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December 24, 2004
UO isn't dead ya dummies
So, every year premature predictions of UO's demise are made (and I make a lot of money on those odds ;) ). This year seems to be no exception.
Now, it's one thing for someone who actually plays the game to exhibit concerns based on their actual experiences in the game, but it's another for people who are clearly out of touch and make have only made a cursory examination to make claims about Britannia... (woo, the 2 year old expansion can be downloaded for free! holy bajeezus, the game must be dying!)
Now, I'm not naive enough to think that people who post on "intellectual" news sites are likely to be less smarmy than the journalists that work for the taboloids... but I would expect them to be less obvious in the tactics they use to get attention...
Y'know, I'm not even going to link to the article because I don't want to give the guy anymore traffic, but I will link to some related articles, so I'm sure some of you will find your way there.
Ubiq, former Lead Designer of OWO (formerly UO2), an interesting article about his experiences trying to make a sequel to such a unique experience.
I think he hit the nail on the head when he said:
" I’ve told people that if UO hadn’t come first and whet people’s appetite, Everquest would have capped at 75-100K, WoW never gets greenlit, Shadowbane never kicks off, and MMOs would be one of those wacky things the Asians do, like robot dogs and panty vending machines. Ultima Online got people excited about persistent world gaming. "UO is fundamentally a different beast than almost every other MMO available, which is why it has weathered the launch of so many competitors so well. You see, first UO wasn't going to last more than 3 months. Then EQ was going to kill it, then EQ + DAoC, then SWG, and finally EQ2 and WoW. I'll tell you this, SWG is the only game launch I've seen that had any noticeable effect on the metrics by which we measure the health of the service. Why? Because SWG is the only significant MMO that tried to do the kinds of things UO did. I wonder why? :)
Anyway, don't believe the hype, because even if it's being delivered by a PhD, it's still hype.
Ubiq's post made me also want to talk about the whole "sequel" thing. As you may know, previous attempts to make a sequel for UO have failed for many reasons, not the least of which was execution, but in many ways, I'm happy those sequels weren't made. In my mind, they weren't "sequels" at all, rather, new games with the Ultima franchise in the name.
Perhaps I should start another thread on MMOs and sequels, but heck, since I'm here...
I don't agree with the way other MMOs have sequelized their games (namely, AC2 and EQ2). As a player, I don't want to have to make a choice between playing my game and the next game with the same name. Obviously, there are huge differences between making a sequel for a normal retail game and an online one, but I can tell you this, every RPG sequel I've ever played that let me import my characters from the previous game made my day.
Don't make me choose. If I like the game I'm playing, but it's time for some major new improvements that merit the term "sequel", give me a way to keep the investment I've already made.
Now, obviously, there are challenges with the "let me keep my stuff" plan, but y'know, MMOs are HARD, and if you're going to make a sequel, you should think HARD about those problems and solve them.
I can think of a couple of ways to make a sequel for an MMO that let's you keep your stuff...one is to change the world "in place," give me the new client or whatever, but on launch day, I log in my character and BAM, new graphics, new gameplay, whatever. EQ has done this with graphic upgrades on occasion...
Another way is to make version 2 shards that have copied over the character database, so if I buy genericMMO2, when I go to log in, there's a version 2 of my server with a version 2 of my characters. The obvious problem here is that now my buddies have to decide which one they're going to play, it could fragment the community.
There are about a jillion variations that allow me to keep my character and some amount of my stuff (my house!) when a sequel comes out, and I think that regardless of execution, if a sequel isn't true to its predecessor, or requires players start over, it shouldn't be made, or at least shouldn't be called a sequel.
P.S. - The sequel should have "new shards" for people who don't want to compete with the 5 year vets.
Posted by SunSword at December 24, 2004 11:58 AM
Comments
This quote from Ubiq jumped out at me:
"You played it because anything could happen, and you didn’t want to miss it."
That rings very true. For a good year or so after launch, people really believed that they could figure out how to talk to wisps, learn necromancy from liches, hunt down Relvinian, bump into Lord Blackthorn on a random streetcorner, etc. In some cases such faith was justified given the rather undisciplined approach to patches and in-game events back then. You really did never know what secrets there might be. Nowadays, people don't have any illusions of finding features that weren't bullet points on the back of the box. I'm not trying to blame anyone, but the industry has gotten TOO good at managing player expectations.
As for UO's death, it's been predicted over and over before, but this is the first time subscriptions have trended down for two years. I attribute this to the increasing predictability, safety, and sterility of the game environment. It's a paradox of being too disciplined.
It could probably never happen, but I'd like to see the Origin shard get biweekly "thought of an idea this morning over breakfast" patches as was par for the course for UO in 1997. What turns out to be good gets polished for all the shards. A crucible for risky, innovative ideas is just the kind of thing UO could use. Like I said, I don't expect it to happen.
Posted by: Sirideain at December 24, 2004 03:31 PM
Welcome to the growing community of Terra Nova bashers ;p
Actually this time it was even too easy.
I agree with what you wrote, even if the last P.S. didn't convince me so much but just because I'd like to see an evolution of the current "closed-shard" model that I consider obsolete.
What I wonder is if it is possible to go on with the development on all the fronts. That's how an online world is supposed to be, without the need to be segmented into sequels or upgrades. You could still use them, but just as a "presentation" of a work that follows its own flow.
In general the expansions are always "more of the same". There's mudflation but not a growth. It's horizontal, not vertical.
What I'd like to see is a mmorpg where all the parts are kept "under work" in a cohesive way. Everything. Instead of just working on superficial layers (like DAoC or EQ graphical updates). Something going deeper and that continues to change there, and not just on the surface, pretending to be new when it still feels old and obsolete.
