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  • The Daily Grind: Does viewpoint matter to you?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.07.2010

    While the ancestry of MMOs were played via text-only clients and thus didn't have to worry about it one way or the other, the modern generation of games has either a first-person view or a third-person view. (Experiments with a second-person view were briefly carried out via webcams, but it proved distracting.) And it can produce some passionate opinions on both sides, much like, well, every other issue about MMOs under the sun. Proponents of first-person views are quick to point out that it's more immersive and forces a player to be more aware of the field beyond what they can see. It lends depth to the game, frees you from concern over needless aesthetics of gear, and it was how things were done back in the day of EverQuest. Proponents of third-person views, on the other hand, point out that it gives a better view of the world as a whole and is more responsive to controls. It lets you see the character you've sculpted, gives you a better sense of what's going on, and it was how things were done even further back in the day with Ultima Online. So today, we ask you -- which do you prefer? Is a good first-person or third-person mode a must for you to consider the game, or do you simply prefer to play one way or the other?

  • The Daily Grind: How well is the game aging?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.18.2010

    MMOs have a long lifespan, more often than not. Games that have lasted past a year will usually be around for many more besides, part of the reason why 2009's aggressive rate of death was so surprising. EverQuest and Ultima Online, both considered the twin pillars which started the modern MMO genre proper, are both alive and well several years later. While they're not perpetual, they're also fairly robust in their lifespans. Of course, just because the game isn't dead doesn't mean it's not on life support. Anyone who has played during Final Fantasy XI's glory days will be quick to point out how much more empty the game has gotten in recent years. Graphics advance, and minor improvements seem increasingly minor as time goes by -- City of Heroes is due for an upgrade with its next expansion, but that will only put a new coat of paint on an engine that is several years old now. How well is your favorite game aging? Does it still look pretty good despite its age, or is it showing definite signs of how long the whole thing has been running? Is it a minor hiccup, or does it make things much less enjoyable, even to the point of being unplayable?

  • The Daily Grind: Do you vote with your wallet?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.29.2009

    There are certain changes, usually big ones, that don't exactly produce... positive reactions. In fact, they generally produce screaming rants and huge doses of rage at how they were handled and implemented. You know the sorts we're talking about. Star Wars Galaxies and the Combat Upgrade. Ultima Online and Trammel. Final Fantasy XI and the nerfs to Beastmaster "catch and release" tactics. All loathed changes, many of which led to an exodus of players. Really, leaving a game can be the best way to express displeasure with a change. It's the surest way to send a company the message that they've done something that will no longer justify your monthly subscription. On the flip side, your individual impact is small, you once loved the game... a lot of players will choose to rough it out, in hopes that things will improve or with the knowledge that the changes can't be all that bad. And for games where you have a lifetime subscription or are experiencing it free-to-play, your absence isn't really a deterrent at all. So, do you vote with your wallet? When you're fed up with what's been done, do you head off for greener pastures? Or are you of the mind that it's not even worth the bother, that they might well not even tie your departure to the change, even if you say so?

  • Celebrate the holidays with Mythic

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.08.2009

    There's good news for everyone who's a fan of one of the MMOs supervised by Mythic Entertainment -- Dark Age of Camelot, Ultima Online, and of course Warhammer Online. Admittedly the recent history has not been particularly kind to the game's fans (and has at times been downright unsettling), but the company is still rolling along with its "Twelve Days of Mythic" celebration of the holidays. By following the MythicNews twitter account, fans of the company have chances at prizes as well as special item codes. Here's the breakdown of the process: each day, the MythicNews twitter will post a tweet with a link to a YouTube video. In order to be entered into the giveaway, all that players have to do is retweet the link before the end of the day. Winners will be randomly selected for prizes that "celebrate all the great games you enjoy." In addition, the team will be randomly offering up item codes for Warhammer Online on the twitter feed, with the codes free to anyone who nabs them in time. It promises to be an interesting way for fans of the company's stable to get involved and celebrate the holidays, so grab a Twitter account if you don't have one and enjoy the giveaway.

