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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

#71
post #8

The promise of alpha/beta era UO really died quickly. Even more rapidly not long after that once EQ showed up and redefined the genre. There 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…

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

#72
post #40

Earlier quoted context omitted.

Or the extinction of the California grizzly within 75 years of gold being discovered. It’s a common pattern — maybe the issue isn’t with the game…

I would be far more likely to hunt a species to extinction in a fictional video game where it doesn’t remotely matter at all than in real life.

So being wired to find that entertaining is a good thing?

Regardless, given what we're seeing in real life I'm not so sure the appeal is limited to video game activity.

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

#73

Earlier quoted context omitted.

I would be far more likely to hunt a species to extinction in a fictional video game where it doesn’t remotely matter at all than in real life.

So being wired to find that entertaining is a good thing? Regardless, given what we're seeing in real life I'm not so sure the appeal is limited to video game activity.

Humans have hunted for nearly the entirety of their existence. Mammals' forms of play simulate predation and evasion. Whether or not it's a good thing is subjective, but that humans innately find some forms of violence entertaining is pretty clear.

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

#74
post #56
post #48

The two things I loved most about UO: * no opt-in required PVP with full looting * the bugs / exploits I had a very high bounty. :D The chance that you could actually lose months worth of work always made the game heart pounding exciting when you were running for your life. Favorite bugs: * mage/carpenter could build tables, stack them, teleport to the top, and jump through people’s roofs to loot houses * stealing we…

Keep in mind that players like yourself are precisely the reason games like this don't really exist anymore.

Except for the bugs, a lot of this sounds great to me. I haven’t played an MMO style pvp game since Interplay (yes, dial-up modem banks) and this is the first tine an MMO game description has sounded fun to me.

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

#75

Earlier quoted context omitted.

I would be far more likely to hunt a species to extinction in a fictional video game where it doesn’t remotely matter at all than in real life.

So being wired to find that entertaining is a good thing? Regardless, given what we're seeing in real life I'm not so sure the appeal is limited to video game activity.

I have friends with hunting ranches where I could go shoot anything I want, like Axis deer, Ostriches, etc. I don't hunt. When I played UO I killed thousands of rabbits to get pelts to raise my tailoring skill. I don't see how these correlate whatsoever. I've also mowed down people in Grand Theft Auto but am very cautious around pedestrians in real life.

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

#76

23 comments so far and few if any seemed to be troubled by the fact the game players we're so willing to kill __everything__. Untethered?

I was actually part of the player population at the time. My friends and I would wait for mountain goats to spawn so that we could kill them and take their hides -- goat hide was the easiest way to acquire leather to make armor and sell for an outsize amount of cash for the effort and skill. I think it also improved a couple important stats. We were not the only players employing this strategy.

So from what I recollect as a player the killing was economically motivated rather than motivated by ultraviolence. Not sure if that's any better...

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

#78
post #48

The two things I loved most about UO: * no opt-in required PVP with full looting * the bugs / exploits I had a very high bounty. :D The chance that you could actually lose months worth of work always made the game heart pounding exciting when you were running for your life. Favorite bugs: * mage/carpenter could build tables, stack them, teleport to the top, and jump through people’s roofs to loot houses * stealing we…

Apropos of nothing, I've always found the behavior of the players of MMOs and online games one of the clearest telltales that sociopathy is a lot more prevalent that most people think it is.

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

#79
post #49

I've seen plenty of articles along this line, but the author always seems to blame the players for the system failing. To me it looks like their ecological model failed because it was deeply flawed. Real ecologies aren't really closed systems. There's generally constant energy coming in from the sun, and that energy is the limiting factor. Humans, at a simple level, build wealth by preserving the products of this ene…

>Real ecologies aren't really closed systems.

Neither was theirs — things spawned! It was just overexploited, much like our own ecosystem.

>Humans, at a simple level, build wealth by preserving the products of this energy.

A rose-colored summary.

We also frequently engage in futile activities that seem profitable, but in fact destroy wealth by failing to appropriately manage the biogeophysical life-support system of Spaceship Earth. See our current ecological collapse - climate change, soil erosion, wilderness destruction, higher rates of species extinction, aquifer pollution/depletion, overfishing, ocean acidification, ocean plastics, etc.

What is ecologically optimal should also be what's economically optimal, because ultimately they're part of the same overall system. The imaginary economy/ecology divide (like the imaginary human/environment divide) is itself a source of inefficiency, because it incentivizes ignoring problems by pretending to push them "outside the system."

If we can't make economy and ecology align our species is SOL & JWF — shit out of luck and jolly well fucked.

In my opinion, this is the biggest and most intractable of the possible Fermi Great Filters. Not destroying ourselves with nuclear weapons or nano-goo, but restraining our own species from self-annihilating global ecocide via perverse economic incentives (aka "Capitalism, the Bad Parts™").

The free market is an incredibly powerful decentralized decision-making tool, but it should be used to enhance humanity's long-term survival rather than undermine it.

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

#80
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…

How are objects created in the first place? If I like your object, can I just make another one that looks exactly the same?

By using the simple in-game 3D modeller, or by using an external 3D modeller and importing meshes. Plus time writing or adapting scripts in SL's scripting language, if there's any interactivity needed.

It is a similar amount of effort to what goes into making the equivalent object in a 3D game, and if you have the skills and the time, sure, clone other people's stuff, or make your own riffs on them!

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