The current graphic updates are *liftings*. They do not represent an ongoing development.
Posted by: Abalieno at December 24, 2004 08:13 PM
Abalieno, I think the answer to your question is "yes." Actually, I think you made the point better than my original post :).
MMO sequels should be continuations of the original game, hence players should retain their investment.
If it's a "sequel" it's because the new offering marks significant updates to the game that reach beyond either "more of the same" or "shiny new graphics."
In regards to your thought about "closed shard architecture," I know what you're driving at, but that comment was directed at the kinds of sequels that have or could have been made to date.
Posted by: SunSword
at December 24, 2004 09:29 PM
While what you say is true, I am not sure that EA fully understands how close they actually were to losing a major portion of the playerbase. I was prepared to move on fully expecting another poorly designed, bug-ridden expansion. For the first time ever though you guys managed to put out a good release. Now, if we could just bring back functionality of crafters and minimalize the effects of items then we should get this game back in order.
Posted by: Schimmy at December 26, 2004 10:49 PM
I agree with your points about AC2 and EQ2 - though AC2 could have been more from the poor gameplay.
I'm not sure I agree with you about fully transferring characters and such over to a new game. Players don't like to enter new games at a disadvantage, and having 7 year veterans of your old game start out maxxed out will discourage them. I'm just imagining trying to get a friend to play, say, DAOC2 with me - "I'm already maxed out, but you could start a new character and grind my yourself!"
That's not to say I don't think there should be ANY transfer. In my armchair designer opinion, characters of the old game should start out just above complete newbie status. For example, UO players would start out UO Two with a small house, preplaced, and their 7x GM characters - but in UO Two, the skillcap would be 200 instead of 100.
Of course, that all changes based on some core designs enacted into the game. What if UO Two has skillboxes instead of UO's skill system? What if items are handled differently?
Then there's the graphics update option, which is great for existing and former subscribers, but maybe not so great for new subscribers.
Kid: "Ooo, cool Asheron's Call: New Engine is coming out soon!"
Friend: "Dude, that game is 6 years old, they're just giving it a facelift."
Final thought:
As a former longtime UO subscriber with a firm dislike for UO's present-day gameplay, it's been hard not to stay on the hate train. Really, what I'm most concerned with for UO is the possibility that it's US subscriber base is under 100,000.
Posted by: Ray at December 27, 2004 09:56 AM
I think you have it right on Schimmy. I made a Bowyer with the belief that Bowyers would have the ability that smiths have to enhance items. An ability that was promised in the promotional info. Guess what? It hasn't happened yet. I want to be able to play my crafter as much as my others. There are characters that spend all their time afk training with a Golem and come back to a GM char. I think that is WRONG. Something is wrong with a system when it is easier to CHEAT than follow the gameplay.
Posted by: Donelin at December 27, 2004 05:02 PM
Donelin said:
"here are characters that spend all their time afk training with a Golem and come back to a GM char. I think that is WRONG. Something is wrong with a system when it is easier to CHEAT than follow the gameplay."
Hello to every MMORPG evar. In some, it's powerleveling. In others, it's macroing. And in a few, it's both. You cannot code out people getting around your advancement scheme. Does that mean you can't code out obvious exploits, like this golem thing may be? Of course not. Just be prepared for another skill-gain method or afk powerlevel spot to show up.
Posted by: Ray at December 27, 2004 09:01 PM
Ray: "What if UO Two has skillboxes instead of UO's skill system? What if items are handled differently?"
This brings back memories of the Ultimas and Bard's Tales sharing characters. It would change your Ultima 3 Barbarian into a Bard's Tale Warrior, and so on. I think this is actually closer to what could be done with this whole thing. Make up conversion rates between the two games so that your 7x GM character from UO has maybe 14 out of 100 skill boxes to spend throughout the skill trees. Maybe every skill at 50% gives one skill box, while a skill at 100% gives two. It reduces the relative level of achievement, giving you a bit of an advantage, but so much that you're pwnzoring everybody right out of the box.
Posted by: Slyfeind at December 28, 2004 07:13 AM
It's actually fairly easy, as such things go, to deliver a new client engine for an existing MMO. Here's an example from a certain other game. After all, the server is pretty agnostic about who's talking to it.
Ah, Terra Nova. Frankly, I suspect they are convinced Project Entropia is healthier than UO. Once you understand the VERY narrow bands for their personal discussions (think early-90's cyberpunk: information wants to be free! we own our characters, not the steeknin companies! Cyberia or bust! The grid/matrix/cyberspace is coming!) it becomes a lot easier to digest.
The article in question, though, was a reader's submission, and I thought it was more a little out of place. Maybe I'm REALLY out of touch with UO (which, grant you, is very possible) but it read to me like someone who was disgruntled with the game and chose to build a pseudo-respectable rant around that thesis.
But hey, no one's EVER done that before about UO! (runs away, cackling madly)
Posted by: Scott at December 29, 2004 06:54 PM
> It's actually fairly easy, as such things go, to deliver a new client engine for an existing MMO. Here's an example from a certain other game. After all, the server is pretty agnostic about who's talking to it.
Wrong. If you bring DAoC has an example it exactly falls into the "lifting" procedure.
There was a thread on Corpnews where I tried to underline my reasons:
http://www.corpnews.com/forums/viewtopic.php?t=1613&start=20
> The graphic is an important part of the game but often it is trivialized as something superficial and irrelevant when, instead, it has a strong role even in the gameplay, including level design, animations, customizations, interactivity and a lot more.
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