  • The perils of MMO tourism

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.02.2009

    MMOs are a big business these days. This hasn't always been the case -- Ultima Online might have been the first real game of the genre, but it didn't make everyone want to build a competitor. It was the success of World of Warcraft that really opened up the idea that there was a huge amount of money to be made from the genre, and that in turn has brought almost everyone to the table in a rush to build a game, find a method that works, and try to hook as many subscribers as possible. The only problem is that we might find ourselves with an industry drifting toward what MMOSH refers to, quite fairly, as The Bad Place. We've all found ourselves buying new games, playing them only until the trial is up, and then never picking them up again. Sometimes we don't even give them the full month. And some developers seem to be adopting this mentality as well -- there are rumors here and there about the future of Champions Online after its first month, and both publishers and players are treating it as if the first month is everything. (Their recent free trial seems to tie into this -- you could argue that where MMOs once got new players by word of mouth, they seem to be in love with constant trial offers to entice players now.) And that's just the tip of the problem, really -- the post goes into further detail about the cycle of hype, release, and abandonment. As it says, gone are the days when we should stick with the game that we had and wait for it to improve -- and that might ultimately be far more harmful than whatever holes in the game lead us to leave so quickly.

  • Ultima Online still going strong, says lead designer

    by 
    Rubi Bayer
    Rubi Bayer
    10.30.2009

    In all the hype over the new games being released these days, one might think that older MMOs would fall by the wayside as players scramble to snap up the latest offering on the market. Not so, says Tim Cotten in a recent interview with Gamasutra. The lead designer of Ultima Online says the game is still going strong. Ultima Online has "got a very core player base, and not a small one", says Cotten. A good MMO will earn player loyalty no matter how long it's around, and Ultima Online is still enjoying that player base after twelve years. They recently invited former players to return for a couple of free weeks, and new content is still a feature -- the eighth expansion was just released in September. Cotten hints at lots more to come too: "UO itself, if you want to go for a historical timeline, we're only around Ultima VI; we've got tons more of content left to play with." It looks like there's definitely something to be said for old favorites. Keep it up, UO!

  • We're missing something in our MMOs

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.15.2009

    Game design has certainly come a long way from Ultima Online, the first real example of what we now think of as the MMO genre. We've gone from games with no restrictions on behaviors to games where it's almost impossible to be truly horrid to other people, from ones without any real structure to a clean path of progression, from obtuse game mechanics to transparent and clear information. So with all of these changes, asks Brian 'Psychochild' Green, why are we feeling like there's something missing? Why do we find ourselves less than satisfied in our cleaner, better-designed, and well-built virtual worlds? The article asks the interesting question that if leveling and gear were removed from the games we play, what would we do? In most current games, he argues that there isn't a whole lot left once you take away the achievement axis, and that leads to a sense of hollowness in many -- achievements only fostering further achievements. He goes on to argue in favor of a greater sense of adventure and more options for exploration without requiring a strict advancement path. Whether or not it's a truly viable theory is up for debate, but the core concepts should prove interesting to anyone looking for an answer to the question "why am I doing this?" We've seen a rise in prominence of goal-focused games following the success of World of Warcraft, and perhaps it's time to start moving to the other end of the spectrum.

  • Stygian Abyss launching for Ultima Online Sept. 8th

    by 
    Kyle Horner
    Kyle Horner
    08.13.2009

    Those of you playing the long-running Ultima Online will be happy to know that its eighth expansion, Stygian Abyss, will launch on September 8th. The expansion comes in two flavors, one for $40 that includes a month of playtime or one for $30 that doesn't. This is a digital expansion, so players won't have to drive on down to a brick and mortar store for their copy.Gargoyles are being added as a new player race, which means many of us can live out our late 90s afternoon cartoon fantasies -- we'll be named something like G0lie4th. Also being added are new enemies and arenas, one which Mythic has claimed is the game's largest dungeon ever. Subscribing players can check out the expansion during an open beta running from August 14th to the 23rd, just in case you need a little try before you buy.

