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  • The Perfect Ten: MMO tributes to real-life people

    by 
    Justin Olivetti
    Justin Olivetti
    04.05.2012

    When a beloved friend, family member, hero, or role model dies, we feel the pain of that loss and grieve in many different ways. Part of that grieving and healing process is often entails those left behind constructing some sort of tribute to the dearly departed. Sometimes this comes in the form of a shrine of flowers, sometimes it's the establishment of a charity, and sometimes it's creating an in-game memorial that thousands if not millions of people will see over the course of years. So while death and illness are depressing topics to dwell upon, I find the many MMO tributes that studios and even gamers have erected to be inspiring and a celebration of individual players' lives. With the help of my fellow Massively staffers, I researched 10 wonderful in-game tributes that serve to honor the lives of fellow gamers.

  • Leaderboard: Ultima Online vs. EverQuest vs. Asheron's Call

    by 
    Justin Olivetti
    Justin Olivetti
    04.02.2012

    Back at the turn of the century, you didn't have the equivalent of cable's infinite choices when it came to MMOs. No, you pretty much had the standard Big Three of network programming: Ultima Online, EverQuest, and Asheron's Call. With the subscription model firmly in place, most players had to choose their loyalty and choose it well. For today's Leaderboard, we're going to pretend that no other MMOs exist other than those three and see how the 2012 crowd divides up between them. Would you fly your banner for Ultima Online and its enormous sandboxy world? Would you cast your lots with EverQuest, the once great and powerful king of the genre? Or would you throw in with Asheron's Call and its monthly stories? Call it a popularity contest, a trip down memory lane, or an all-out brawl between MMO senior citizens. It's a three-way title fight on this week's Leaderboard, and only one game will live to see next week!

  • The year role-playing games broke

    by 
    Rowan Kaiser
    Rowan Kaiser
    03.12.2012

    This is a weekly column focusing on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. The most important year in western role-playing history was also its worst. The late 1980s and early 1990s were an obvious Golden Age, as RPGs were the drivers of innovations in graphics, interface, complexity, and narrative in Wizardry, Ultima, and the Gold Box series. That came to a screeching halt in 1995, when the once wildly popular genre suddenly became devoid of games.The genre was rebuilt after 1995, but it looked very different. The companies and franchises which had dominated withered away, replaced by the ones we know now: Fallout, BioWare, and Blizzard. All these started shortly after 1995, and the only residual series from before, The Elder Scrolls, squeaks in with its first installment in 1994. So what changed, and why did it change?The chief contributing factor was the rise of the compact disc for storage. Games comprised of a dozen ungainly 1.5 megabyte floppies were growing more and more common, so the CD, with 500 megabytes, was a godsend (or so it seemed). All the other technological advances: better sound and music, voice-over, 3-D polygonal graphics, full-motion video, etc, could be used with CDs. This made games bigger -- but it also made budgets bigger, teams bigger, and development times much longer. Role-playing games and their developers struggled to adapt.

  • The Daily Grind: Do you miss player-written books in MMOs?

    by 
    Bree Royce
    Bree Royce
    03.10.2012

    In her sandbox column a week or so ago, Massively's own MJ Guthrie brought up an MMO feature that's fallen by the wayside in recent years: player-written books. Ancient sandboxes like Ultima Online and modern classics like EverQuest II give players the ability to write their own books, which then populate player-run libraries, serve as tavern menus, explain quests, and mark the memory of friends who left the game. Later games, however, have sadly passed over the mechanic. I can't say that player-written anythings have no potential for abuse and inanity. There's a guild in UO, for example, that uses books as advertising spam, and the game's designers were forced to implement a system to lock-in text to circumvent the "Dudebro was here" graffiti that miscreants would otherwise inscribe on other players' masterpieces. But the potential for cool outweighs the potential for abuse for me, and I miss writing and reading in-game books so very much. What about you -- do you miss player-written books in MMOs? Or do you think they're a niche idea that was retired from MMO design with good cause? 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 inducted into new MMO Hall of Fame

    by 
    Jef Reahard
    Jef Reahard
    03.08.2012

    Did you know there's an(other) MMO Hall of Fame? We first heard of its launch a few months ago, but thought it was a bit of a joke, considering the Geocities-era site design and strangely familiar logo. Oh, and the owners decided to induct Ultima Online -- a game for which we have something of a soft spot. In any event, the site features an MMO timeline, a World of Warcraft timeline, and a listing of UO releases, expansions, and special editions. You can also view the site's voting committee, which includes Blizzard, Sony Online Entertainment, and Wizard101 developers as well as MMO writers and fans. [Source: MMO HoF press release]

