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Classic Games (Games) Games

18 Years On, Ultima Online Is Still Going 75

An anonymous reader writes: Ultima Online was released in September, 1997. It was the game that popularized graphical MMOs, and somehow, it's still running. Rock, Paper, Shotgun took a dive into the game to see how much it's changed, and who still plays it. As the community has shrunk, it's become increasingly tight-knit, and giving up the game now means giving up a social circle for many players. Even though newer MMOs have eclipsed the game's functionality, UO has a dedication to the full adventuring experience that later games haven't replicated. From the article: "While initially I couldn't understand the appeal of Ultima, when I decided to shake off the limitations of an early level character and simply explore for myself, I found a game world with a lot to offer. Player created civilizations, unique monsters, and the sheer mystery of the world combine to keep this ancient MMO compelling. For all the ways in which the genre has improved, Ultima Online remains one of just a few MMOs that let you live an alternative life. That feeling of ownership ... combined with the diversity on offer, keeps players coming back day after day."
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18 Years On, Ultima Online Is Still Going

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  • by Anonymous Coward

    Do playing games like Ultima Online help with avoiding or treating the burnout that some programmers face due to the stresses of their jobs?

    Today I read about the harrowing experience [reddit.com] of one programmer. He wrote that

    I'm currently in a state where I litterally just can't write code. At all. I get dizzy, headaches, I've even cried a few times just at the sight of my text editor.

    and

    A little over a month ago, only 3 years into the project, I blew up. One day I woke up, sat in front of my computer and broke up in tears. Called the boss to tell him I couldn't work for a few days. To this day I still can't code. I'm not even sure I will ever be able to code again either. For now I'm looking at applying for Walmart for an undetermined amount of time.

    I know he is probably not alone. So when a programmer is in a similar situation, will playing an online game like Ultima Online help at all? Will it provide an escape and a way to relieve some of the stresses and burdens that have built up? Is participating in a MOOC a better idea?

    • by aaaaaaargh! ( 1150173 ) on Wednesday July 01, 2015 @01:48PM (#50026979)

      No to all of your questions. Better go skydiving or crocodile hunting instead.

    • No, it won't (Score:5, Interesting)

      by Okian Warrior ( 537106 ) on Wednesday July 01, 2015 @02:48PM (#50027341) Homepage Journal

      The problem arises when you make bad associations over the years.

      Your brain is an association engine - it silently catalogs all the feelings you get when doing something, and uses this information for prediction in the planning [brain] section.

      Over the years, you've built up associations between programming and discomfort in various forms. Now, when you consider going to do some program, your brain automatically recalls all the pain and discomfort that this brings.

      The planning section uses the risk/reward equation, and there's usually other values to consider. Normally, the "value" you get from programming is enough to outweigh the discomfort you get. You get rewards for doing it, like interacting with people, figuring out problems, and so on. Getting money is more of an intellectual reward - there's no "feeling" associated with money per-se. (Unless you're Scrooge McDuck and feel joy over just having money. Most people aren't like that.)

      Over time, the negative value of the discomfort has grown, relative to the positive value you get from completing goals, learning new things, or social interactions.

      It's the same as a lathe operator who gets back pain from stooping over all day long. He'll eventually get tired of doing something he once loved, even if he doesn't remember the pain.

      It's *very* difficult to reverse this. You have to build up positive associations, and enough of these to compensate for the negative history.

      You can try adjusting your work environment ergonomically: make it more physically comfortable to type, for instance.

      You can try getting into a new field: switch from web work to microcontrollers, for instance.

      You can try switching to a new environment: shop your resume around, and join a small company with a manager/people you really like.

      You can try rewarding yourself for completing goals: promise yourself a slice of pie if you complete such-and-so task today. (Make sure you realize "this pie is because I completed such-and-so" task while you're eating it.)

      You can try taking a vacation, but that won't fix the underlying problem.

      Good luck!

    • by CODiNE ( 27417 )

      For me, what helps is messing around with "side projects" that are not perhaps officially sanctioned, but are tangentially related to my job. You'll want to be careful with these, some bosses may not appreciate it, but perhaps it's not programming that's the problem but the company you're working for...

