IMHO, there would still have been a lot of winds against the series anyhow. The exponential increase in the difficulty of technology was not playing well with Origin's high level of aggressiveness on that front. And perhaps a bit more controversially, the series just wasn't headed in a good direction; after the impressive founding of the series' reputation on the virtue system in 4 and 5, the series was headed ever faster into a nihilistic undercutting of its own foundations. (And I'd highlight the undercutting aspect over the nihilistic aspect; while I'll cop to being less impressed with nihilism than probably the average HN reader, nihilistic RPGs aren't intrinsically a bad thing, but in this particular case it undercuts the foundations.) Even a fully-realized Ultima 8 was never going to fit the series very well, and IMHO could even have ended up with a worse story in some aspects than we got.
On a side note, Ultima IX was not only not a good game, it's the only game I know of that ever sent me a complete set of new CDs with an updated version on them months after release without me even specifically requesting it. I still remember the mostly (entirely?) blank white tri-fold (or quad fold?) cardboard CD enclosure it came in with all new disks. I don't think I ever used them, partly because I already had that version or one better from the internet prior to it arriving, and partly because the game still had such horrible performance on my moderately good system that I had already given up on it because the gameplay itself wasn't nearly good enough to make me subject myself to that.
It'll happen once VR takes off, even if that takes another 20 years to happen.
For the first year or two at least.
And Ultima Online has been running since 1997 and is still going ?!?!
That it is still "Online" with active players is an extraordinary accomplishment. It really is one of the most important games in video game history.
(Note FFXI and WoW are also remarkably long-lived MMOs.)
Also imagine playing a full MMO on a 233 MHz CPU with 32MB of RAM and downloading updates via blazing fast 56kbps dial-up internet...
GameSpot gave it 4.9/10. ;-)
It's effectively "free money" for EA now I suppose
As I never found anything close to Ultima Online, I basically stopped gaming entirely. UO raised the bar too high.
I posted a few articles on my blog after it was shut down in 2011. Here's one of them, going into the crafting system:
https://benovermyer.com/post/2012/star-wars-galaxies-craftin...
Now, ten years later, it feels like I documented a part of history that hasn't replicated itself. I can't help but feel really sad about that.
https://www.raphkoster.com/games/books/postmortems/
He has a book called Postmortems where he compiled essays (many found on his web page) about his early days writing MUDs and developing fantasy worlds, including UO and SWG.
I still remember the day I gave a friend of mine my DAoC accounts. He later sold them when he quit, and gave me some cash back :)
It was all downhill after WoW. It was a great game, but it was precisely because it was so good that it soon hegemonised everything. Rather than being one possibility out of many, it became "the" MMORPG, in that due to its success every subsequent game copied WoW, often superficially, and maybe even sometimes accidentally. Its specific conventions became the genre itself.
Some time ago I got a craving to play the Tibia version from my childhood and it turns out there's an active server called [1] Classictibia where you play using the 7.1 client version on a faithful recreation of the world from that time - a real blast from the past!
What are games today missing? They're not persistent open-world sandbox games. Sure we have open-world games, but they're not sandbox and often not persistent, and we have sandbox but they're not open-world and often not persistent too.
I can't do it. I can't adequately describe what games today are missing which UO had. It's a quality of the combination of all the features UO had that just resulted in the best memories and fun I've had when gaming. I just don't see enough support for player-generated content as UO had, which I suspect is a big part of it too.
Anyway, there was definitely more community back then, if only due to how there were basically no modern quality-of-life considerations. No auto-group finder, minimal instancing (no instancing?), loss of items on death... you had to lean on others to help you out and they would, because eventually they'd need your help.
A classic example is doing a corpse run to recover your items. In a modern MMO, you die and can rez at some convenient spot with all your items. No real loss or penalty for tough fights, no risk.
In AC, you lost xp on death, lost items on your corpse, and had to make your way back to your body to erase the xp penalty and get your stuff back. I think the timer was something like 3 hours before your corpse would decay and either anybody could loot your body or time items disappeared. I think UO and EQ were the same. Some of the most memorable corpse runs where when you lost your armor and had to get some friends to come with you since you were now half naked and perhaps weaponless.
Raph came from a background of roleplaying in MUDs, and both UO and SWG had very active roleplaying communities. He designed games that brought together a diverse set of player types and nudged them toward interacting with and depending on each other. In SWG you could (if so inclined) play for months without ever picking up a weapon or venturing outside a city. Professions like Dancer, Image Designer, Tailor, Merchant, Architect, and Politician were on equal footing with the combat professions and you had a certain number of skill points to distribute between all ~30 of them.
Entire player-created cities with shuttleports and malls and parks were constructed, mayors were elected and set policies. City founders worked to entice the best crafters to set up shop in their town (due to an incredibly deep crafting system that resulted in a wide range of qualities and styles of crafted items - people ran full-time businesses just staying on top of the frequently changing mineral deposits and mining high quality materials to sell to crafters). You could place almost any item in your house or guild hall, people decorated elaborately to make their towns and spaces unique.
The planets were huge and very little was marked - you would just go adventuring. One time very early on in the game, someone was running around Mos Espa on Tatooine, getting together a group to head out to Fort Tusken. Like most people at that point, I hadn't been there and didn't know where it was, so I joined up. Once we had assembled a full group of 20, we met on a bridge and headed out, running across the countryside in a line behind this guy for 15 minutes straight. Later they would add mounts and vehicles to the game - early on there was a lot of running. Finally we arrived, and he instructed us to wait outside the fort. He ran in and pulled a couple Tuskens over, and they handily slaughtered our entire host in seconds.
At this time the game still had corpses, so we all woke up as ghosts back in town and had to run all the way out again.
I remember that and other moments from SWG like actual events that happened in my life, moreso than any other game I've played. It's basically inconceivable to me that something like that would happen in a game like WoW where every quest and character and item is fully mapped out and codified, and you largely progress along the rails. In SWG you picked a starting profession and were dropped off in a city, and that was basically it. You had to go run around and observe and talk to people to figure out what you could do. There was so much wonder. UO and SWG were committed to creating rich virtual worlds where players had the tools to write their own stories together. I believe they were ahead of their time and we will eventually see more games like this.
EvE online has largely taken up this mantle and has done amazing things, but the space-based gameplay is a turn-off to many.
UO always seemed like more of a sand boxy 'lets see what happens' kinda world. Meanwhile MMORPGs all seem to be more 'lead you by the nose progression'.
I miss more of the 'lets see what happens' kinda games.
However it was quickly eclipsed by Everquest which came in 99 and I would say is far more important to the MMO landscape than UO ever was. Asheron's Call quickly followed EQ and while it never had the numbers was the first no zone MMO - you could travel anywhere and no load except into dungeons which were nothing like what people are used to today.
It was certainly a time for experimentation to see what players liked and disliked and for all sorts of fun bugs if not exploits in each game to rile a community.
- legend of mir 2
- phantasy star online (dreamcast)
- lineage
- myth of soma
- ragnarok online
- many more
Ultima Underworld however was awesome and when thinking back was a true gem.
That's unthinkable in WoW - the game is 100% focused on progression and advancement.
This is the best test for whether a game really allows freedom in player interaction. If players can have fun and build characters without ever relying on game-mechanical progression, they have true freedom. I made more money in UO running dice games next to the bank than running dungeons.