Why Are There No Popular Ultima Online-Like MMOs?
eldavojohn writes "I have a slightly older friend who played through the glory days of Ultima Online. Yes, their servers are still up and running, but he often waxes nostalgic about certain gameplay functions of UO that he misses. I must say that these aspects make me smile and wonder what it would be like to play in such a world — things like housing, thieving and looting that you don't see in the most popular massively multiplayer online games like World of Warcraft. So, I've followed him through a few games, including Darkfall and now Mortal Online. And these (seemingly European developed) games are constantly fading into obscurity and never catching hold. We constantly move from one to the next. Does anyone know of a popular three-dimensional game that has UO-like rules and gameplay? Perhaps one that UO players gravitated to after leaving UO? If you think that the very things that have been removed (housing and thieving would be two good topics) caused WoW to become the most popular MMO, why is that? Do UO rules not translate well to a true 3D environment? Are people incapable of planning for corpse looting? Are players really that inept that developers don't want to leave us in control of risk analysis? I'm familiar with the Bartle Test but if anyone could point me to more resources as to why Killer-oriented games have faded out of popularity, I'd be interested."
Casual gamers are what makes up the bulk of MMO subscriptions. These gamers don't want to be robbed of their progress by full-loot, robbery and other nasty things.
The casual gamer will happily spend his $15 if he knows nothing stands between him and the phat loot but time.
"Total destruction the only solution" - Bob Marley
My title sums it up really. Wow in particular has ceased to be a world full of adventure and exploration and has rapidly become just a game full of people who complain if there is anything to do that slows down their getting their loot. The whole game has shrunk from a huge world full of adventure into a tiny game with about 10 instances and raids that people do over and over and over, and complain if there is anything that slows that down. Many other games have followed WoW down this route, and yet I think it's success was despite that, not because of it. The other games may well be "obscure" but that doesn't mean they don't exist or they are no fun to play. Does it matter is there are 3 servers full of people you'll never meet in game, or 200?
As far as penalty driven PvP and PvE (your ship goes boom, no getting it back, and stuff you fit to your ship can go boom with it along with stuff you were carrying)
Owning space regions is expensive & cumbersome, but to be honest I don't remember the housing mechanic real well but it's similar. You can own a Station as well has have Towers referred to as 'POS' (Player Owned Stations)
anything outside of account stealing and real money stealing is allowed and not reversed.
But you're not an elf running around casting things, you're in a space ship.
As a rock-in-roll Physicist once said, No matter where you go, there you are.
You can still play classic UO on independent servers. The biggest one is http://www.uogamers.com/
Throughout the entire history of WoW all the way from release until today, PvP realms as a whole have been less popular then PvE realms.
That was true before battlegrounds, arenas, wintergrasp, and even before the gear discrepency between a level 30 and a max level character was so high that "world pvp" wasn't just a one shot affair. (Calling what goes on in STV these days PvP is a joke.)
The reality is that the number of people who find being griefed fun is smaller then the number of people who don't.
-- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
And there were not many other choices in 1998. If you wanted to play online and were not interested in being a wolf, then you had to be a sheep. Now you have 10^7 other choices and the only people who really miss pre-trammel UO are the killers. It is no accident that Shadowbane, which was built to cater to exactly those people, failed in the market and Darkfall will never be anything more than a niche. I predict that it will fail in the long term because a world that only appeals to wolves will force most of them to be sheep (there can only ever be a few wolves, even if everyone aspires to be one) and they won't stay.
While you can be griefed on a PvP server, all that does is make you lose time. You have to go back to where you were. In the event someone is camping you, you can't do anything until that's cleared up, but that's all. You don't lose gold, experience, loot, etc. So it is annoying, but little more. However in UO you stood to lose a lot, and most people don't like that.
You are correct in that what it comes down to is that there's few people who like this sort of thing. There are a fair number who like to be on the giving end, but less who are willing to be on the receiving end. So even if you decided to make a game that catered to grifers, you'd have the problem that many griefers wouldn't want to play it. Since it would more or less be a griefer only fest, they wouldn't have casual players to pick on and it wouldn't be fun for them. A large number of them aren't interested in an equal playing field where they might be griefed as well. They want a situation where they can band together with other griefers to pick on the weak, but that doesn't work.
