ultima online

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  • Crowfall's Gordon Walton on how Trammel impacted classic Ultima Online

    by 
    Justin Olivetti
    Justin Olivetti
    02.02.2015

    With Ultima Online's second expansion in 2000 (yes, 2000) came a copy of the world, a facet called Trammel where non-consensual PvP was forbidden. Ever since, the current and former UO community has debated whether this was a brilliant or terrible move. Now we have the word from former Executive Producer Gordon Walton, who discussed Trammel on the Crowfall forums. "I regret some (but not all) of the outcome," Walton began, going on to explain that the rampant PvP was driving away over 70% of new players to UO. The creation of Trammel doubled the playerbase, but he said that it disenfranchised the hardcore PvPers who now had to prey on each other instead of PvEers. "I also learned from my UO experience that it's really hard to change a brand," he wrote. "Inherent in the UO brand was the fact it was a gritty, hard core world of danger. We were not successful in bringing back the (literally) hundreds of thousands of players who had quit due to the unbridled PvP in the world (~5% of former customers came back to try the new UO, but very few of them stayed). We discovered that people didn't just quit UO, they divorced it in a very emotional way. But we did keep more of the new players that came in by a large margin, significantly more than than the PvP players we lost."

  • The Game Archaeologist travels to Nexus: The Kingdom of the Winds

    by 
    Justin Olivetti
    Justin Olivetti
    01.29.2015

    I confess that I have a particular fascination for MMOs that came into existence in the 1990s. It's not only the fact that I was oblivious to them at the time (er, wild college days?) but that practically each and every one of them were true pioneers in their own fashion. And while your standard MMO fan might think that there were only three such games in that decade (four, if they are gracious and include Meridian 59), the truth is that there were far more of them. Today we are going to look at one of the most important MMOs to emerge from that time period, Nexus: The Kingdom of the Winds, although its influence was primarily located in Korea while being vastly downplayed in North America. Still, here's a successful MMO that not only beat Ultima Online out of the door by a year but has since won a Guinness World Record for longevity!

  • One Shots: Christmas leftovers

    by 
    Justin Olivetti
    Justin Olivetti
    01.18.2015

    You guys! Even though Christmas is well and over, you're still sending me wonderful screenshot presents! I'm blushing. I don't even know what to say other than, "You rock! Also, no butt pictures!" Our first non-posterior shot is from reader Jake, who braved the heart of a volcano for this vista: "Here's a picture of my Dracolyte in Trove after having finished a really cool dungeon that took me down into the depths of a volcano. After a while, you start to see similar dungeon types repeated, but this was a new one for me. I kept expecting to see a conflicted hobbit contemplating a ring as I descended the volcano, but alas, nothing but lava beetles and an ember dragon." What will we find when we descend into the rest of our player-submitted screenshots for this week? Hopefully more than lava beetles!

  • The Game Archaeologist: How DikuMUD shaped modern MMOs

    by 
    Justin Olivetti
    Justin Olivetti
    01.03.2015

    Even though there are hundreds and thousands of MMOs spanning several decades, only a small handful were so incredibly influential that they changed the course of development for games from then on out. DikuMUD is one of these games, and it is responsible for more of what you experience in your current MMOs than you even know. Of course, that doesn't mean everyone knows what DikuMUD is or how it shaped the MMOs that came out after it. You might have seen it used as a pejorative in enough comments that you know it is loathed by many gamers, but I find that there are varying degrees of ignorance about DikuMUD in the community. What is it, exactly? Why is it just the worst? And is it really the worst if we like the games that can point to this text-based MMO as a key ancestor? Today we're going to dispel the mystery and myths of DikuMUD to lay it out there as it was and is today.

