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Ultima Online |
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Overview
The success of Ultima Online opened the door for the creation of many new massively multiplayer games. Ultima Online is a fantasy role-playing game set in the Ultima universe. It is online-only and played by thousands of simultaneous users (who pay a monthly fee) on various game servers, also known as shards. It is known for its extensive timing-based player versus player combat system. Over a million paid accounts have been created in the game. To maintain order in the online community, there are Game Masters who resolve player disputes, police the shard for terms of service violations, and correct glitches in the game.
Several expansions have been released, but its aging game engine and graphics make it outdated compared to competitive, new massively multiplayer games. This changed with the release of in 2007, which features a new game engine. Since Ultima Online's prime in 2003, the overall subscriber base has seen a steady decline. Subscriber numbers peaked at around 250,000 in July of 2003, and to date sit around 135,000 subscribers (approximately 70,000 of whom are Japanese).[1] As of June 2006, Ultima Online held a 1.1% market share of the massively multiplayer online game subscriptions.[2] Quoting directly from the Electronic Arts press release announcing the expansion, Ultima Online was "the first MMORPG to reach the 100,000 subscriber base, far exceeding that of any game that went before it. Since then, it has added seven expansion packs and dozens of free content updates, making it one of the deepest, largest MMORPGs ever created. It is listed in the Guinness Book of World Records as the longest continuously running MMORPG in history." HistoryUltima Online is the product of Richard Garriott's idea for a fantasy game involving several thousand people who can all play in a shared fantasy world. There were a number of prior games that allowed hundreds of people to play at the same time, including The Realm Online, Neverwinter Nights (the AOL version), and Meridian 59. However, Ultima Online was intended to be a significant improvement over the previous games, both graphically and in game mechanics. The initial team was composed of Garriot, Starr Long, Rick Delashmit and, a bit later Raph Koster, who became the lead designer for the project. Koster wrote a number of public "designer letters" and usually went by his nickname of Designer Dragon.The project started in 1995 and was shown to the public at E3 in 1996. At the time (in the mid-1990s), Ultima Online was a very expensive project and quite risky for the company. The development cost was much greater than traditional computer games, it relied on people accessing servers with modems, and it attempted to transform the Ultima series into an entirely new genre. Ultima Online was an ambitious game on a number of fronts, such as:
Game mechanicsUltima 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, there were many new game mechanics as well. Partially designed as a social and economic experiment, the game had to account for the widespread player interaction as well as deal with the long history of players feeling as if they were the center of attention, as had been the case in single-player games. New to both the developers and the players, a lot that was planned never happened, and a lot that was unexpected did, and many new game systems were put in place to compensate. Issues facedIn an infamous incident during the beta, Lord British was assassinated. Throughout the pre-release development of the game, a well-balanced, realistic economy and social structure was the goal. While not all of the features planned for incorporation made it into the first release, the developers did manage to give almost all of the control to the players in terms of what they could do to each other and the world as a whole. What ensued caused permanent repercussions still faced in the game today. Expansions, sequels and other releasesThroughout Ultima Online's long history, there have been many releases of the game, both on store shelves and online. Several sequels were in development but canceled, and expansions have been released regularly.SequelsTwo sequels were planned by Electronic Arts, but both were canceled during development so that more focus could be spent on the original game.
ExpansionsExpansions have been released regularly, all of which add new content in the form of landmass, art, quests, items, or game mechanics.
Other releasesUltima Online has had several special releases which were not expansions, but came with boxed or in-game extras.
