Comment by haolez

14 hours ago

If starting from scratch, what would an MMO need to replicate that?

I've experienced it first hand, but I can't grasp why it worked well like it did.

I say this unironically, but a lot of bugs. The bugs are what made UO fun, and the team often treated the bugs as features because the community demanded it. The most famous example (I think) is the "true black" dye. Another bug I ran into was when a certain shade of brown hair got turned "true white," I was able to petition a game master to let me keep my true white hair after the bug was fixed because I made it part of my "persona" at the time.

Also there was a whole niche industry of collecting non-droppable items which spawned in the game world but were not fixed on the map (we think they were added post map creation), so they could be "pick pocketed" off the surfaces they were on and taken back to your home every wipe. There was a huge rush after servers came back on after a wipe for folks to go find the most rare items to stock up their towers and keeps.

  • UO came out when I was in high school. I would time my morning routines around the server reboot to grab those special items, some of which didn't respawn during routine reboots.

    The bugs were part of the game culture. The first time that you learned that items in the bottom right corner of your first house -- because they could be stolen through a bug even if your house was locked -- was something everyone jointly went through.

    UO also had maybe the closest thing to a true player economy than any game. There was a legitimate path to making money (and having fun) to just mining ore and selling ingots. You would sell your iron bars in an unattended vendor to other players at your own price. Those bars would get bought by a blacksmith player to produce armor that they sold to other players... who would buy it to go adventuring in the dungeons.

I still think 90% of what made UO unique is the fact there was no Google or central repository of expert knowledge. Yes, UOStratics existed, but it wasn't perfect. A lot of the fun was in the fact basically nobody knew the BEST way to play, and therefore everyone was just doing whatever they thought was fun.

  • I remember spending so much time every patch day with other people on my server where we just tried out different combinations of spells, weapons, armor, tactics to see what worked this week.

  • If someone create a new MMORPG in which rules changes a little every day or several days in unpredictable manner then no one will be knowing the BEST way to play or at least harder to find the BEST way. But maybe there will be no balance.

You’d need to start with the premise that combat shouldn’t necessarily be the focus of the game. Work on making other aspects (farming, hunting, taming animals, etc) to be equally compelling mechanics.

  • > to be equally compelling mechanics.

    I'd go a step further, not just equally compelling, but it'd be interesting to see some games, particularly RPGs, where combat is effectively optional. One of many ways to level up your character and complete the objectives of the game.

    There aren't many out there where you could have a complete pacifist playthrough, for example, and if there is, you usually still have to resort to theft, or use of paralyze & calm spells.

    In most RPGs your professions (farming, herbalism, mining, etc.) are just secondary skills to help you progress in combat, and all the good stuff comes from killing enemies.

  • They're by no means equally compelling. But they are viable ways to generate currency, you progress in them over time as a specialist, they feed back into the player economy performing tasks that other people want performed, and they are, importantly, in the same world, on the same shard. I know not to go near Orc Camp because there's a group of player killers down there, despite the fact that there's a rich Agapite vein running through the mountains near the entrance that I would love to mine and make armor out of. Back to the relative safety of Minoc for me, however crowded. In some timeline two weeks in the future, I band together with a bunch of other players (most of whom just want to farm orcs) to kick them out. Territorial control, even without any formal mechanics of territorial control, is closely correlated with narrative and socialization; I wouldn't have met any of those players if we were all on our own separate instance.

    Eve Online accomplished something a little more combat-focused, but similarly diverse in playstyle, mostly by dint of having a single large persistent world-shard with minimal functional instancing.

UO didn't have a global concept of a level. You had a maximum number of points per character, which you allocated to skills by doing the corresponding activity. This is how you can skill cap your character without killing monsters or players.

Is scarcity part of it? Making sure there are some jobs people have to do that don't involve combat but still drive the in-game economy?

  • I think a component of it is a zero sum model. Like, not everybody can be incredibly successful. Not sure how to implement this, though.