  • New 'March Pirelli' DLC for Forza 4 is basically a sack of cars

    by 
    Jordan Mallory
    Jordan Mallory
    03.01.2012

    Themed DLC packs are great and everything, but there's no law that say all DLC has to be themed all the time. Take Forza 4's March Pirelli DLC pack, for instance: The 10 cars contained within the pack have literally nothing to do with each other, other than the fact that they're all cars of some variety and would probably be jolly good fun to drive. It's like a big grab bag of Hot Wheels, only digital and impossible to step on in the middle of the night.Available March 6 for 560 MS Points (or "free" to Season Pass holders), the pack comes with the 2011 Aston Martin V12 Zagato (Villa d'Este), the 1971 Ferrari #2 Ferrari Automobili 312 P, the 2012 Ultima GTR, the 1969 Chevrolet Nova SS 396, the 2010 Renault Clio RS, the 1966 Ford Country Squire, the 1995 BMW 850CSi, the 2011 Wiesmann GT MF5, the 1969 Chevrolet Corvair Monza, and our personal favorite, the 1986 Alfa Romeo GTV-6.%Gallery-149222%

  • Lighten up!: On thematic consistency in role-playing games

    by 
    Rowan Kaiser
    Rowan Kaiser
    02.24.2012

    This is a weekly column focusing on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. One of my all-time favorite role-playing games features a militaristic, near-fascist race of rhinoceroses who walk on two legs and wear uniforms. When you encounter them, they slide across the game screen, waving their muskets and cutlasses. They also fly spaceships around the galaxy, and are considered one of the most powerful empires in space, along with their spider-like rivals. It's a fantasy world.The game is Wizardry VII: Crusaders Of The Dark Savant, released in 1992. The setting and story aren't what make the game great (see: the mechanics of the class system) but they are part of the whole, pleasant experience of the game. Yes, the setting is utterly ridiculous, but that's not a point against the game. If anything, it's a benefit. It's not serious, and it knows it's not serious, so why not just do fun weird stuff, like take on an army of blue-skinned theocrats aligned with an empire of spiders?

  • Achievement Unlocked: A look at the Guinness world records of online gaming

    by 
    Matt Daniel
    Matt Daniel
    02.15.2012

    We're just over a month into the new year, and already we've got plenty to look forward to: The Secret World is expected to hit in April, TERA will follow shortly in May, and Guild Wars 2 will be out... sometime this year (we hope). But before we all start looking toward the future, let's take a moment to look back at some of the gaming achievements of the past. Thanks to the handy-dandy Guinness Book of World Records 2012: Gamer's Edition, we've got a quick compendium of MMO-related records from the past year and then some, so if you're at all interested in the shortest-lived MMO to date or the longest time anyone's spent playing MMOs from inside a crate, join us as we take a stroll down memory lane to take a look at some notably (in)famous MMO achievements.

  • Meet the guild that's lasted over 16 years

    by 
    Brendan Drain
    Brendan Drain
    02.05.2012

    Guilds are a dime a dozen in MMOs today, be they small social guilds or hardcore groups that collect a few hundred players together. Most guildmates you play with will eventually leave the guild, making way for new members giving the game a try. But what if your guild could transcend the game it was formed in, creating a community that stayed together and moved from game to game? The Syndicate is one such guild, boasting a membership of 1,200 players and a 95% retention rate. The organisation celebrates its 16th anniversary this week, having been born as an online community before the release of Ultima Online. The Syndicate is currently active in Ultima Online and World of Warcraft, having previously been active in EverQuest, Shadowbane and other games. All members agree to follow a charter that forbids stealing, cheating, non-consensual player-killing, and immature behaviour. The Syndicate takes its identity so seriously that it's even trademarked its name and has worked with MMO companies to rename guilds using it. Developers have in turn taken advantage of The Syndicate's huge community size and code of conduct to beta test upcoming games. With its 16th birthday behind it, the guild predates most MMOs on the market today and is still going strong.

