4 ms·
I played a bit of UO, but I played a lot of Star Wars Galaxies, which was in many ways the spiritual successor, as Raph Koster was the lead designer of both.
by jrowen 6y ago
I played a bit of UO, but I played a lot of Star Wars Galaxies, which was in many ways the spiritual successor, as Raph Koster was the lead designer of both.
Raph came from a background of roleplaying in MUDs, and both UO and SWG had very active roleplaying communities. He designed games that brought together a diverse set of player types and nudged them toward interacting with and depending on each other. In SWG you could (if so inclined) play for months without ever picking up a weapon or venturing outside a city. Professions like Dancer, Image Designer, Tailor, Merchant, Architect, and Politician were on equal footing with the combat professions and you had a certain number of skill points to distribute between all ~30 of them.
Entire player-created cities with shuttleports and malls and parks were constructed, mayors were elected and set policies. City founders worked to entice the best crafters to set up shop in their town (due to an incredibly deep crafting system that resulted in a wide range of qualities and styles of crafted items - people ran full-time businesses just staying on top of the frequently changing mineral deposits and mining high quality materials to sell to crafters). You could place almost any item in your house or guild hall, people decorated elaborately to make their towns and spaces unique.
The planets were huge and very little was marked - you would just go adventuring. One time very early on in the game, someone was running around Mos Espa on Tatooine, getting together a group to head out to Fort Tusken. Like most people at that point, I hadn't been there and didn't know where it was, so I joined up. Once we had assembled a full group of 20, we met on a bridge and headed out, running across the countryside in a line behind this guy for 15 minutes straight. Later they would add mounts and vehicles to the game - early on there was a lot of running. Finally we arrived, and he instructed us to wait outside the fort. He ran in and pulled a couple Tuskens over, and they handily slaughtered our entire host in seconds.
At this time the game still had corpses, so we all woke up as ghosts back in town and had to run all the way out again.
I remember that and other moments from SWG like actual events that happened in my life, moreso than any other game I've played. It's basically inconceivable to me that something like that would happen in a game like WoW where every quest and character and item is fully mapped out and codified, and you largely progress along the rails. In SWG you picked a starting profession and were dropped off in a city, and that was basically it. You had to go run around and observe and talk to people to figure out what you could do. There was so much wonder. UO and SWG were committed to creating rich virtual worlds where players had the tools to write their own stories together. I believe they were ahead of their time and we will eventually see more games like this.
EvE online has largely taken up this mantle and has done amazing things, but the space-based gameplay is a turn-off to many.