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sempiternal  1/29/07 3:15:26 PM

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The original producer and director of Ultima Online, Lord British & Lord Blackthorn:

 

If Ultima Online is ever going to be recognized as more than the grandfather of MMOGs and the MMO with the greatest reversal of potential ever, there are two major points that need serious attention;

 

1.  Believable World.  When Lord British and Lord Blackthorn were in charge of Ultima Online, the integrity of the medieval virtual world was strong and healthy.  Ultima Online was at it’s finest, it was a believable medieval fantasy virtual world and was therefore highly immersive; more than any game previous.  This immersion is the “magic” that current UO and many newer MMOs lack.  There were very few limits on the freedoms of players and almost all aspects of the game world were interactive and dependent upon the actions of players.  The game focused on and revolved around the players themselves, not the content.  It was the community and people that were important to the game experience, not the pre-programmed NPC content.

Under the supervision of British and Blackthorn, UO did not have giant cartoon-like snowmen and snowflakes, rainbow colored armor, purple spikey-haired elves,  flip-flop wearing ninjas, or neon swords with statistics plastered all over them.  All aspects of the game fit the medieval theme.  Building a reasonably believable world must have originally been one of the main goals and visions for Ultima Online.

In addition, Ultima Online was a quality product and the gameplay was highly balanced; it's likely that the developers, including British and Blackthorn, were some of the most experienced players and used their first-hand gameplay experience to further develop UO.  Lord British and Lord Blackthorn were probably the filters that kept most of the poor development ideas out of their virtual world. Because, after they left UO, the floodgates opened with all sorts of foolish game development occurring, such as mirrored attached worlds with two different sets of rules.  The original game balance and virtual world that Garriott and Long had created was destroyed by the Electronic Arts Inc. employees that were appointed to take over.

The Electronic Arts replacements:

After over seven years of poor development from Electronic Arts, Ultima Online is limping along as a hodge-podge MMOG.  UO has become nothing more than a conglomeration of ideas stolen from other successful MMOGs and therefore no longer offers players a unique experience.  There's very little reason left to play UO, since the same PvM game designs that UO is now copying are found in newer MMOGs offering better graphics and technology.  The integrity of the world is also ruined with forcefields, parallel worlds, the ability to carry items in death, infinite NPC supplies, giant insect mounts, ridable pastel colored dogs, and even sunglasses; EA might as well add laser cannons at this point - it would not hurt the game that much more.

Clearly, the goals and visions of creating a reasonably believeable medieval virtual world were lost when the talent left UO and EA took over.  The virtual world began to suffer as it was torn apart and morphed into a mere online PvM content game by the sophomoric MMO developers that followed. Origin Inc., will always be known as the first company that created a truly massive online world and Electronic Arts Inc. will always be known as the first company to destroy an online world.

 

2.  Heroes & Villains.  "Without villains, there can be no heroes.” A game, or any entertainment medium, is flat, predictable, and utterly lacking in conflict, tension, and suspense without a worthy intelligent villain, see The Worthy Villain .  “The villain is the main source of conflict and tension and suspense -- those necessary qualities in all of literature. Without a worthy villain, there cannot be a worthy hero. Whether the hero wants to win back the love of a woman, escape from prison, rescue a child, nail a serial killer, or save the world, his quest must be difficult and its outcome uncertain if we are to keep turning the pages. That’s the job of the antagonist. As Christopher Vogel writes in his essential book THE WRITER’S JOURNEY, “The function of the Shadow [villain] in drama is to challenge the hero and give her a worthy opponent in the struggle.”

An online world is no different, if there are no worthy villains, then there are no worthy heroes; the game lacks conflict, tension and suspense and our interest in participating in such a game is much more easily lost. When Ultima Online was a virtual world full of villain players, there was always a large portion of the player base actively playing the game, even into the wee hours of the night.  It was the conflict that drove the game. The game was exciting enough to play that it was always highly populated with active players. Even though there may still be 100,000 Ultima Online subscriptions left today, its painfully obvious that most do not spend very much time playing Ultima Online anymore.

Forum Poll

Did you play Ultima Online pre-Renaissance?