As such there will be a small market for games like this. You can see this well with EVE. Not only is it rather small, compared to other MMOs, but many of the player base positively HATE WoW. I don't mean they dislike playing WoW so found a new game, I mean they hate that WoW exists and that people play it. Now why would that be? Shouldn't affect them. The reason is because they want all those casual people to come play EVE. They want weak, inexperienced people to pick on and take advantage of. They are mad that these people have other places to play.
What it comes down to is people play games to have fun. What fun is for various people is different, but for an extremely large amount fun means "Not losing everything because of a jerk." They want something akin to a single player game with checkpoints and quick saves and such. A situation where you don't always move forward, but you never move backward. They don't want the equivalent to a single player game that deletes your save if you die.
As such, game companies will make games like that. If they don't make games people want to buy, they'll not be in business for long.
Years ago, I played UO and enjoyed it.
For all of 5 days. Then it became a cringe-making hell for me.
Unless you were one of the uber-elite of gamers out there who knew how to level to demi-godhood on the servers, you were their prey.
The game became less and less fun the more I tried to simply to do something...anything to get better than a lowbie character, the more frustrating it became. I tried mining, and was frequently killed for my hard work. Logging, anything...I was a target for players who wanted nothing more than to kill and enjoy the sweat off of their victim's brow. I couldn't earn money, couldn't advance...
In fact, the only thing I was great at was dying.
Not exactly something I want to sink money into month after month. After 15 days, I gave it up as a bad idea.
Everquest came along with something that allowed the PvP'ers to have their fun and would leave us casual players to progress at our own pace. There was no real need to level to the max in nothing flat just to stay alive, one could enjoy the game. World of Warcraft did something different, but has the same result.
Why are games going this way? Because look at the "Make Love, Not Warcraft" episode of Southpark. Once someone was able to kill at will and in fact seemed to get off on ganking lower-than-he characters...people stopped playing the game. The Fictional Blizzard company in the episode saw millions of their user base turning off their computers and going outside to play.
The real Blizzard and other companies running MMORPG games would have a very real version of this problem. In fact, once EQ came out, people jumped from UO to it and most of them said that EQ was far superior not for graphics, or world development...but for the simple fact that they could PLAY the game and not flee anything that was controlled by another player.
That's why everyone maximizes game play and leaves options for people to decide to play PvP without interfering with everyone else who doesn't want to play that game.
Sure it sucks for the PvP'ers, but that's why there are PvP servers. If you want to be that kind of player...there's your world to do it in.
-- Wiccan Army, 13th Airborne Division "We will not fly silently into the night"
Methinks that's missing the point. Judging by the summary, what his friend misses isn't crafting or just housing, but the opportunity to be a griefing fucktard with impunity. He doesn't miss just housing (which half the games have nowadays anyway), but more specifically thieving, which in the context of housing really boiled down to exploiting some clipping bug to nick someone's furniture that per the game rules you shouldn't have had access to. Basically he's missing a game that's equally half-baked, buggy, exploitable, and with equally piss-poor GM support, so he can be as big a griefer as in the good old days of UO.
And I seriously doubt that many games aim for the bottom of the proverbial barrel nowadays. Even those who end up there, it's not by design. They may end up an exploitable griefer's paradise by plain old fashioned half-arsed effort, but not by aiming to be a buggy exploitable mess by design.
Arguably even UO didn't aim to be the mess it was for its first years. Lord British and later Raph Koster didn't as much aim to fuck up, but just found rationales as to why and how the players will do all the policing and content so they don't have to bother with that. (Raph Koster would then take this idea with him to SWG, and contribute to that one's ending up barely niche appeal, in spite of the millions of SW fans who awaited it like the second cumming of the Messiah.) UO was not _supposed_ to be a lawless griefer's paradise and driving almost all the player base off, as soon as the first competitor appeared. It was supposed to be the place where players form their own posses and do their own policing and enforcing the rules, so Origin and EA don't have to spend money and manpower on that. All that happened was simply that that idea didn't work: there was nothing you could do in-character to a griefer seeing his character as just a disposable harrassment tool. Even if you could get a bunch of people to form a posse to hunt him down, that just fed the troll, instead of deterring him.
