3 ms·
A bit more back story on UO, ported from my comment in the Nomic thread. UO was divided into Trammel (safe from PvP) and Felucca (not), and some servers only h
by simonsarris 14y ago
A bit more back story on UO, ported from my comment in the Nomic thread.
UO was divided into Trammel (safe from PvP) and Felucca (not), and some servers only had Fel. Originally, there was only Fel, and Trammel was made to entice more players who might not want such a cutthroat environment.
In Fel as soon as you left a city you were more or less fair game to die from an extremely hostile environment. PC Gamer (If I recall) described the learning curve of UO as "A frozen wall of acid." Brutal, but very exciting. A wild west MMO.
(In Fel) UO was a rare RPG where anyone could kill anyone, for any reason, but with the repercussion that they would be branded a "Bad person" (visible with a gray or red name instead of blue). Stealing from good people corpses also did this. Anyone can attack and kill bad persons, and if you killed even more people you were a murderer and it took a very long time to return to normal.
This Blue/Gray/Red name system created a sort of cautiousness among travelers. Being near a pack of "blue" people might be safe, since any person that tried to steal or kill would turn gray and they'd immediately kill him.
Unless of course, all those blue-named people were conspiring, and you are the target.
You want to use super awesome powerful gear? None of this sissy MMO stuff. Die and you lose it, and your enemy (or his enemy!) gets the spoils. An insurance system was added later (2005ish?) where you could pay a certain amount per item to not lose it, probably also as an attempt to make the game less harsh.
The problem I have with a lot of MMOs is that the power of your character is simply how much time you sink into the game. Essentially, MMOs are games that reward wasting time.
UO had so much more than that. UO was a game where treachery and sneakiness really paid off, if you wanted them to. Lots of ways to nearly instantly kill or entrap people lead to a lot of very exciting plots where guilds might be laden with spies. Absolutely nothing like the ridiculously limited PvP found in games like WoW.
In a lot of ways it was the Diplomacy (diplomatic back-stabbing board game) of MMOs. And it was great.
--------
For more also see outworlder's excellent comment in the Nomic thread: http://news.ycombinator.com/item?id=4890513 http://news.ycombinator.com/item?id=4890513
The criticisms of UO wiki page is also a very good read, especially the housing and economy sections: http://en.wikipedia.org/wiki/Criticism_of_Ultima_Online http://en.wikipedia.org/wiki/Criticism_of_Ultima_Online
- tibbon 14y agoMany of these mechanics weren't in there during alpha/beta/launch, but came shortly after. But the essential part that was always in there is 'you will die, and get looted' which never happens in modern games.
- DanBC 14y ago> 'you will die, and get looted' which never happens in modern games. DayZ? Minecraft?
- reitzensteinm 14y agoAs a game developer, I'd explain this as follows: the whole gaming industry has been following the same path towards casualness. Arrows in FPS games telling you where to go, auto adjusting difficulty, forgiving aiming, tons of quick save checkpoints, the list goes on. The majority of players prefer these be in place - otherwise, why keep doing it? But there's still a significant segment of the market that pines for the day when games really kicked you in the ass. So enter DayZ, and some psycho player with an Axe chases you while playing a creepy loop of a seven year old girl singing, and exploits bugs to kill you completely unfairly, there's a small but significant number of players that will fall in love with a game like that. But you're not going to convert even a large share of Black Ops 2 players with that experience. It would be like making every car an Ariel Atom. http://www.youtube.com/watch?v=yldW2FXy7IY http://www.youtube.com/watch?v=yldW2FXy7IY
- Evbn 14y agoOn the other hand, a lot of games now are large and diverse with hours worth of content/art, instead of 5 minutes of content constant replayed for hours until the button patterns are memorized.
- DanBC 14y agoGran Turismo (first version, on Playstation one) was hard. It was good, but it was hard. Later versions (GT4 especially) were much easier, with many more races and tracks and cars. But is it more fun? Is it fun for advanced players to grind through easy races? (even with weird features to increase difficulty and earnings from races?)