Ultima Online
Ultima Online | |
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Multiplayer |
Ultima Online (UO) is a fantasy massively multiplayer online role-playing game (MMORPG) released on September 24, 1997[1] by Origin Systems.
Set in the
In preparation for the launch of the
Gameplay
Ultima Online continued the tradition of previous Ultima games in many ways, but due to advancing technology and the simple fact that it was Origin's first persistent online game, many new game mechanics appeared. Partially designed as a social and economic experiment, the game designers had to account for widespread player interaction as well as deal with the tradition of players feeling as if they were the center of attention, as had been the case in single-player games.[citation needed]
Worlds
Ultima Online began with a single world, with specific expansion packs adding additional territory and new worlds. The second world was the "Lost Lands", often referred to by players as T2A due to the expansion's name, "The Second Age",[6] with additional land, dungeons, creatures, and terrain. The third was Trammel, which was a mirror of the original Ultima Online map. The release of Trammel led the developers to distinguish the original world by making the environment more grim and naming it "Felucca".[7] The two kinds of servers were "normal" servers with both Trammel (consensual PVP) and Felucca (non-consensual PVP) ruleset and "siege" servers with non-consensual PVP and no item insurance. Siege servers support one character slot on an account, limits to ways of traveling and have other rules which generally make them more challenging than other servers.[8]
The worlds in Ultima Online include:
- Felucca — The original world, which evolved to include dead trees and tombstones to distinguish. It has a harsher rule set where player killing is more common.[7]
- Trammel — Supported a rule set that does not allow non-consensual PVP and includes additional open land for player housing.[1]
- Ilshenar — Added dungeons and monsters and evolved to include new land, as well as more than 30 new creatures (designed by Todd McFarlane).[9]
- Malas — Included a Player versus Player arena and space for 1500 new player homes. It featured Dungeon Doom, the largest dungeon at the time of its release, and two cities: Luna (the "City of Paladins") and Umbra (the "City of Necromancers").[10] Malas is a series of islands floating in a starry void[10] and is distinguished by a darker artistic style.[11] Malas was praised for its variety of creatures and geographic features.[10]
- Tokuno — Group of islands based on Feudal Japan.
- Ter Mur — Land of the Gargoyles. The capital, Ter Mur, features space for player homes.[12]
- Valley of Eodon — A primitive, prehistoric style land-mass with dinosaurs and giant apes.
Development
The game had an initial development budget of $2.5 million.
The initial team was composed of Garriott, Starr Long, Rick Delashmit, Scott Phillips and, a bit later, Raph Koster, who became the lead designer. Koster wrote public "designer letters" and usually went by his nickname of Designer Dragon. Koster drew inspiration from prior online games,[16] such as DartMUD.[17]
The project started in 1995 and was presented to the public at
An artificial life engine was supposed to be implemented into the game. A preview announced that ecological events in the game would affect animal behavior, potentially creating new adventure possibilities in an organic manner.[22] However, this feature never made it beyond the game's beta stage. Richard Garriott explained:
We thought it was fantastic. We'd spent an enormous amount of time and effort on it. But what happened was all the players went in and just killed everything; so fast that the game couldn't spawn them fast enough to make the simulation even begin. And so, this thing that we'd spent all this time on, literally no-one ever noticed – ever – and we eventually just ripped it out of the game, you know, with some sadness.[23]
Beta and assassination of Lord British
Origin era (1995–2004)
In September 1997, Ultima Online launched and opened the first game servers to the public.
Ultima Online was the first MMORPG to reach the 100,000 subscriber base, far exceeding that of any game that went before it.[29] Subscriber numbers peaked at around 250,000 in July 2003, but then began a steady decline.[30] In February 2004, Origin Systems shut down. Ultima Online no longer had a named studio managing it. Development headquarters moved from Austin to Fairfax, Virginia.
Electronic Arts era (2004–2006)
The sixth expansion,
Expansion number seven,
Mythic Entertainment era (2006–2014)
In June 2006 Electronic Arts purchased
In 2008 the game had around 100,000 subscribers.[30] As of April 2008, Ultima Online held a market share below 0.6% of the massively multiplayer online game subscriptions.[31] This may in part be attributed to the 2004 release of World of Warcraft, which quickly established hegemony over the MMORPG market and has attracted scores of players from all preexisting games in the genre.
