4 ms·
I recall reading the developers of (the ultimately aborted) 'Fallout Online' remarking that Ultima Online's player mechanics were pretty close to what they'd ex
by ajxs 5y ago
I recall reading the developers of (the ultimately aborted) 'Fallout Online' remarking that Ultima Online's player mechanics were pretty close to what they'd expect from the reality of a post-apocalyptic wasteland. I can't find the source of this quote right now, unfortunately. I felt really gratified hearing that, as I'd been trying to explain the savagery of UO[2] in the 2000s to people talking about Rust's gameplay in 2020.
I think it's really interesting to look back at UO's design from a modern perspective. The designers have stated over, and over again[0][1] how absolutely wrong their predictions of player behaviour ended up being. It was such an ambitious, pure, and innocent idea. Its gameplay style may not have stood the test of time, however it was undoubtedly an important learning experience for game design as a whole. I'm tempted to say its a shame that games like UO are a thing of the past. However when I look back at my time playing it, the thing that sticks out the most is how much time and effort was spent just avoiding abuse.
[0] https://www.raphkoster.com/tag/uo/ https://www.raphkoster.com/tag/uo/
[1] https://www.youtube.com/watch?v=KFNxJVTJleE https://www.youtube.com/watch?v=KFNxJVTJleE
[2] https://web.archive.org/web/20050214050928/http://looter.4t.com/ https://web.archive.org/web/20050214050928/http://looter.4t....