The big problem that UO ran into was that it turned out the people who liked what UO was is a pretty niche audience. In a lot of ways Everquest was a direct rejection of the features that folks like me think of as the golden years.

But to answer your question, there are three different clusters but contradictory sets of answers. And this was the problem.

1) It was a sandbox game developed with a focus on recreate a living world. A real ecology, real economy, skill based character system instead of classes where your skills tracked what you actually did, a focus on all sorts of roles - part of the original pitch was players could be the town blacksmith or whatever. I knew someone who spent several months playing an interior decorator for instance. Some people, such as myself, were attracted to this.

2) The same freedoms from #1 attracted PvP style gamers, especially from the then nascent FPS style games. Griefing, rampant slaughter, that sort of thing.

3) It also attracted PvE players who weren't at all interested in a realistic world and demanded the sort of conveniences we see in modern MMOs: mobs pinned to locations, predictable drops, predictable quest lines, instancing, optional PVP, etc.

You'll note that most of the people you see reminiscing online are from groups #1 and #2. Group #3 by and large hated the game and left as soon as they could. And your typical group #1 player eventually got annoyed at group #2 and just left altogether.

It's a hard problem to recreate UO because of this tension. Without allowing group #2 to exist you don't have the same environment. But by allowing group #2 to exist, they'll eventually take over and chase away everyone else.

At the end of the day, UO was a game that was simply a moment in time that can never be recreated. Too much of what made it great was due to the fact that it was a new thing.

It’s largely impossible now, it’s not a technical problem, it’s cultural.

UO forced many different types of players to coexist in the same world that simply do not mix anymore. You had peaceful dungeon crawlers and craftsmen coexisting alongside killers, rapists, thieves (wild that stealing items from other players inventory was actually a thing, probably unheard of in today’s MMOs).

The friction between these different types of players is where the magic happened, it’s what created real conflict and higher stakes in the world. When you stepped out of your house, there was always a risk that killers could be lurking ready to murder you and loot your house dry. And if you forget to lock the door, someone passing by will clean your house out for anything valuable.

In a way, old school UO was a true Middle Ages type MMO, everything since then has only grown more civilized, more enshittified. People don’t want to pay for a world that doesn’t give a shit if they have a bad experience. The truth is though there was no “bad experience”, it was all just an experience.

  • Oh boy, you reminded me of the tag teamers where a pick pocket would steal your bag of runes (that you use to teleport to safety), then attack you while you try to fumble a teleport back home, only to find you can't locate your bag of runes.

    The defense to this was to carry dozens upon dozens of nested bags, because each bag opening could trip the pick pocket detection.

    Also the defense to your home was to literally circle it in tents/buildings creating an empty courtyard that you could only teleport into with a rune you kept safely in your bank box. There were some warping bugs that would allow you into a courtyard though, or even through the front door (circle of visibility bug, as well as floor tile warping).

  • These are the words and thoughts that I couldn't organize myself. Thank you for that. Fully agree.

  • >The truth is though there was no “bad experience”, it was all just an experience.

    I mean there absolutely were bad experiences. Griefing drove lots of players away, which is why they implemented Trammel.

    • You approach that from a game design perspective to reduce the reward and set bounds on how much fun a player is allowed to destroy maliciously and what kind of counterplay is available, but if you completely eliminate it the world loses a lot of its drama. Conflict drives narrative.

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Well, it was kind of the only game in town. Sure, you had Dark Sun Online and Meridian 59, but in 96/97 you were playing UO if you liked the idea of online worlds.

I think the barrier to entry is the equivalent of several complete, fun, balanced single player games operating together in balanced harmony. Not impossible, but highly improbable.

  • Btw, I've never met a player of Meridian 59, but seeing YouTube videos about it, it might have been popular in my community if we had access to it at the time. Looks super interesting, although it didn't age well, of course.

    • Really. I wonder if there are any historical videos about it. I have stories, but they are mostly exploit stories…