      So for example, hacking into our software to expose security flaws. Spent a day screwing around and turning a "theoretical" problem into a real one and upping the priority of security in general.

      Reading up

  • by PhrostyMcByte ( 589271 ) <phrosty@gmail.com> on Wednesday July 01, 2015 @01:20PM (#50026739) Homepage

    A good shard (UO-speak for a custom server) would have great GMs regularly creating events for their players. I've played through a week-long monster invasion on Minoc, a war between Trinsic and Yew, a murder mystery involving 100+ players, and more custom "dungeon" areas than I can count. The last dungeon I remember was a play on Alice in Wonderland.

    I haven't played UO in about 10 years, but custom shards gave hands down the best MMO experience I've ever seen even compared to current games.

  • by Anonymous Coward

    Seriously? This game is still a pay to play kind of game?! The kind of servers needed to run this thing probably cost less than $50 per year. This guy could essentially run this thing in his basement with his home internet, come on now...

  • Trammel killed Ultima Online, ever since then the undead husk is trying and failing to metastasize first into EQ, then WoW. How many 3D clients have they aborted? Four? Five?

    Now the same guy who killed UO with UO:R, went to kill off SWG with NG is begging for money on kickstarter to get new pay2win project going - Crofwall.
    • by oic0 ( 1864384 ) on Wednesday July 01, 2015 @01:43PM (#50026939)
      UO:R didn't kill it. EA did. It was just time for a sequel, it was getting dated. There was a sequel on the pipeline, but EA bought Origin and axed it in favor of making low budget expansions and milking what was there instead of risking a sequel. I hate EA to this day for that. They killed the beat mmo franchise to ever exist.
      • Fucking EA bro. The fuck everything the touch. Another CLASSIC they killed (among others, but this is the one which causes a blood-lusting hatred of EA) is Sim City. STILL waiting on an actual sequel to SC4, smfh

        • Evidently Cities: Skylines [steampowered.com] is quite good. I haven't played it yet, I just bought it during the recent steam sale...but it has overwhelmingly positive user reviews. Might be worth checking out as a spiritual successor to SC4.

          • It is very good, however it does lack a few things.

            No reason to upgrade power sources as they last forever. Just keep adding more.
            No natural disasters, or riots.

            But overall, it is very well done.

            Had SC5 been good, they would not be enjoying the popularity they currently have.
    • Trammel was badly implemented. Involuntary PvP systems don't mix well with non-PvP systems.

      Several Freeshard Trammels which do away with PvP entirely are a blast to play. The uber-pvp freeshards that do away with Trammel also work fine.

      The trick is this: they're really two very different games which attract two very different kinds of player.

    • Completely disagree with your first statement. I played UO for 4 years (Lake Superior FTW). I lost many friends who quit due to rampant unwanted PK'ing.

      By the time Trammel came out most of us stayed for a little while and then said "Fuck it." The game was already old to us "veterans". New content only delayed saying goodbye.

      Yeah the 3D clients were a complete clusterfuck. They actually shipped more then one 3D client? wow.

      UO Renaissance was like kicking a dead horse. The people who stayed weren't inte

    • by chrae ( 159904 )

      What killed it was when they patched the game so that slimes no longer *split when struck*.

      Props to anyone who remembers that. Mad props to anyone who knows what that has to do with me. Oh, and if anyone does remember me from back then.. I'm sorry for looting your house on Atlantic. In hindsight, 18 years later, I can see how I should have asked first. I was just a Borrower and not a thief so if you're still interested in getting your shit back you know I'll get ya the next time, brah! :)

  • by Anonymous Coward

    I'd never leave Ingress because all the players in my neighborhood are now my friends.

    Besides, once you find a game you like, nothing, not even a really good knock off, is ever really quite the same.

    • by Anonymous Coward

      Ingress is different. With Ingress, you're playing with real people in real space. The players you go up against are really near you - you're not playing against some asshole you'll never meet that lives halfway across the globe. Not so with MMOs.

      You do kind of build friendships in older MMOs. MMOs that have Looking For Raid systems kind of kill that because you end up running content with random assholes you've never met before and will likely never meet again. You don't build a social system. You don't ca

      • by Krojack ( 575051 )

        Ingress is different. With Ingress, you're playing with real people in real space.