Shard emulationFans of Ultima Online have reverse-engineered the game to produce server emulators of the original Electronic Arts servers. With the modern emulation server software available today, it is possible to customize most aspects of the game and support large numbers of concurrent players on a single server. ClientsElectronic Arts provides the standard client with which players are allowed to connect to the Ultima Online servers, though some third-party clients have been made.Original clientThe original Ultima Online client is completely 2D and, while it was state of the art when released, it is intended to be used on low-end machines that cannot support the more taxing 3D client. It also presents a different artistic flavor which some people find more attractive than the 3D client. Many of the graphics used are high-resolution versions of graphics used in Ultima VIII.Ultima Online: Third Dawn clientThe 3D client was originally released as a part of the expansion, but has received poor reviews from both veteran and new players alike due to a large number of performance issues (especially memory leaks early on) and what many see as 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 done away with by EA, in order to make room for the Kingdom Reborn client (see below). Official UO servers will no longer work with the TD client. Ultima Online: Kingdom Reborn clientwas announced in August 2006 was released June 27, 2007. The new client, according to the Ultima Online team at Electronic Arts, is being created for the purpose of modernizing the game's look, making it easy to add new content without backsliding through outdated and outmoded art, while maintaining the niche market as an MMORPG that can be run on lower-end computers. Unfortunately, many players noted that it was released before it was really ready, as it was extremely slow on most computers and many things were still left to do, as even some of the client art was unfinished at its release (among other things). Many players also voiced their dissatisfaction with the 'updated' art, stating it was still extremely dated in terms of its craftsmanship and overall look. At a players' convention in Atlanta, EA announced that the recommended specs for the UO:KR client are a 1GHz CPU, a GeForce 3 series video card (low end enough to be considered obsolete by the manufacturer as stated on its Internet site), 2GB of hard drive space, and 512MB of RAM. It stated that it had "some success" running UO:KR at 256MB RAM, but that 512 was recommended. This was changed as of August 13th, where according to the UO.com site the recommended specs are: Windows XP or Windows Vista, CPU: Intel Pentium III 1000 MHz or AMD Athlon 1000 MHz, RAM: 512 MB or more, Video: 64 MB 3D graphics card with Hardware Transform and Lighting, such as NVIDIA® GeForce™ 3 class card or above, hard drive: 6.0 GB available space. EA has referred to the UO:KR client as "2.5d," meaning that it was written in 3d and then effectively backslid into 2d to make it, in theory, easier for lower-end computers to run -- and, presumably, to maintain the "feel" of the game. Many players of the game disagree with this, however, stating that the system requires far more work and optimization to run adequately on lower and middle end systems. The client is available as a free download for current players of the game. Statements made by EA originally suggested, or appeared to suggest, that the KR client would replace the long-standing UO client. However, at the first of several EA-sponsored players' conventions referred to as "UO Town Meetings," in Atlanta, EA representatives suggested that the two clients would exist side-by-side until about 95% of the players had switched over to the new client. Easter eggsUltima Online has included some well known Easter eggs throughout the years.
See also
ReferencesUOForums.com - Interview with Punkbuster's Founder, Tony Ray.UOForums.com - Interview with Jeremy Dalberg, Community Coordinator for Ultima Online. UOForums.com - Interview with Tim "Draconi" Cotten, Designer for Ultima Online. UOForums.com - Interview with Dave "Cathat" Brown, Character and Environmental artist. UOForums.com - 2nd Interview with Dave "Cathat" Brown, Character and Environmental artist. UOForums.com - Interview with John "Wilki" Wilkinson, Designer for Ultima Online. UORadio.com - Interview with Tim "MrTact" Keating, Senior Designer for Ultima Online. 1. ^ MMOGchart.com (2006-07). An Analysis of MMOG Subscription Growth - Version 21.0. MMOGchart.com. Retrieved on 2006-08-09.
2. ^ MMOGchart.com (2006-06). MMOG Subscriptions Market Share. MMOGchart.com. Retrieved on 2006-08-09. External Links
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They have card games such as gin, bridge and poker; sports games such as several of their older titles and some online-only quick ones for fun; access to Ultima Online and other persistent-world massively multiplayer titles; and trivia and other parlor games. Over the course of the past nine years, Ultima Online has cemented its position as one of the great MMOs and the ongoing commitment of its fans is a testament to the staying power of this incredible game," said Aaron Cohen, Producer of Ultima Online. It's been nine years since Ultima Online first proved that online games could be very popular," said EA Mythic General Manager, Mark Jacobs. |
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