  • Ultima Online's seventh expansion is now free

    by 
    William Dobson
    William Dobson
    07.31.2009

    We have a couple of things to say to those that subscribe to Ultima Online and still haven't bought the Mondain's Legacy expansion. Firstly, get with the times! The expansion came out in 2005 for crying out loud. Secondly, you won't have to spend any cash to catch up, as Mythic Entertainment has put out a press release indicating that Mondain's Legacy will now be free and included as part of the base game client. Probably of slightly more relevance is the fact that the game's 14-day free trial will now also grant access to the expansion content, including the Elven race and several extra dungeons.No doubt this all has something to do with getting ready for the release of the brand new Stygian Abyss expansion this summer. Stygian Abyss will be the 8th expansion pack for the venerable Ultima Online and promises a playable Gargoyle race and the game's biggest dungeon to date. For anyone keen to try it out ahead of time, beta sign-ups are still being taken.[Via MMOWatch]

  • EA and NetDragon to make a new Ultima Online for China

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.22.2009

    Good news everybody! EA and Chinese developer NetDragon are putting together a brand new Ultima Online! Bad news... we'll probably never see it.This new Ultima Online sounds like more than a simple translation from the sound of the press release, as NetDragon will be collaborating with Mythic Entertainment on the new project. In addition, NetDragon will have the exclusive operating rights for the game in China, Hong Kong, Macau, and India.However the new game sounds like it's being made for Asian audiences only -- not a brand new Ultima Online that will see a world wide release.UO fans can still rejoice as they will be getting a brand new boxed expansion, the Stygian Abyss, thanks to the efforts of Mythic Entertainment. However, it looks like this brand new game is staying overseas for now.

  • How to stop worrying and enjoy games like Darkfall

    by 
    James Egan
    James Egan
    03.19.2009

    While they seem to draw a fair amount of controversy and commentary, massively multiplayer online games that offer kick-in-your-ribs PvP aren't really a new thing. Darkfall is the title that everyone's talking about of late, but it's really cut from the same cloth as the progenitor of all MMOs, Ultima Online. Granted, Ultima Online wasn't and isn't purely focused on player killing, but the fact remains that when you log into games that allow for the possibility of being ganked, in some respects it is what you signed up for. While the no-holds-barred style of play isn't for everyone, it certainly is what some players want. Or at least think they want. MMO world celeb Sanya Weathers, writing for Examiner, says "Darkfall has been, since its conception, an unapologetic return to Ultima Online's original style of full metal ham kicking. The gang at Aventurine never pretended their game would appeal to a mass market, and certainly never pretended that the game would have anything but a vicious learning curve."

  • Is MMO terminology invading database programming?

    by 
    Seraphina Brennan
    Seraphina Brennan
    01.12.2009

    Raph Koster couldn't help but wonder when he read the blog post entitled, "Lessons Learned: Sharding for startups," if he had a hand in creating that terminology. Sharding, as this blog post put it, was a method of running databases parallel to one another and making sure that the program could look in the right one for the information it needed. All of the older MMO users in the audience, however, know that this was not the first time the term "sharding" was used with parallel databases.Raph had coined the phrase "sharding" years before during the inception of Ultima Online. The story writers were looking for a way to tie in the concept of multiple servers running parallel copies of the same world into the lore of the Ultima universe. It was at that point where they got the idea that each server was the reflection in one of the many pieces of the shattered Gem of Immortality from Ultima I -- a shard world. So, is MMO terminology leaking into mainstream database programming? Raph has the whole story over at his blog, where he traces the origins of the term "shard," how it may have gotten used over at Flickr thanks to Game Neverending, and expanded into a term of it's own right. Check out the story, it certain brings back memories of the old days.