  • Garriott talks riding rockets, Man on a Mission movie

    by 
    Jef Reahard
    Jef Reahard
    02.01.2012

    Richard Garriott may not be making the MMO sequel that many of his fans crave, but he is the subject of a new documentary film called Man on a Mission. VentureBeat.com recently corralled the elusive creator of the famous Ultima franchise for an extensive interview. The piece is mainly focused on the film, which is currently playing in select cities as well as various on-demand internet outlets. The documentary presents Garriott's career as an underdog triumph, and highlights the fact that he was rejected for NASA's astronaut program due to his poor eyesight. Garriott had the last laugh, however, as he bought his way to the international space station in 2008 and became the first second-generation astronaut in American history (and a noted supporter of private-sector space flight). While there's precious little info regarding Garriott's current and future gaming pursuits, the interview does offer up some geeky nuggets for those interested in rockets and rocketmen. "For example, launch you think of as this loud, shaky, scary moment," Garriott explains. "In fact, on a liquid-fueled rocket like the Soyuz, it's almost perfectly silent and smooth on the inside. It's much more cerebral, it feels much more like a ballet move, lifting you ever faster into the sky, than it does a sports car dropping the clutch at a green light."

  • Ultima producer's letter teases 2012 content

    by 
    Jef Reahard
    Jef Reahard
    01.31.2012

    Did you know that Ultima Online turns 15 this year? It surely does, and if you're not having a geriatric fit over that fact and wondering where the time has gone, well, get off our lawns. In all seriousness, UO grand poobah Jeff Skalski has favored the masses with a producer's letter, and he drops several hints about what's to come for the 2012 version of Sosaria. Publish 74 is officially live, and the dev team is already hard at work on its followup, which Skalski says will address "a handful of long overdue bugs" as well as further the game's dynamic story arcs. Skalski also tells us that the artwork for the enhanced client is still in the oven, and in fact the makeover has turned out to be "more challenging than planned." As a result, it's not quite ready for primetime, but rest assured that it is still a priority. As always, more info is available at the official UO website.

  • Ultima: Most. Important. Game Series. Ever.

    by 
    Rowan Kaiser
    Rowan Kaiser
    01.26.2012

    This is a weekly column focusing on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. Hey there. Whatcha playing? No, actually, don't tell me. You're playing Ultima. You don't know you're playing Ultima, but you are. If you're playing an open-world game, you're dealing with Ultima. If you're playing a massively-multiplayer game, you're dealing with Ultima. If you're playing a game with a morality system, Ultima. Even something as simple as three-dimensional graphics – either in perspective or overall representation – have ties to Ultima. How?Open-world gaming: From the beginning, the Ultima games took place in worlds which were as big as possible given the tech constraints. You traveled across swamps, oceans, and hills, discovering what the world had to offer. The world was rarely "gated", letting exploration proceed in a non-linear fashion. What's more, the developments of open-world gameplay throughout the course of the series presaged the open-world games to come.Ultima VI (1990) may be the most important open-world game of all time. Previous games in the series had switched perspective based on your context – dungeons were first-person, combat was top-down, and exploration on the world map had a completely different scale than exploration of towns. In Ultima VI, perspective was consistent. Your party walked into a town in the same way that it walks through a dungeon. It was a seamless, consistent world, that felt lived-in, and that open-world games from Grand Theft Auto to Skyrim owe a huge debt to.The deeper into the series you go, the more complex the world. Want to quit adventuring for a while and bake bread? You could do that. Want to explore dungeons that are totally irrelevant to the plot? That was an option. Grab a cannon and start slaughtering guards so you can steal everything in the town? Well, you could do that, but there were consequences.