  • The Daily Grind: What's the ideal crafting style for an MMO?

    by 
    Bree Royce
    Bree Royce
    12.26.2014

    There's a lot of hate for "clicky" crafting in MMOs -- you know, the old "click a button, crafted item pops into your bag" trope. I'd call it the World of Warcraft style, but MMOs all the way back to Ultima Online did crafting that way. And this might sound crazy, but even as a hardcore crafter, I don't actually mind it. Everything in a video game comes down to clicking or mousing or typing. What matters to me is whether the crafting itself matters in the game. Even though the final combine in Star Wars Galaxies amounted to clicking a button and having something pop into my bag, there was a whole chain of resource collecting and experimentation and component creation and luck along the way, and since the economy was player-driven, most of what I was making had relevance to other players. Personally, I'll take that plus simple clicking over a time-wasting, irritating minigame-style of crafting any day, but I'd love to see innovation in how we craft too. What do you think -- what's the ideal crafting style for an MMO? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • New studio ArtCraft creating MMO with 'real skill, real risk, and real consequence'

    by 
    Justin Olivetti
    Justin Olivetti
    12.23.2014

    Heads up, MMO fans -- there's a new player on the scene. Industry vets J. Todd Coleman and Gordon Walton have come together to form ArtCraft, a studio that's making a mystery MMO with "real skill, real risk, and real consequences." "We're building something completely different, completely unique. We believe the MMO industry has grown stale. It's time to create something new," Coleman stated. Coleman and Walton have worked on many MMOs, including Shadowbane, Wizard101, Ultima Online, and Star Wars Galaxies, and they say they are building an "all-star" team for this new project. The teaser website for the game asks, "Where did we go wrong?" with the MMO industry and vows to take chances with this new game. There's a countdown timer on the site (62 days as of the writing of this article) and a sign-up for the beta. [Source: ArtCraft press release]

  • Shards lead dev talks skill caps, pickpocketing, and more

    by 
    Jef Reahard
    Jef Reahard
    12.11.2014

    Citadel Studios CEO Derek Brinkmann was interviewed by Worlds Factory this week, and the subject of course was indie sandbox Shards Online. The piece explains Shards' debt to both Neverwinter Nights and Ultima Online, the latter of which Brinkmann helped develop. He explains Shards' current skill cap (each skill tops out at 50 while the total cap is 250) as well as everything from hirelings and tamed companions to housing, pickpocketing, and guild wars!

  • One Shots: Nowhere to hide

    by 
    Justin Olivetti
    Justin Olivetti
    11.23.2014

    Generally, I don't like to be pessimistic, but I have to say that things don't look good for reader Brad here. Sooner or later his childish game will fall apart, and when that happens, it will be all teeth and claws and slavering fangs. But at least it's for a good cause, right Brad? Oh, it's just to level up his skills. "To get your skills up in Ultima Online, you had to use them over and over," Brad explains. "As they got higher, you had to do more difficult things with some skills. This was me trying to up my hiding skill. Lets just say, trying to hide in front of this many Ophidians, was not easy... but I was gaining skill! They could not get to me up here." Who here feels bad for the Ophidians? Raise your hands please. I thought as much.

  • Ultima Online publish brings holiday gifts, veteran rewards

    by 
    Bree Royce
    Bree Royce
    11.20.2014

    You might forgive 17-year-old Ultima Online for long stretches between patches, but fortunately, you don't have to. The antique sandbox's Halloween event is now over, being replaced yesterday with a new patch that ushers in the winter holiday event and its attendant gifts. This year, Santa's bringing us a fireplace, a plant grinder, a power scroll book, and "a steam powered beverage maker that can be used in conjunction with the cooking system to create new items listed in the 'Beverage' section of the cooking menu." Yum. The update also includes a new monthly game hunting competition sponsored by the Skara Brae Ranger's Guild, with special hunter-themed rewards like a new title and weapon. PvPers can look forward to a new leaderboard to track PvP progress in the still-fresh vice-vs.-virtue PvP system, and long-term players will find new veteran rewards are available, including new statuettes for youngish accounts, an ethereal hell hound mount at the 15-year-mark, and a sewing machine and smithing press for sevenbies.