  • Meet the Team: Alexis Kassan

    by 
    Alexis Kassan
    Alexis Kassan
    10.29.2008

    Once a week our writers will give you a glimpse into their lives, to let you get to know them and the characters they play a little better. Click here to read more Meet the Team.What do you do for Massively?My task is to write a column on in-game economics and crafting. Though I do not cover news about economics, I tend to analyze the aftermath of changes. I analyze a range of games, usually those I play. They include City of Heroes/City of Villains, World of Warcraft, Lord of the Rings Online, Age of Conan, Runescape, and sometimes EVE Online (though I don't play that one much).What's your favorite MMO?I have a long-standing affection for Ultima Online: Renaissance. It was my first MMO (thanks to my then-SO) and drew me in. It also relied on a less structured group mentality for conquering larger challenges, which I thought was fascinating. And there was no end. Because there was no "leveling up" type of dynamic, you could train skills and stats to respec your character and take on enemies without having to worry so much about reaching the endgame content. One other aspect of UO that I enjoyed was the in-game housing. OK, so there was limited real estate... and housing was terribly expensive... but that housing was worthwhile to hold on to. You could set up crafting stations like forges and anvils in your home. That's something I miss in some of the current MMOs that have housing. The functionality seems to be limited to storage and a place to teleport to.%Gallery-33889%

  • Mark Jacobs says EA wanted to kill UO, but he saved it

    by 
    Samuel Axon
    Samuel Axon
    10.21.2008

    Mythic CEO and Warhammer Online lead designer Mark Jacobs is a man who speaks his mind in the face of opposition and criticism. In truth, it's an admirable trait, even if it might occasionally cause some trouble. In the face of criticism from forum trolls and Blizzard COO Paul Sams, he posted a super-long defense of his game and himself. That's interesting on its own, but there's a gem hidden inside. Jacobs claimed that EA wanted to shut down Ultima Online, but he saved it!Jacobs was defending himself against the accusation that he has a thin skin to criticism by listing things he's weathered and done over the course of his career. Listing those, he said he was "blamed for the state UO is in," but went on to say that "EA wanted to shut down UO when they gave it to us but I convinced them to spend more money on the game."While it's not surprising that EA wanted to can UO, we're not sure whether to believe he was solely responsible for UO's rescue -- but if that really did happen, well, uhh... thanks, Mark Jacobs![Via Kotaku]

  • Making/Money: Conservation of Mass - Part 3

    by 
    Alexis Kassan
    Alexis Kassan
    09.26.2008

    Once more with feeling! Welcome to the third and final (planned) installment of our series on closed-resource economies in MMOs. So far, we've laid the foundation of the system and discussed how starting out, leveling up, and gaining loot could work. Today we will be exploring how crafting professions could still be possible even when the law of Conservation of Mass applies and how banking might function. There's been a lot covered so far so if you haven't already, i recommend reading the first two posts. But since I know that gets into the TLDR length, here's a very quick recap. In order to maintain a constant level of stuff in the game, new items could only generate once old items leave the game. Money would function in the same way, except that it would flow from NPCs to monsters (meaning any monies collected by NPCs would spawn as loot) in order to recirculate. There would need to be additional gold sinks (some of which we will get to in just a minute) and limits on the number of characters per server. Each server would then "age" as the average level of characters on it increased.

  • AGDC08: Devs on why MMOs have a web-based future

    by 
    Samuel Axon
    Samuel Axon
    09.25.2008

    A write-up at Gamasutra of an AGDC panel featuring MMO developers who have begun working on web-based projects gives us an opportunity to explore the new (some would say it's actually the old) frontier of massively multiplayer gaming.There are many MMOs that are experienced via a web interface (such as Sherwood), but traditional gamers have largely shunned the trend. Why, then, did some of the most hardcore MMO developers (including Dan Ogles, Raph Koster, and Scott Hartsman) abandon the traditional MMO in favor of this new frontier? Some of their work, like Ogles' Loudcrowd, is barely recognizable to traditional gamers.They offered some answers on the panel. For example, Koster (originally of Ultima Online and Star Wars Galaxies fame, now working on the creative platform MetaPlace) said that game devs have more to learn from web devs than vice versa. Ogles talked about using Adobe Flash so anyone can embed elements of the game anywhere on the web they like. It's worth a read if you're able to work through some pretty technical development speech.

