Ultima Online Devs Building Player-Run MMORPG
An anonymous reader writes: "A group of former developers for Ultima Online has created a game company called Citadel Studios, and they're working on a new MMORPG called Shards Online. '[CEO Derek] Brinkmann described the game as a player-run MMO, which means at the highest level they can run their own servers and change the settings of that world, altering how long nighttime lasts or how quickly players can gain skills. On the next level down, server administrators can take the form of god characters, who can spawn monsters in the world, create items and launch live events. And in the level below that, players can modify the gameplay code. ... The game is set in a multiverse, where players can travel through different worlds. While all the worlds are unified by the same rule-set, Cotten told Polygon that they are each themed differently, and these themes will offer players a different experience. There's a world inspired by high fantasy. There's a world that is coming out of a steampunk industrial revolution. There's a world that consists of a coliseum in which players can fight each other in player-versus-player battles.'"
*cough*MUD*cough*
I remember day-dreaming about an MMO like this ages ago when they were just coming into the mainstream. I was thinking one based on Feist's "Hall of Worlds" concept. Each player would start on a pre-fabbed world, and after levelling a bit, make their way into the Hall, where they could connect to player-generated worlds which served as dungeons against which to test their skill. After progressing sufficiently, they could gain control of their own world, and create another dungeon to add to the Hall of Worlds.
Still think it'd be a good game; I'd like to play it.
Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
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There are alreay a couple of Ultima Online server projects (pol, uox etc.), and a number of privately run shards (uuh, Pergon? and so on)
And allow me to dust off my crystal ball to predict how this is going to run.
- People will flock to the "shards" where they gather xp the fastest, then complain about the lack of content.
- Balance will be completely off whack because you go to shard A, get weapon A1, go to shard B and get armor B1 because the monster that carries said armor is very susceptible to A1 (which does not matter since nothing like it exists in world B), then go to shard C where every monster gives tons and tons of xp and loot but is really hard to kill... unless you have weapon A1 which deals a damage these mobs don't have any resistance to (because it uses a different ruleset) and wear armor B1 that makes you invulnerable against mobs on shard C (because they use a different formula to calculate armor which makes the armor rate on B1 insanely huge against shard C while it would be quite normal for shard B).
- Interesting, well designed worlds filled with lots and lots of detail that will be deserted because the builder also took balance seriously, while the shards with no meaningful texturing where you mow down mobs by the dozen for free loot will be overrun, in turn giving wizzes the message that players don't give a shit about eye candy and just want free stuff, culminating eventually in the black room with rows and rows of defenseless drones dropping the Ultrasuperspecialawesome Sword of Pwnage with a dropchance of 99.9999% (with an error margin of 0.0001 due to a spawning error caused by the amount of mobs dying at the same time).
- Dozens and dozens of "twisty passages, all looking alike" because for some odd reason wizzes love to create mazes about as much as players loathe running through them.
Oh yeah, I'm so looking forward to that again!
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
Please don't let brazilians anywhere near it!
(i'm brazilian)
neverwinter learned the hard way... player generated content *will be exploited* for all its worth, and then some...
to take that to the next level and allow anyone to set an entire mmo's universe rules? loot tables? xp tables? difficulty settings? loot itself?
it's fucked already, and the game isn't even close to being released yet. nice idea, but this is the internets, where everything that can be hacked, cracked, or exploited, WILL BE.
So, it's like DikuMUD with graphics. I for one, welcome these ideas from 25 years ago! Combine that with Ultima VII-grade graphics and you have a winner in my book!
This looks like DayZ, but with magic. Where as DayZ seems to have a love-it-or-hate-it vibe, this just looks lame.
This won't result in primarily altruistic and cooperative gameplay experiences but rather a tasteless mish-mash of anarchy.
Game code will be properly abstracted from engine code and it will be open source? Sure ....
Unless they give true full source code access the best players will be able to do is turn some near irrelevant dials and connect some blocks together to form a "new" quest, just like all these other MMOs which promise players will be able to develop content.