  • Working As Intended: Niche MMOs vs. the everything box

    by 
    Bree Royce
    Bree Royce
    11.14.2014

    The MMO industry has lately focused on niche titles, niche communities, niche gameplay. It's not one particular niche, mind you. It's lots of different niches, all being catered to in different titles: PvPers, sadistic gankers, raiders, dungeoners, roleplayers, crafters, explorers, achievers, soloers, storygoers, casuals, hardcores, builders, destroyers, the I'm-skipping-class-for-a-week-to-play-games kids, the I've-got-five-minutes-what-can-I-play parents. There's an MMO or two out there for pretty much every one of us -- and for almost no one else. So we dutifully buy the one that beckons directly to us, one of these small-minded "MMOs" that offer rewards for a certain playstyle or two but wilfully disregard every other imaginable playstyle. We applaud these games for having the guts to embrace being "niche" because we are convinced that having lots of little niche games is diversity. And then we wonder where all the players are.

  • The Daily Grind: Do you actually use your MMO house?

    by 
    Bree Royce
    Bree Royce
    10.31.2014

    Every time I go off on a tear about how Star Wars Galaxies' and Ultima Online's houses were so amazing for merchants and traders because of player vendors, one of you always snaps me back to reality: "That's great, Bree, but most MMOs don't have vendors. Most MMOs don't give houses a point at all." Some of them have tried -- WildStar's homes can provide buffs, Lord of the Rings Online's provide teleports and cheap materials, and lots of games offer safe resource harvesting of one form or another in your home or plot or instance. But most MMO housing boils down to mini-sandboxes where you can build and decorate, so I can understand why MMO gamers might just go play Minecraft or The Sims or another offline game where they can build and decorate in peace and without the interference of grinds and cash shops. Still, I always decorate my houses and do my best to make use of them when I get them; I like the sense of ownership I feel over that tiny piece of pixelated land. What about you -- do you actually use your MMO houses? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Daily Grind: What's your favorite piece of MMO swag?

    by 
    Bree Royce
    Bree Royce
    10.26.2014

    A Reddit thread posted by curious swag-mongers working for indie MMO hopeful Das Tal inspired today's question: What's your favorite piece of MMO swag? Me, I have a few pieces that I've kept. Some cloth maps and cards from Ultima Online. All the paper maps from City of Heroes. A couple of World of Warcraft stuffies, though admittedly I've let the kids maul them. I'm not super sentimental with my stuff, but even I have a few trinkets I decided to hang onto over the years. What about you folks? What's your favorite piece of MMO swag? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Ultima Online dares you to seek the Treasures of Doom

    by 
    Bree Royce
    Bree Royce
    10.21.2014

    Ultima Online's publish 87 arrives on all shards today, bringing with it Halloween gifts as well as a fresh round of 17th anniversary gifts meant as an apology for their tardiness. The patch introduces a new Halloween event, Treasures of Doom, which funnels players into the dungeon Doom. Artifacts collected inside the dungeon can be traded to new NPC researchers stationed outside in return for brand-new titles and loot items, including named lanterns, unique slayer bonus buffs, and several pieces of high-end gear. The update also installs bug fixes for the vice vs. virtue PvP system, trade quests, and enhanced client. The game's standard trick-or-treating events run until November 19th, while the Treasures of Doom promotion continues until December 1st and won't resume again until Halloween next year.

  • The Daily Grind: Do you play on your MMO's public test server?

    by 
    Bree Royce
    Bree Royce
    10.07.2014

    Even after they're officially launched, many MMOs still maintain public test servers where volunteers can help the devs test out upcoming content (or at least sneak a peek at it). I am not usually one of those players, but long ago I spent a lot of time on Ultima Online's test center. UO made it super easy to test by allowing players to boost their characters skills and giving them a bank full of resources. In fact, I knew players who loved the flexibility and lack of grind so much that they considered the test shard their home shard in spite of the wipes, and even today game-wide events are still held there so that people from all servers can attend. Do you spend time on MMO test servers post-launch? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Daily Grind: How should MMO quests be delivered?