  • Ultima Online's Stygian Abyss expansion site goes live

    by 
    Michael Zenke
    Michael Zenke
    09.11.2008

    Mythic passed on word that Ultima Online, the game a lot of folks think of as the grandaddy of modern MMOs, is getting a new expansion. Alongside games like Meridian 59 and EverQuest, UO launched the US fascination with massively multiplayer games, as well as the careers of several of the country's biggest online designers. The expansion continues that fascination with the realm of Lord British in a new content pack called Stygian Abyss. Stygian Abyss will offer a number of new features and gameplay elements for die-hard UO players. First and foremost is the ability to create a new character of the gargoyle race! The gargoyles have come through a portal in the land of Sosaria, visiting the lands of Britannia from their original home on the world of Tel Mur. As a gargoyle, players will be able to fly overland and have basic familiarity with missle weapons and Mysticism from the get-go. Other features of the expansion have yet to be fully detailed on the website, but it sounds as though there will be at least one new dungeon, new spells, and new equipment. The full release is below the cut.

  • The Daily Grind: Are the stakes too low in modern PvP?

    by 
    Samuel Axon
    Samuel Axon
    09.07.2008

    Player vs. Player gameplay has undergone a drastic change in recent years. Games like Meridian 59 and Ultima Online didn't pull any punches. Anyone could kill anyone anywhere, and the penalties could be quite severe. When you died In Meridian or UO, you dropped all of your gear. The person who killed you could steal whatever he or she pleased.Of course, in games like that, gear wasn't quite such a big deal. In Meridian a sword would wear out after a few of hours of use anyway. But combined with stat and skill losses, death in the games of the 90s was comparatively harsh. Now, in World of Warcraft, Age of Conan, and Warhammer Online, the stakes are lower. You have absolutely nothing to lose by dying in PvP in WoW, and AoC and WAR's designs aren't much more aggressive.But here's a question from a veteran of the oldschool: with stakes this low, does PvP really matter? Will it really get you sweating? Will you really care that much about winning or losing? Some oldschool folks will argue that PvP is boring and meaningless now that death has been de-clawed. Maybe we should go back to the barbarism of the old days. What do you think?

  • Anti-Aliased: Pourin' out one for all my guildies

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.20.2008

    The Twilight Empire of World of Warcraft's Ravenholdt (PvPRP) server is a very diverse guild. They're active roleplayers, dabbling in raids and gearing for 70, frequently aid their members in running instances, and meet often to both roleplay different storylines and just be together. Their leader, Empress Aerana, has high hopes and aspirations for the guild she's built from the ground up at level 20 and has continued to run until this day; almost a year of keeping the guild active on Ravenholdt.If you're looking at the above picture, you might recognize the paladin standing in the middle of the photo -- that's me, feeling kinda short at the moment. If it wasn't for Twilight Empire, I wouldn't be standing there in that room. The kindness of Aerana and the other guild members persuaded me to pick up my World of Warcraft disc and get back into the game -- something I've never done before for any other guild. With the frequent events, active membership and relaxed nature of the guild, I've felt right at home since I've jumped back in to the game. If it wasn't for the guild, the game wouldn't be half as fun. That's why this edition of Anti-Aliased is devoted to the concept of guilds and how critical they are to online gaming.

  • Should EA Mythic offer an all-in-one pass for its games?

    by 
    Michael Zenke
    Michael Zenke
    06.13.2008

    The Green Skin has up a post wondering about the future of EA Mythic as an MMO service provider. At this point, the EA subsidiary is now responsible for three separate virtual worlds: Ultima Online, Dark Age of Camelot, and the in-development Warhammer Online. Snafzg ponders the great cross-promotion that Sony Online Entertainment gets from its Station Access program, considering whether the same sort of offering would be worthwhile for Mythic's games.Certainly, other multi-MMO publishers have considered similar services. NCsoft has made no secret of their intention to eventually offer a pass of some sort for their games. Turbine, likewise, has previously indicated they aren't opposed to the idea. With EA also sponsoring the development of BioWare's as-yet-unnamed title, the possibility exists that Mythic's games could exist on the same subscription as the RPG legends' offering. If EA offered a 'golden ticket' for all of its MMOs, would you subscribe?