I wouldn't play such an mmo. It sounds like a chaos for gameplay to me....
Sort of like the different forks of NetHack? ;-)
Ezekiel 23:20
This has been going on for years already. RunUO.
Reminded me of Second Life too (game aspects of), where you had many people clueless what to do without specific direction, a lack of cohesion of design, and some outright bad decision making that impacted others.
You're in your mom's basement in your mid 30s and you're not getting any.
Shard is for you!
Tubby or not tubby. Fat is the question
My idea was:
Have a MMORPG that players can host on their own server.
Everyone can host their own server.
There's no rules against hacking cuz you can't stop it anyway
Have a main server which allows people to buy virtual goods.
Allow players to make their own meshes they can sell on the main server's virtual good server, and get a cut.
God spoke to me
Kinda sounds like one *I* would play in....
THANK YOU, Edward Snowden!! Americans owe you a debt of gratitude (whether they know it or not..)
The very definition of vaporware. No anything. Not even screenshots. So how much does it cost to be featured? I also have my own slashvertisements to do: program in http://nimrod-lang.org, the programming language of Kings who infuriate Gods!
I think this idea really matches what I see in a lot of young gamers now. If you've spent any time on Minecraft lately, you'll find a tremendous diversity of play styles and server types. Having a professionally produced, nicely scaling MMORPG that the players can bring their creativity to, could provide a nice market for them.
AKA Mirage Online / Player Worlds? Yeah .... thought so.
Thats sounds like plan for disaster. Is there someone out there with too much money? Ill promise, i can send millions and give you nothing in return back..
Let players loose on server and you are guarantied that sooner or later balance gets kicked out of the window and super weapons emerge... These focus crippled kids of these days just have no patience for challenging gameplay...
Um... so what? UO has been around so long now there's a veritable legion of "former UO developers" out there running around. A quick check of the bios on the company website doesn't raise much confidence that the claim of being a "former UO developer" is worth much - they mostly only worked there for a short time and on one single expansion well into the "let's keep ol' bessie runnin' one more season" phase of UO's life.
Being "involved with UO" may have been a phrase to invoke magic with back in the late 90's/early 00's... But now that it's a pale shadow of it's heyday, it's just pathetic.
Can't wait for the Rift for this!
Oh, wait, FB bought it.
I thought the guy who brought us UO, Lord British (Richard Garriott) is launching Shroud of the Avatar, isn't this just an EA sub running interference? The overview sounds more like a Secondlife spin-off than Ultima.
Neverwinter Nights had only player run servers 10+years ago and the same issues still stand. (no cross-world was organized)
problem 1
Depends what/how the 'world' specific assets exist - 2D vs 3D, many commonly shared assets. streaming or static, disk save caches vs memory only... If you have to wait for the assets to be loaded on very different switching worlds it puts a damper of switching.
problem2
Another is character persistance being poisoned by griefer tards creating deathworlds which can strip a character of their permanent possessions or even attributes (another is a monty-hall worls that ruins any character advancement scheme) . You know there would be players to do that.
Solution is to have an undo/restore on the 'cross-world' permananet/persistant character data (which BTW requires a central secure server NOT run by any player) or have local characters in each world (defeating the cross-world element)
problem 3
The company dodges the copyright infringement/harassment lawsuit issues (of having open asset creation) by having the players running the servers be fully responsible versus the horrendous problem of Vetting all the servers by the company.
problem 4
Toolset for the asset creation will be important - its vital to get enough players able to add new content and its not just one tool but a suite of tools whgich have to integrate with each other as well as with the game engines requirements.
A good player community to help people create stuff will also be important (theres all levels of different skills and the idea is to have collaboration to let people add their bit with what they are capable of and to reuse/modify alot of the assets (or template assets) and do incremental improvemsnts)
Sounds to me like they were getting high one day, thinking they need to get back into the MMO forefront after a decade and a half, and someone had just experienced "Nomic" for the first time ever.
They're calling themselves Citadel Studios and working in fantasy games?
Cue trademark lawsuit from Games Workshop in 3... 2... 1...
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