In August 2007
Broadsword era (2014–present)
It was announced on February 6, 2014, that development of the game would be transferred from Mythic to Broadsword, a new studio, that would take over future development.[32]
Free-to-play model
In 2018 the traditional free fourteen-day trial was replaced with "Endless Journey" which allowed free playing indefinitely, but with large restrictions as to what players can do and where they can go.[33]
Ultima Online: New Legacy
In 2020, Broadsword announced a new shard that would focus on returning Ultima Online to its fundamental roots as a roleplaying game. The shard is to have seasonal rulesets, whereby the shard will be reset via an in-game cataclysmic event and restarted with new rulesets in place. Broadsword stated that at the end of each season, characters will be able to transfer off of the Ultima Online: New Legacy shard onto a live shard with all skills, stats, and legacy progress that was earned.[34]
The alpha testing phase for Ultima Online: New Legacy is currently underway, with plans for the beta phase to commence during the summer of 2024. Broadsword Online Games, the development team behind the game, has announced their intention to launch New Legacy in September 2024, coinciding with the 26th anniversary of the original Ultima Online release. [35]
Reception
Reviews
Aggregator | Score |
---|---|
Metacritic | 59/100[36] |
Next Generation reviewed the game, rating it four stars out of five, and stated that "it's a very big world in there, full of lots of exciting things to try and accomplish, with more to be added over time and lots of real people around to know you did them. Brittania is what you make of it. Have fun."[37] GameSpot rated the game 4.9 of 10.[38]
Sales and subscriptions
Internal sales predictions for Ultima Online were low,
Ultima Online's sales rate was the fastest ever for an Internet-only game by 1997, and it led Electronic Arts to declare the title its fastest-selling computer game of all time. A writer for
By December 1998, Ultima Online had reached 100,000 subscribers, with an average simultaneous player count of 12,500 and an average weekly playtime of 20 hours. Declaring the game a hit, IGN's staff wrote that its users "pay $9.95 a month to play the game. That's a million dollars in revenue a month. Twelve million dollars a year."[51] The game had risen to 120,000 subscribers by March 1999,[52] and by June Ultima Online's global sales had surpassed 200,000 units. A writer for GameDaily described this performance as "almost like printing money."[53] Its subscriber base continued to climb in 2000, reaching 150,000 users by February.[54] Domestically, Ultima Online and its Second Age add-on together had sold 249,610 copies and earned revenues of $11.3 million at retail alone by early 2000, according to PC Data. Gamecenter's Mark Asher wrote at the time, "Add in its current subscriber base of 150,000 players at $10 per month, and you can see the appeal of online, fee-based games."[55] Subscribers rose to 165,000 by March, which amounted to $1.65 million in monthly revenue,[56] and to 250,000 by October 2000.[57]
By early 2001, Ultima Online's playerbase was estimated at 20–30% female, which was common to MMORPGs of the period.[58] Japan remained a key market for Ultima Online by July 2001, and accounted for 64,000 of the game's 240,000 subscribers at the time. A representative for Electronic Arts reported, "While we do only a fraction of PC game business in Japan against EA's worldwide business, over 25 percent of Ultima Online business is done in Japan."[59] Worldwide, Ultima Online retained 225,000 subscribers by early 2003.[60]
Awards
Ultima Online was awarded "Online Game of the Year", as well as received a nomination for "Outstanding Achievement in Software Engineering", at the inaugural Interactive Achievement Awards (now known as the D.I.C.E. Awards), presented by the Academy of Interactive Arts & Sciences.[61][62] Ultima Online's success resulted in Guinness World Records awarding the game eight world records in the Guinness World Records: Gamer's Edition 2008. These records include "First MMORPG to Reach 100,000 Players", "Longest Running MMORPG", and "First and Only Person to Kill Lord British", which was done by a player named Rainz during a server reset which turned off his invulnerability;[63] however, the "Longest Running MMORPG" award was revoked due to an oversight and was instead given to the game Furcadia, which was released nine months prior to Ultima Online.[64] In May 2001 Ultima Online won the MPOGD game of the month award [65] In 2010, Ultima Online was the first inductee into the Game Developers Choice Online Awards Hall of Fame.[66] In 2012, Stratics presented Ultima Online with a "Historic Achievement Award" to commemorate "fifteen years of innovation, imagination, and dedication in support of the Ultima Online community."[67] Time designated it as one of the 100 greatest video games of all time in November 2012.[68]
