Browsing all posts tagged with ultima-online.
Postcards from Galaxies
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Postcards from Galaxies

I’ve got a long video covering Ultima Online releasingĀ on Massively OP today. I’m essentially touring all my favorite places and activities in the game while discussing the game’s development history as a lesson in sandbox design. It’s one of my favorite soapboxes. And making the video was so much fun that I thought I’d go […]

Deeps and mezzers
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Deeps and mezzers

Here’s how to tell whether you’re an old-school MMORPG player: Tell me what character archetypes make up the holy trinity, that fabled core combination of classes that makes or breaks a dungeon group. If you said tank, healer, and damage, you’re adorable and I love having you as a fellow player and you’re half right, […]

The guilded age
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The guilded age

Karen Bryan, Massively’s wonderfully level-headed guild and family columnist, recently wrote about the problem of absent guild leaders in modern MMOs. I certainly have no plans to quibble with her conclusion; she is absolutely correct when she says that modern MMOs have created complicated systems of ranks and privileges and achievements for guilds without also […]

Ignots 4 sell
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Ignots 4 sell

Last Sunday, I partied with colleagues Eliot and Matt in Allods Online, which refused to cooperate with our simple desire to group. We were complaining over Skype about petty annoyances like not being able to team up on the newbie island and having to roll off for dropped quest items when in Allods’ defense I […]

Uphill both ways
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Uphill both ways

Beau Hindman, a Massively writer who is as zany as he is endearing, long ago penned an opinion piece titled The road (much) less traveled. In it, he argued that MMOs ought to give players strong, palpable reasons to travel and explore the amazing worlds we so often take for granted in our rush to […]

We drop stuff
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We drop stuff

When Tiny Speck announced that it was closing its weird and beautiful browser MMO, Glitch, studio founder Stuart Butterfield famously blamed it at least in part on the game’s lack of guidance — there just wasn’t enough hand-holding. “A lot of people were just like, ‘I don’t know what the fuck I’m supposed to do,’” […]

We can go home again
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We can go home again

I want to go home again, and I’m not alone. When Ultima Online launched in 1997, its housing system was both wonderful and terrible, like much of the rest of the game. If your keys were stolen or lost, your house was compromised forever. Homes didn’t decay if abandoned, so they took up space and […]