initial pre-facet gameplay basically split between the protected town space and free-for-all wilderness. As soon as one wondered outside town guard area, anything could happen - you could attack anyone and anyone could attack you, costing you all you carried. Or nothing could happen. That was the genius of the game play - just like in the real world, once you went out into the wild, it was you against all.

In this vacuum of law, guilds emerged that controlled and protected parts of the wilderness. You joined one of them and helped build society from scratch. Patrols were organized, crime was fought. Turf was defended. Crafters were protected.

A pseudo medieval society emerged with their own casts and hierarchies. All shards were different.

At the time, I played Pacific shard for the MOD guild. Then the rule change came that ended all of this - they split pvp and non-pvp realms. This is when the wipeout happened.

Without the pvp players, the non-pvp realm became overrun. You could sit and wait in the most dangerous dungeon for hours to get a chance to slay a dragon. Previously, this was prevented by pvp players attacking the dragon hunters, now people could just kemp out in the most valuable armor and carrying most valuable weapons. Things you wouldn’t think of using before for fear of losing them to another player were now fair game.

Many of the veteran players retereated to the Seige Perilous shard with extremely punitive rules and hard game play, but many left. Siege lasted for 3-4 years for me before I finally gave up.

In the end, the lawless, ruleless gameplay that required society to emerge was such an amazing experience that I’ll be forever thankful to the devs for allowing us to experience it. Such things help one understand and believe in humanity, despite all our flaws and the few bad apples that emerge.

Re: Ultima Online spent years developing a system that was destroyed by players

#162

UO was an amazing experiment in self-organization and survival in the world with little protection. At least for a while. The initial pre-facet gameplay basically split between the protected town space and free-for-all wilderness. As soon as one wondered outside town guard area, anything could happen - you could attack anyone and anyone could attack you, costing you all you carried. Or nothing could happen. That was…

PVP is player vs player, where you can kill or be killed by other players.

UO has a complex reputation and title system to help with this. Murders actually counted and had a price in game play.

Re: Ultima Online spent years developing a system that was destroyed by players

#163
post #30

Earlier quoted context omitted.

> 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. That's not really a problem with the shopkeepers. It's a gross mismatch in how difficult they made it to progress in skill versus the artificial aggregate demand for those products. If your game design requires that your players craft 3,000 o…

Well, the big problem is that most craft skills weren't difficulty-based. That is, you had a fixed chance to craft anything based on your skill, each attempt made the same exact progress towards improving your skill, and skullcaps used up the least amount of cloth. I think some items may have been gated based on your skill, in that you couldn't attempt them until you passed a certain skill level, but that was it. Wit…

That sounds a bit off - mining was next to worthless to start with as you gained it very fast. Probably 50 smith, 50 tinker would be better.

Re: Ultima Online spent years developing a system that was destroyed by players

#164

I was the original lead designer on Ultima Online and the key designer of this system. A few notes, because this article has MANY inaccuracies. 1. Ultima Online wasn't even in development for three years total. An early prototype was February to September 1995, done by Rick Delashmit. Starting late August and early September 1995, the core team showed up. We showed the game at E3 in spring of 1996 in alpha form. We s…

Just want to say a huge THANK YOU for your work on UO!!!

Re: Ultima Online spent years developing a system that was destroyed by players

#165

I was the original lead designer on Ultima Online and the key designer of this system. A few notes, because this article has MANY inaccuracies. 1. Ultima Online wasn't even in development for three years total. An early prototype was February to September 1995, done by Rick Delashmit. Starting late August and early September 1995, the core team showed up. We showed the game at E3 in spring of 1996 in alpha form. We s…

Hi Raph, I don't normally do the fanboy thing, but you are an idol to me. 12-year old me grew up reading your UO patch updates regularly. When I found your personal blog a few years ago I think I spent a week straight reading through it. UO remains the only MMORPG that I have ever played that felt like a truly immersive virtual world. It ruined all MMO's that came after it for me. I played the WoW beta for about two…

You're welcome, I guess. Assuming you like your career.

Re: Ultima Online spent years developing a system that was destroyed by players

#166

I was the original lead designer on Ultima Online and the key designer of this system. A few notes, because this article has MANY inaccuracies. 1. Ultima Online wasn't even in development for three years total. An early prototype was February to September 1995, done by Rick Delashmit. Starting late August and early September 1995, the core team showed up. We showed the game at E3 in spring of 1996 in alpha form. We s…

Just want to say a huge THANK YOU for your work on UO!!!

You're welcome!

Re: Ultima Online spent years developing a system that was destroyed by players

#167
post #42

MMOs as virtual worlds are really hard. Red Dead Redemption online has all the great graphics, but play is mostly people randomly killing other people. No plot. This is a big problem with MMOs - big working worlds can be built, but mostly people just kill each other. Look at the success of Fortnite - 8 million peak concurrent players. Second Life has a functional economy, but no NPC ecosystem. The economy is driven b…

I tried to build a business on SL back in 2007. Secundavita was a replica of St.Francis’ church in Assisi. Big success, except for the money part. I ended up finding a job at AWS through second life. Not a bad outcome.

How?

Re: Ultima Online spent years developing a system that was destroyed by players

#168
post #114
post #42

MMOs as virtual worlds are really hard. Red Dead Redemption online has all the great graphics, but play is mostly people randomly killing other people. No plot. This is a big problem with MMOs - big working worlds can be built, but mostly people just kill each other. Look at the success of Fortnite - 8 million peak concurrent players. Second Life has a functional economy, but no NPC ecosystem. The economy is driven b…

This is why I always thought that big penalties in MMOs would be interesting. In Minecraft you have "survival" servers, if you die you can't re-join the server for seven days.

That's hardcore mode, but I get your point

Re: Ultima Online spent years developing a system that was destroyed by players

#169

Earlier quoted context omitted.

You mention RDR as if it was an MMO (which it obviously is not), and omit Eve?

How is RDR:Online not an mmo?

The same way any other session-based multiplayer game, like any Counter-Strike or DOTA or Fortnite are not an MMO. MMO has "massive" in the name, as in "massive amount of players that you can interact with in one game session", and usually implies public spaces that are persistent and can be visited by any player freely.

Although, I must admit, the distinction is much less clear now than it was, say, 10 years ago.

Re: Ultima Online spent years developing a system that was destroyed by players

#170
post #97
post #39

I owe my career to this game. I was totally obsessed with UO from the moment I logged in for the first time and created my character, a crafter who was primarily a miner/blacksmith. That’s the thing about UO... nobody was the hero, everyone was just trying to survive and thrive in their own way; whether that meant crawling the dungeons as a warrior, bard, tamed, or caster; terrorizing those same dungeons as a player-…

>That’s the thing about UO... nobody was the hero, everyone was just trying to survive and thrive in their own way; whether that meant crawling the dungeons as a warrior, bard, tamed, or caster; terrorizing those same dungeons as a player-killer out to strip the dungeon crawlers of all their loot and gear; or, spending your days baking bread or running your own player shopping mall, your only limitation was your effo…

> ... a fantasy world, persistent, vast, "real" (as in, internally consistent and fair), a world you can live in...

Incidentally, are you aware of the LitRPG genre in fantasy? It's pretty much that, in literary form.

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