Controversies
Ultima Online had a number of serious bugs when it first shipped, with the vast majority of them being fixed with patches over the next few months. This ignited debates over whether the recently emerged technology for continuous patching would lead to companies routinely releasing games in an unfinished and/or bug-ridden state with the intention of fixing the problems after release.[69]
Since the designers of Ultima Online wanted to provide freedom and sense of agency, it was important to allow players to act in a villainous role. The consequences of in-game criminality were adjusted over time, but maintaining the general commitment to player freedom. As explained by designer Raph Koster, "Being safe from evil is, in my mind, an uneven tradeoff for the fact that you don't get to be heroes anymore, in that you can just opt out of fighting evil. It may be nobody wants to be heroes except when it doesn't count, when it isn't challenging, that people would rather fight 'pretend evil' than the real thing, but I don't personally believe that. I still think people are better than that."[70]
Ultima Online was sued by former player volunteers ("Counselors") and settled in 2004 without admitting wrongdoing.[71] AOL had their volunteers train customer service personnel it hired, then shut down the volunteer program. Concern over future lawsuits led Microsoft to shut down their volunteer program for Asheron's Call.[72]
Expansions and follow-up releases
Throughout Ultima Online's history, there have been many major additions to the game. Expansion packs have been released regularly, all of which add new content in the form of landmass, art, quests, items, or game mechanics.
Title | Release date | Features |
---|---|---|
The Second Age | Oct 1, 1998 | Lost Lands, along with an in-game chat system and new creatures. Also known as T2A. It was released in two boxed versions with different artwork and a single manual.[citation needed] |
Renaissance
|
May 4, 2000 | Doubled the size of the world, adding a mirror copy of the existing landscape. The worlds were called Felucca and Trammel, after the two moons in Ultima's Britannia world. The Trammel world did not allow player killing and was geared towards fighting monsters. Felucca adopted a darker, more foreboding look and kept its player vs player roots.[citation needed ]
|
Third Dawn
|
Mar 7, 2001 | Included a 3D client to compete with 3D competition like EverQuest. A special Third Dawn-only land was created, called Ilshenar. It was accessible only to 3D clients until the release of Lord Blackthorn's Revenge.[citation needed] |
Lord Blackthorn's Revenge
|
February 24, 2002 | Brought "a dark new world based on new characters from Todd McFarlane" to Ultima Online with improved game artificial intelligence, in-game help and improved character creation.[citation needed] |
Age of Shadows
|
February 11, 2003 | Brought the landmass of Malas with space for new housing, two new Necromancer) and the ability to customize house designs. The item system was reworked with this expansion. Armor resistance was split into five types and many new properties that affected game play were added to weaponry. As good equipment became vital, this expansion also brought with it item insurance. Subscriptions reached a peak of over 250,000 accounts following the release.[73]
|
Samurai Empire
|
November 2, 2004 | Brought ancient Japanese mythology and folklore to the game, two new classes (Ninja and Samurai) and a new area to explore, the Tokuno Islands. The new class skills shifted the balance of player vs. player combat away from mage dominance.[citation needed] |
Mondain's Legacy
|
August 30, 2005 | Introduced a new race, elves, and a new skill, spellweaving. Several dungeons were also added.[citation needed ]
|
Stygian Abyss
|
September 8, 2009 | Featured a new playable race, the Gargoyle; additional play areas; and three new skills: imbuing, throwing and mysticism.[74] Stygian Abyss also featured significant upgrades to the Kingdom Reborn client, which has been renamed to the Enhanced Client. The original client is still supported.[75] |
High Seas
|
October 12, 2010 | Focused on additions to fishing, sailing and the pirate skill. Four new ship types, improved ship movement, pirate NPCs to hunt, and new boss encounters are introduced along with improvements to the fishing skill like new types of fish and crustaceans to catch and an increased skill cap.[76] |
Time of Legends
|
2015 | New Areas: Shadowguard and Valley of Eodon; two new champion spawns; completing the virtue system; many new items; new skill-masteries; updates to classic housing.[77] |
Clients
Electronic Arts provides the standard clients with which players are allowed to connect to the Ultima Online servers, though some third-party clients were made.