  • The Daily Grind: Would you buy an advanced character?

    by 
    Bree Royce
    Bree Royce
    01.23.2012

    For many years, Ultima Online has offered an advanced character microtransaction. Well, the term "microtransaction" may be stretching it -- originally priced at $30 a pop, it's more like a macrotransaction. The advanced character token allows you to boost the skills and stats of a single character according to a preset template. It won't give you a capped Bard, Treasure Hunter, or Animal Tamer overnight, but it will get you a big chunk of the way there. And for skills that are notoriously hard to train .1 by .1 all the way to 100 or 120, advanced character tokens can be a huge boon to players who've been there and done that and just want to skip the early grind. UO's not alone in this; other games, such as Dark Age of Camelot, allow players to jump past some of the early game on their alts once they've capped a toon and proven they know the ropes of the game. Of course, those games aren't charging for the pleasure. So what do you think: Would you buy an advanced character from a game company? Or do you think you're cheating yourself and those around you by not grinding up the old-fashioned way? 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 item-quality system?

    by 
    Bree Royce
    Bree Royce
    01.21.2012

    Grey, white, green, blue, purple, gold. World of Warcraft may not have invented what's become the standard colors for item quality, but it's surely cemented the hierarchy in gamers' minds. Last week, Raph Koster suggested that these tiers of items are part of the "yuck" that leads to the loss of immersion across the games industry. I think he's right. I miss the days of Ultima Online (which not coincidentally was Koster's baby), when players geared up with basic platemail of invulnerability, chainmail of fortification, and katanas of vanquishing. Halfway through UO's lifespan, that system was gutted in favor of a Diablo-esque item that turned wearables into a numbers game. The charm of my deadly poisoned kryss made by a Grandmaster Blacksmith was gone, replaced by a few dozen stats to juggle. Do you agree with Koster? Are color-coded item tiers a design shortcut that contributes to the loss of immersion in MMOs and other games? What game has your favorite item-quality system? 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!

  • This Week in MMO: Oh hey, it's Star Wars edition

    by 
    Matt Daniel
    Matt Daniel
    12.16.2011

    It's time for another episode of This Week in MMO, and the focal point of this week's episode is none other than the freshly launched Star Wars: The Old Republic. Gary Gannon, Mike B., and Mike Schaffnit share a conversation about the staggered launch, the early start, the newly announced grace period, and much more. Of course, the world does not revolve only around SWTOR, so the guys also take some time to highlight other goings-on in the MMO world. Warhammer Online will be merging servers once again, which does not forecast a sunny outlook for Mythic's PvP-focused title. Also on the table is talk that the gradually less sane Richard Garriott will be returning to work on the Ultima universe. What could this mean to MMO players? Well, click on past the cut and find out for yourself.

  • Garriott talking with EA about Ultima Online 2 [update: apparently not]

    by 
    Griffin McElroy
    Griffin McElroy
    12.13.2011

    There's been a lot of talk lately about new and bold MMOs, ones which feature angel-people, Jedi and pandas. But what about games that feature real-ass gaming industry visionaries operating under a pseudonym? More specifically: What about Lord British? His reign may not have come to an end quite yet: In an interview with Eurogamer, Richard Garriott explained that he's currently talking to EA about publishing a new entry in the Ultima Online franchise. "I would love to have access to the Ultima property," Garriott explained. "We've had discussions at very high levels with Electronic Arts about access to the property." He explained that "counter-forces" at the company have been hesitant about such an undertaking, adding, "So far we've not put a deal together, but of course, yeah, I would be very open to it." Check out the full interview for what Garriott has in mind besides medieval real estate and spaceships. Update: EA head of corporate communications Jeff Brown recently contradicted Garriott's statements to IndustryGamers, explaining, "I'm not sure what Richard Garriott is referring to. But no one at EA is discussing partnership or licensing opportunities related to the Ultima Online franchise." A spokesperson for Garriott further clarified, "Richard is not CURRENTLY having conversations at high levels with Electronic Arts regarding the Ultima franchise. He never said that he is. I can assure you, however, that those conversations have taken place in the past." This seemingly contradicts Garriott's sentiment that "We're in discussions with Electronic Arts even now about a possible marketing and distribution relationships and things of this nature," though we suppose he could have been talking about his Ultimate Collector project, the title of which does start with "Ultima."

