Ultima X Odyssey Details Unveiled
Thanks to GameSpy for their interview with the lead developers of Ultima X: Odyssey, discussing their recently revealed PC "action-adventure, online role-playing game." As well as an in-depth dissection of the gameplay details, they discuss why the mainstream aren't flocking to MMORPGs: "They feel like the current crop of games is just very repetitive... they feel like a lost soul among billions of people. So, we're really trying to bring a single-player feel to massively multiplayer games", and also why this Unreal-engine title isn't intended to compete with their own quarter-million strong Ultima Online: "There's no reason to try to target our own game [in terms of approach/gameplay] when it's time for a new game."
Whereas the Minter interview was utterly worthless, this one was full of details and theories and screenshots.
MMORPGs really only start getting fun once your character becomes high level and competitive with all the other regular players out there. For most games, this tends to involve a large time investment on the levelling treadmill. The result is that people who have large amounts of time to invest in a MMORPG are those who are already in the market, and those who just want a game they can play at a leisurely pace see this as a huge barrier to entry.
Unlike single-player games, where even at the beginning of the game you're having fun because the challenges are typically tailored to your level so you only see enemies (and loot) which are appropriate to your level, in MMORPGs you see right off the bat the level 50 people and monsters running around doing all this much cooler stuff, while your level 1 newbie can't really do much of anything. At this point, the hardcore online gamers will put in lots of time in the boring leveling process in the hopes of rushing to level 50, while your average gamer will quickly get bored and give up. In most games, the leveling process tends to a chore (and you'll see people treating it as such) rather than a fun part of the game process. Whether this is a good or bad game design element is open to debate, but the point is that it limits the mass appeal of such games.
Compounding this problem is the fact that, unlike most online roleplaying games, your personal skill counts for very little. For example, someone who used to play a mean game of Quake in the past decides to pick up Half-Life. It won't take them very long to develop reasonably competent gaming skills. But for MMORPGs, all that time you invested in your level 50 Blademaster for Dark Age of Camelot doesn't mean squat when you sign up for Star Wars Galaxies. So it's not even that someone can invest some time picking up a new set of gaming skills and be over the hump on the learning curve; in order to be a long-term MMORPGamer right now, it's your ability to invest time (and tolerance for leveling) that would have to change.
Until they come up with some way to address this, the MMORPG audience will continue to be limited to a specific subset of gamers, rather than all gamers in general.
The bold print giveth, and the fine print taketh away
Basically I don't even think most people even bother to look at pc games in general - let alone massively multiplayer online pc games
...If they manage to pull off that virtues system and make it half as cool as it sounds, I suppose I'll have to forgive them for canning Ultima Online II. I'll be interested in seeing how it affects player behavior; can a griefer still be a complete ass to others, yet be able attain Avatar status?
Can someone tell EA or Origin or whoever is making these games these days to PLEASE make a new single player Ultima! I used to play Ultima 4 for hours, and aside from Ultima 8, they were all quality games. I'm definitely not buying into all of this MMORPG stuff though. They're an interesting idea, but they all look boring compared to a good game of Ultima 7, and there's no way I'm paying more than once for a game.
Thank god we still have Exult...
-"One machine can do the work of fifty ordinary men. No machine can do the work of one extraordinary man." -EH
Hey in Lord British's first interview since leaving Origin, I think *he* was the one who was harping on the motive that players hated MMORPG's, because they lost their sense of self...
I guess the main designer for EA read the same interview.