    by 
    Bree Royce
    Bree Royce
    10.03.2014

    I was tinkering in Ultima Online last week when I spied something I had forgotten about: quest givers with yellow exclamation points over their heads! In Ultima Online! The much-maligned mechanic has even retroactively invaded ancient sandboxes. But I started to wonder what MMO players would accept as a mechanic for quest delivery. World of Warcraft's exclamation points are hated, Star Wars Galaxies' mission terminals seemed artificial, WildStar fans complain about pop-up quests, and there's no way I'd want to go back to EverQuest's keyword-based quest text. Hail, a_quest_giver_001! So how, exactly, do you want your MMO quests doled out? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Return to Britannia campaign starts tomorrow in Ultima Online [Updated]

    by 
    Justin Olivetti
    Justin Olivetti
    09.30.2014

    For the entire month of October, Ultima Online will be running another Return to Britannia campaign in the hopes of luring both the old guard and the new generation for the game's 17th anniversary. From October 1st through the 30th, former players will be able to return to the game for free, mirroring previous Return to Britannia events. There's a lot to celebrate in UO these days above and beyond its birthday. The game recently implemented its Publish 86 with the vice vs. virtue system, added more sea adventures, and is working on a new UI for the enhanced client. You can check out video of the 17th anniversary festivities after the break. [Update: Players are reporting that the Return to Britannia campaign is not resurrecting very old accounts.]

  • The Daily Grind: Are character bios due for revival?

    by 
    Bree Royce
    Bree Royce
    09.30.2014

    One of my favorite things about classic MMOs is that they refused to give up on the "RPG" part of MMORPG. As in a tabletop game, in classic MMOs you were often given an opportunity to write a biography for your character, then import it into the game and attach it to your profile in some way so that other players could read it. In some games, having a superb character bio could snag the attention of a gamemaster and land you even more recognition in the form of a badge or achievement. It bothers me that these little touches are missing from so many modern MMOs. They don't take much effort on the part of the designers, and they sell the impression that creativity still matters, that your character is more than just a chat handle and a suit of armor. Are character bios due for a revival? Did you ever or would you use the option in your game of choice if you could? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Think Tank: Remembering our first MMOs

    by 
    Bree Royce
    Bree Royce
    09.25.2014

    This week, my very first MMO, Ultima Online, turns 17 years old in what can only be an intentional effort to make classic MMO gamers feel very, very old indeed. I've been thinking a lot about the game and returned to it recently to scope it out, so for today's Think Tank, I polled the Massively writers about their own "first MMOs," their first memories of the genre, and whether their firsts have survived the test of time.

  • Richard Garriott becomes Lord British again for Ultima Online's 17th anniversary

    by 
    Bree Royce
    Bree Royce
    09.24.2014

    On September 24th, 1997, Ultima Online opened its doors, forever changing the MMORPG landscape. That was 17 years ago today, and that means it's time for cake and ice cream! Just make sure to check that cake for deadly poison. Poisoning cake and giving it to unsuspecting passers-by is actually a thing you can do in this crazy sandbox. Wanna celebrate? UO Stratics reports that the Broadsword team is hosting an in-game party tomorrow evening with some notables from UO's history in attendance. Join me for a live, in-game event on TC1 September 25th 2014 at 7pm ET! Meet Richard "Lord British" Garriot and Starr "King Blackthorn" Long at Castle Blackthorn to celebrate Ultima Online's 17th Anniversary! The anniversary parties are always a blast (Thanks to the Dark Lady). This year will be very special as both Lord British and King Blackthorn will join us. If you can't attend, it will be shown on youtube . It will also be streamed live on http://www.twitch.tv/stratics. A post on the official site also welcomes the new patch we covered last week and a new player Advisor program similar to the old Counselor program made famous in the game's early days.

  • Working As Intended: Lessons from the history of MMO housing

    by 
    Bree Royce
    Bree Royce
    09.19.2014

    Once upon a time, a subscription MMORPG sandbox had open-world housing, only there wasn't quite enough for everyone. Well, there was, but there wasn't enough of it in safe lands, so a lot of the people who wanted a place to live had to live in dangerous places they didn't like, places where they could be killed on their doorstep by other players. Even most of the plots in the safe lands were so remote or allowed for such small homes that they were undesirable. In fact, there were only a few housing plots on every server that afforded a strategic advantage in PvP or trade or storage, and if you didn't own one of those, you were at a distinct disadvantage. And when new lands opened up, scripters and gold farmers were first in line to grab the best plots and sell them on Ebay for hundreds (sometimes thousands!) of dollars. And legit players were pissed. I speak, of course, not of ArcheAge but of Ultima Online.