  • Garriott's Ultimate RPG 'clearly the spiritual successor' to Ultima

    by 
    Jef Reahard
    Jef Reahard
    12.12.2011

    The Richard Garriott crazy train is heading toward a section of track that long-time fans of the gaming god might actually appreciate. In a new interview with Eurogamer, the man behind Ultima Online talks a little less about his recent foray into social casino games and a little more about what might be Ultima Online 2. Yes, we've seen the UO sequel smoke before. This time, though, there may be fire. "We've actually talked to Electronic Arts about [Garriott leading Ultima Online again]. I would love to have access to the Ultima property. We've had discussions at very high levels with Electronic Arts about access to the property," he explained. Regardless of any EA deals, Garriott says that his new Ultimate RPG is "clearly the spiritual successor of the Ultima series."

  • Rise and Shiny recap: Ultima Online

    by 
    Beau Hindman
    Beau Hindman
    11.13.2011

    This might sound silly, but my life is super rough. Well, OK, hardly rough at all, and I'm eternally thankful for that. But once in a while, a feeling of burn-out starts to creep into my everyday gaming life, and I need to take a vacation from the constant search for new titles and trolling through gaming forums to recharge my batteries. It might sound completely dorky, but I can understand how actors can seem so insane: They are. Sometimes you just need to play a good, juicy role to reset your creative self. There are certain games that we can always go back to, games that will instantly provide a feeling of nostalgia for those of us who have played them before. Ultima Online is one of those games, and it might just be the perfect example of a game that we can use as comfort food for our restless gamer hearts. So I spent an official week taking a look at the game (again) and found about what I'd expect. Click past the cut!

  • Richard Garriott describes his 'ultimate' RPG

    by 
    Justin Olivetti
    Justin Olivetti
    11.10.2011

    Before Tabula Rasa, before Ultima Online, before any of the Ultimas, Richard Garriott had a vision for what he called the "ultimate" RPG. In a lengthy Facebook post, Garriott takes us back to 1974 when he first got the idea for such a game after being influenced by Lord of the Rings and Dungeons & Dragons. Starting with BASIC games on his school's teletype and moving up through the modern era of MMOs, Garriott details how he's been pursuing a dream of creating and refining one RPG to rule them all. He doesn't have kind words for how Ultima Online's shaped up since his absence, however, saying that elements like Elves and Ninjas were added against his wishes. "This is only a small example of why and how Ultima has drifted away from Richard Garriott, but I have not drifted away from Ultima," he writes. "It is clear to me that I, Richard Garriott, am an essential ingredient of at least the Ultimate Ultima, if not more broadly the Ultimate RPG. Perhaps one day, now that the people who pushed me out of EA more than a decade ago are long since gone, EA will recognize that together, we could rebuild that franchise in a way that they have failed to do in the intervening years. Richard Garriott is an essential ingredient in the Ultimate Ultima!" He ends his passionate speech with a few glimpses into the design for this "ultimate" RPG that he and his team are currently designing: "You will have customized Avatar homesteads and real roles to play in a deep, beautifully realized highly interactive virtual world. It will have virtues and the hero's journey reflected back to the player. It will have the best of synchronous and asynchronous features in use. Fiction will support your arrival from earth into this new world. I even hope to make maps, coins and other trinkets available to players of the game."

  • Ultima Online producer's letter promises revitalization of classic content

    by 
    Bree Royce
    Bree Royce
    11.07.2011

    Did you wonder who was captaining Ultima Online since Calvin "Uriah" Crowner left his role as producer earlier this fall? Apparently, it's been none other than Jeff Skalski, who recently penned a producer's letter to introduce himself to the UO-faithful. In it, he explains that his goals for the grand-daddy of MMOs include heavily increasing the team's interaction with the community, implementing weekly Q&A sessions, squashing bugs, and "breathing life back into areas that have long been forgotten," i.e., revamping older content. In fact, some of that older content -- Shame, one of the original and iconic anti-virtue dungeons in classic Britannia -- is due for its revamp sooner rather than later. Publish 73, now on the test server, retools Shame with a truly massive itemization overhaul and difficulty scaling as players descend the dungeon's depths.