The 3D client was originally released as a part of the Ultima Online: Third Dawn expansion, but received poor reviews due to performance issues (especially memory leaks early on) and sub-par graphics. An update to the 3D client was made on January 30, 2006 when characters and creatures from the game were scaled down to smaller sizes. As of early May/Late April 2007, the Third Dawn client was no longer supported by Electronic Arts, and focus shifted to the Kingdom Reborn client and its successor the Enhanced Client. Electronic Arts Ultima Online servers do not allow the Third Dawn client to connect.
Ultima Online: Kingdom Reborn was announced in August 2006 and was released August 27, 2007.
Electronic Arts originally stated that the Ultima Online: Kingdom Reborn client would replace the long-standing Ultima Online client. As of September 2009, the Kingdom Reborn client has been superseded by a modified version of the KR client, now called the "Enhanced Client".
A modified version of the Kingdom Reborn client, renamed as the "Enhanced Client", was introduced as part of the Stygian Abyss expansion. It was released as an
Other releases
Ultima Online has had several special releases that were not expansions or booster packs, but came with boxed or in-game extras.
- Ultima Online: Charter Edition (September 30, 1997) was available to pre-order from Origin Systems at the launch of Ultima Online and in small quantities alongside the standard retail box. It included a signed lithograph of the Ultima Online artwork by the Hilderbrandt brothers and a pewter pin badge bearing the Ultima Online logo. The box was not signed by Richard Garriott, but simply bears a digital print of his Lord British signature. The Charter Edition included the cloth map that was also a feature of the standard box, and included three months of subscription time, as opposed to the single month included with the standard box.
- Ultima Online: Discovery Edition (February 1, 2000) was released to the Australian and New Zealand markets at the same time as the launch of the Oceania server for the region.
- Ultima Online: 7th Anniversary (September 25, 2004) was a special release of the game to celebrate Ultima Online's seventh birthday. It included a more recently patched CD. This release was contained in a small cardboard box containing a triple-CD jewel case, featuring Ultima Online: Age of Shadows, but also included Ultima IX: Ascension install and play discs as a bonus. A glossy booklet showing the history of Ultima Online expansions was included that contained historic art and an interview from the Ultima Online team and community leaders. It included a code for an in-game gift, one of which was Ultima Online's famous Hilderbrant print, an extra character slot (a total of six characters was now available) and 7 buddy registration codes.
- Ultima Online: Gold (July 18, 2005) was sold by Wal-Mart and includes the same content as Ultima Online: Samurai Empire. This edition came with an Advanced Character token code and quick-start manual.
- Ultima Online: The Eighth Age (September 25, 2005) was a boxed game CD with an array of in-game tokens. The release was to celebrate Ultima Online's eighth birthday. The box included a patched game CD, a glossy booklet featuring an atlas of Sosaria, in-game tokens for an anniversary gift (choice of 8), a character transfer, an advanced character, a 45-day free trial code and a time-limited blue soul stone.
- Ultima Online: 9th Anniversary Collection (October 31, 2006). Formerly known as "Eve of a New Age." This came with an in-game upgrade code that redeemed 9 "Heritage Tokens", "Crystal" and "Shadow" items which matched new housing tile sets in the game, and attendants, which took the form of NPCs. These could be set to announce a player's presence in a house or to follow the player around on the map. The Heritage tokens could be redeemed for several kinds of items including special armor, weapons, and house decoration items in various themes (3 fruit trees, a set of rugs, tables, a broken furniture set, a "dark" or evil furniture set and more).
Legacy
Sequels
Two sequels were planned by Electronic Arts, but both were canceled during development so that more focus could be spent on the original.
- Lord Blackthorn's Revenge.
- Ultima X: Odyssey was a new MMORPG to be set in a world named Alucinor, created by the Avatar after the events of Ultima IX: Ascension. It was cancelled in 2004 when Electronic Arts closed Origin. The Odyssey team was invited to move to the Bay area to finish the game. However, only a small number of people accepted the transfer. In the end, Odyssey was cancelled because the development team dissolved.
Community
During the game's May 1996 alpha testing, there already formed over a dozen
Shadowclan is a guild that gained notoriety within the
Fans of Ultima Online reverse-engineered the game to produce server emulators of the original Electronic Arts servers.[88]
In early 1999, a few users began auctioning their accounts, one garnering a winning bid of $2025 (equivalent to $3,704 in 2023).[89]
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Further reading
- Elliott, Mike (February 1998). "There's a whole wide world in there". The Duelist. No. 22. Wizards of the Coast. pp. 82–83.