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-…
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
#92SHATTERED PIXEL DUNGEON
Re: Ultima Online spent years developing a system that was destroyed by players
#93I 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-…
Surprisingly similar for me, I even released my first piece of software on the runuo forms (maraks script creator haha). Never translated to working in software (couldn't afford college lol), but it did leave me with a hobbie I still do today, and love.
Re: Ultima Online spent years developing a system that was destroyed by players
#94Earlier 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…
That was the point I was trying to make. I'd like to add, there's a current advert for an Xbox game, the backing track is the Beach Boys "Wouldn't it Be Nice." In any case shooting galore...as a Xmas gift? We're on the cusp of legit virtual reality and our goto is still kill kill kill? This is why we can't have nice things.
The fact that we've managed to relegate this behavior to the virtual world, rather than the real one, seems to be a good thing to me.
Re: Ultima Online spent years developing a system that was destroyed by players
#95The 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.
Re: Ultima Online spent years developing a system that was destroyed by players
#96Earlier quoted context omitted.
My understanding was that part of the problem was that they expected more of the RPing MUD crowd to show up, not the typical gamer crowd. Whether or not their calculations would have been similarly incorrect even if their userbase predictions were spot on is another question altogether
The Catskills server was the roleplay server and it had actual die-hard roleplayers, the Origin storytellers (counselors? I forget) did a lot of work to help them with events, etc. For instance an entire clan (Shadowclan Orcs) took over the NPC owned Yew Orc Fort. There were big Pirate groups too in Buc's Den. I remember the Paladins of Trinsic, Yew Militia and the Undead (they may have been called something else? Th…
They were so ahead of their time with pretty much everything. Abyss was cool and all, but do you remember Santa's Slay?
Re: Ultima Online spent years developing a system that was destroyed by players
#97I 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-…
This is absolute magic to me. Wow. It sounds like an absolute dream. It is my opinion that the possibilities of a shared, persistent, virtual world were never fully realised. The description you make: of a fantasy world, persistent, vast, "real" (as in, internally consistent and fair), a world you can live in... modern MMOs offer absolutely none of that. It's a shame.
It speaks volumes that probably the best realisations of the MMO were... Ultima Online, Star Wars Galaxies, maybe Everquest? Maybe even some primitive MUDs and, oddly enough, a couple Minecraft servers. Instead we're stuck with WoW (and its clones), which was an excellent game in its own right, but it wasn't a true MMO in the sense above described.
Re: Ultima Online spent years developing a system that was destroyed by players
#98Earlier quoted context omitted.
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.
Says the person using a throwaway account to offer a medical diagnosis from their armchair office to someone they’ve never met, solely based on a comment about a video game they played 20 years ago.
Re: Ultima Online spent years developing a system that was destroyed by players
#99The 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…
I'm absolutely stealing this. It summarises how I feel about modern MMOs vs the endless possibilities of a shared, persistent, virtual world that I think were never truly realised. (see my other post)
Re: Ultima Online spent years developing a system that was destroyed by players
#100The 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.
[0] https://en.wikipedia.org/wiki/Stanford_prison_experiment