5 ms·
As best I recall (it seems it's not easy to find sources now) the biggest problem was with player-killing and griefing. The devs left player-character interacti
by leoc 7y ago
As best I recall (it seems it's not easy to find sources now) the biggest problem was with player-killing and griefing. The devs left player-character interactions relatively unrestricted in the expectation that social order would be (largely) maintained by the in-character actions of the PCs. Similar things had worked in text-based MUDs of the time. When they naturally got a Hobbesian bloodbath instead (classic MUDs have many more hours of active games-mastering per player than any MMO) they began the retreat that led to the fake-roleplaying, theme-park experience familiar from World of Warcraft etc.
- Operyl 7y agohttps://gametyrant.com/news/ultima-online-spent-3-years-developing-systems-that-were-destroyed-by-players https://gametyrant.com/news/ultima-online-spent-3-years-deve... has some quotes from the creators.
- vintermann 7y ago"Similar things had worked in text-based MUDs of the time." Not really, in my experience. In MUDs with unrestricted player killing, in-game policing did very little to stop it (unless you count intervention from immortals/wizards, I.e. admins)