But anyway UO ended up a griefer's paradise more by simple fuck-up, than by design. People and social dynamics were supposed to take the place of coded restrictions, except they never actually worked that way. And the end result was just the result of that "it never worked as they intended."
So, yeah, I doubt that the guy's friend will find many games which _aim_ to be what he misses.
A polar bear is a cartesian bear after a coordinate transform.
All of the people I know who miss UO were into the PK scene.
Calling it PVP is misleading because for people who never played UO, that brings to mind more modern games' consent-based PVP systems. In WoW, you consent to PvP by playing on a PvP server, starting a duel, enabling your PvP flag, and/or joining a battleground. In UO, you could kill other players outside town, period. There were originally some "disincentives" to excessive PKing, but the biggest was getting a badass title that showed how notorious you were, so that was really more of an incentive.
Also, to those who didn't play it, it's necessary to understand that UO was not a level-based system where the only way to kill someone ten levels over you was for them to be comatose. It was a character skill-based system where the skills you used the most increased the most.
The typical PKer had an advantage over non-PKers because they had a different understanding (and in retrospect, a correct one) of how PVP combat worked. The typical non-PKer was far too enamoured of gear and character skills. The PKer understood that if you weren't ready to fight ten seconds after resurrection, you probably already lost. If your gameplay depended on superior equipment, you were quite honestly doing it wrong, and the difference between character skills was far, far less important than player experience. To add to the issue, UO was also riddled with a ridiculous amount of huge bugs. If you think you know what bugs are strictly from WoW experience, I have to say, you honestly have no idea.
Non-PVP zones were limited to cities, so the exits to the cities were a killing ground. Graveyards were resurrection zones, so those were a killing ground. Dungeons were favorite destinations, so those were a killing ground.
Many other posters have brought some or all of these issues up.
The key for wolves was to have enough sheep, and that's where the legacy of the Ultima series comes into play. Ultima was a game series that, for its time, had a very large fan base. Furthermore, it was a very moral series of games. Ultima 1-3 where pretty much standard-fare RPG mishmashes of Tolkien, every bad fantasy book ever made, and science fiction. When U4 came out, it was extremely different. Though it hasn't aged well (meaning I don't think you'll get a correct sense of how different it was at the time, if you emulate it today), it was a revelatory experience. No longer could you win the game by destroying everything in sight and not taking everything that wasn't locked down (assuming you were strong enough to defeat the guards or clever enough to evade them). Ultima 4 was a game about what it means to be virtuous. Ultima 5 dealt with what it means to enforce virtue as draconian law, subverting virtue. Ultima 6 concerned itself with the problem of evil and the moral ramifications of messiah prophecy. Ultima 7 was less about moral dimensions, but had solid gameplay, and Ultima 8 was the first game which really failed to meet fan expectations.
Due to the moral dimensions of U4-6, and the quality of U7, Ultima not only had a very strong following, but it appealed to a lot of people who liked the fact that it wasn't just another game where you can kill your way out of every situation. It appealed to players' senses of justice, fairness, and compassion. In fact, U4 introduced a Virtue System which not only codified 8 virtues (honesty, compassion, valor, justice, honor, sacrifice, spirituality and humility) and 3 principles which guided them (truth, love and courage). Ultima Online had a lot of players who remembered the U4-6 legacy with fondness, and had a fan base where such virtues were often exemplified in the community.
Ultima Online shipped without any virtue system, needless to say. It was filled with a lot of non-PVPers, for many of whom UO was their first mulitplayer RPG. Many of the PK crowd came from other smaller games where PVP was more common. The collision of values is what was important, because it gave a lot of the n