        This made me giggle. When I played there would so many people cheating in various ways it made me pretty sad and angry. One guy bragged about having 8+ accounts that he played all from his house spoofing. If one got banned he didn't care because he has others and would just power level another one up within a day.

        I quit because of two reasons, Players cheating (on both sides) and Niantic being very disorganized with how it would pick and choose which rules to enforce.

  • Massively Multiplayer
    Online
    Role Playing Game

    That's the initialism (it's not an acronym unless you pronounce it like a word.. Mumorpuguh?). But those words aren't what we should be talking about. The magic is in MASSIVE gaming experiences. MMOs fell far short of being anything more than the logical extension of MUDs and their kin. We keep building out and optimizing in a line forward from those expectations.

    At the same time, that polish means we increasingly cast off the quirky, unique, or memorable expe

  • What's amazing to me is that Diablo I & II (1996 and 2000 respectively) still are selling at $20 (half retail game prices) in places like Target, Gamestop and they are apparently still selling according to employees. I mean they are great games, but obviously they have an unprecedented staying power in the game industry that no other game has had.

    • by Anonymous Coward

      "but obviously they have an unprecedented staying power in the game industry that no other game has had."

      Because they were well made, diablo 1+2 were made back before the AAA cash in or "make every game a movie" like call of duty 4 modern warfare took off into full swing.

  • UO was the best mmorpg until EQ came out. EQ was the best mmorpg until WoW came out. WoW has been the best mmorpg ever since. Even though I never played it I know that SWTOR also received much love and is right up there with these 3. We won't see a mmorpg to beat WoW until someone launches an MMORPG on the VR platform. This is especially true for anyone that played some combination of the aforementioned 4 MMORPGs. The nostalgia of each of these games in their time will never be beaten by another MMORPG on
    • The main problem I think is, there's only so many times you can take parcel x to somedude y in the next zone and have it feel like a new and interesting experience. I agree that it would take something like VR to make it fresh again. What I don't understand though is why so many MMOs follow the exact same formula instead of trying something unique.

      • by qpqp ( 1969898 )

        What I don't understand though is why so many MMOs follow the exact same formula instead of trying something unique.

        Full PvP, sandbox MMORPG with FPS-like gameplay (instead of selecting a target and clicking some OP ability): Darkfall [darkfallonline.com]

    • You keep using this word "best". It doesn't mean what you think it means.

      > UO was the most popular mmorpg until EQ came out. EQ was the most popular mmorpg until WoW came out. WoW has been the most popular mmorpg ever since.

      FTFY.

      Your logic is akin to McDonalds being the best simply because they are the most popular.

      Quality != Quantity.

      • by tsotha ( 720379 )

        This. I've played several MMOs now, and I find WoW dreadfully boring compared to EVE. WoW has a lot of players because it's simple, but that simplicity turns it into a grind.

        • That seems to the common definition of (MMO) RPGS today -- synonymous with grind fest. :-(

          Whether it be good games like Path of Exile or bad games like Defiance, Destiny, Diablo 3, Warframe, and toys like WoW -- these games all disrespect the player's time.

  • I wonder if there is still someone out there running the world's last Meridian 59 server.

  • because it's still wildly popular in Japan. The US shards are, as the author notes, virtually complete ghost towns. I recently went back for a month, and other than banksitters in Luna or house collapses I'd literally go days without seeing another player.

  • For all its faults, UO is one of the few, maybe only MMO that you don't have to slaughter everything, to progress. It is also the rare game you can design your own house. There was The Sims Online, but that is gone now.
    • by Greyfox ( 87712 )
      I had to punch an AWFUL lot of deer to progress, back in the day. That was before Trammel or any of EA's WoW-Style gear grind nonsense. I did manage to get a mage to GM mage/GM Scribe and was at different times exalted and notorious. I probably still have a couple of shots around somewhere of the ol' guy. Made bank selling filled spellbooks, recall scrolls and rune bags to people. I had runes to damn near everywhere. That was another thing that was pretty unique to UO -- you could make a rune to damn near a

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