Aye!
Nay!
(login to vote)

 
richard22182  1/29/07 3:46:06 PM

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Dragons are not friendly animals. You can’t walk up to them and say hello with out being eaten!

 being a uo veteran myself i agree completely with the need for a better storyline, however  i believe that ea needs to atleast attempt to revamp the gameplay and the game itself before in game content. It also appears that however badly they are attempting to once again make a good storyline. Onen thing that i noticed has turned off more players than anything is the imbalance in templates. There is always one orn two gimp templates, which will eventually get nerfed and be replaced by others. and some parts of the game have literally been abandoned by ea such as fishing and several other skills. It seems to me as if ea is simply trying to make as much money as possible off of uo  before it dies which they seem to believe is soon. They utilize  the game almost as a testing program for their programmers and designers. I do disagree with your statement claiming that uo currently sucks. It had definitely gone ionto a great decline, however even with the several stupid ideas by the devs including trammel, and loss of content for reds Ultima online is still dwarfs every other mmorpg that i have played, and i am optimistic  yet cautious about the upcoming expansion

Obee  1/29/07 5:48:09 PM

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Elves, ninja, artifacts, and the fact that they refuse to open a single server that is set up with the pre-Renaissance ruleset (Siege isn't the same thing) would be my answer.  I'm also not sure how much credit you can give to Richard Garriott for UO.  He was pretty much involved in remaking Ultima IX several times while UO was being developed.  The last good game I think Garriott was truely involved in making was either Ultima V or Ultima VI.
 
Ohaan  1/29/07 10:32:39 PM

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Be like water

Kudos Sempiternal
While I have been away from UO for a long time I still hold the original game and Garriot's work in high regard. Your posts reflect the sentiments of many a UO vet.

Some people may say that UO is not great but it doesnt suck when you factor in its age and the competition. However compared to the original game, following the Origin philosophy modern UO DOES suck... hard. EA changed the game from being a progressive gaming concept into a simple cash cow.

Most will agree that Trammel was the first nail in the coffin, for me the last was the ninjas (c'mon wtf?!). Since then there have been so many more nails (elves, insurance, relics, etc) that this coffin is permanently sealed.

I have read several interviews with Richard Garriott and if you read between the lines it appears that the departure was not all that pleasant. Can't imagine what it was like to have a bunch of bean counter knuckleheads move in and tell you that despite your game being a success, that they know better...

Garriott quote from Gamespy interview:

But even today, I wish that things had worked out better with Electronic Arts. It's ironic that the top selling online product at EA, even today, is Ultima Online. We constantly tried to tell them that we understood the online game business and give advice, but the company had a very different agenda. Even the four or five other massively multiplayer games they've launched have flopped compared to Ultima Online.

On the one hand, I feel vindicated that we were giving good advice, but unfortunately there was a substantial disagreement as to the future of online gaming there, and it just wasn't possible to sustain the relationship.

 
MachoM  1/30/07 2:35:24 AM

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UO is the laughing stock of MMOs now?  It seems to have just been blended into the rest of the MMO market
 
kishe  1/30/07 6:33:17 AM

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firefighter lvl90

sad thing is...no matter how much ea tries to ruin uo...no other mmo still has even quarter of its depth
 
MaeEye  1/30/07 10:16:31 AM

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Wrath of the CowBell King

Originally posted by kishe
sad thing is...no matter how much ea tries to ruin uo...no other mmo still has even quarter of its depth
Which is really sad, honestly.  Think about it, UO was way ahead of it's time.  Richard and Long were geneius when they developed this game.  UO was a masterpeice, simple as that.  It was a game that, of course had it's flaws, but the freedom and depth outweight the flaws in the game.  This was the first time you could actually log in a game, be someone else and interact with people just like you.  It's sad to see interview about UO these days with Richard in them.  You can really sense the love that he had for that game.  I will never doubt Richard for what he has done, he has made a game that will forever live in my memories.  I miss Ultima Online, I miss seeing Lord British and Blackthorn in the game.  I miss reading the player submited stories posted on UO.com and I just miss old time UO, period.
outthislife  1/30/07 1:45:29 PM

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