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The MMO genre has steadily become less and less free since the forefathers and pioneers of popular mainstream online RPGs like Ultima Online and Everquest. While there were others before UO and EQ, nothing brought MMOs to popularity and mainstream attention like Richard Garriot's masterpiece Ultima Online and the myriad of controversial news stories about addiction in Everquest. This was the golden age of online gaming, where developers were unafraid to try new things and build mature worlds where anything was possible.
Ultima Online, even more than 10 years after its release still stands as one of the most limitless online experiences available; the world truly felt like a living place and every corner of the world could be interacted with. Players could mine at any mountain side, chop down any tree, build a house anywhere in the world. We could make careers out of crafting, interior decorating, storytelling... the world supported every playstyle and made it viable and exciting. To this day, my fondest gaming memories involve venturing out into the wilderness in Ultima Online, exploring the world and encountering monsters - which were much rarer than in any current MMO. Coming across a troll in the forest came with a sense of exhilaration and turned each fight into something exciting and not a continuous grind as today's MMOs revolve around. Every adventure then filled us with a sense of purpose, a fresh twist of events, and a feeling of danger that kept every day full of purposeful content and meaningful interactions between players. Along the same lines, Ultima Online's death penalty (and Everquest's for that matter) was harsh but truly the best way to go. Sure, it was frustrating to lose your armor and everything you were carrying, but the fact that armor and weapons were not something you have to spend 90 hours in a raid to even have a chance to get allows for a truly player-driven economy to be established. Crafters actually had a purpose here, supplying armor and weapons to players with endless demand. This again allows all types of players to play the game however they want, and helps to build a sense of community that is seldom seen today. Not since Star Wars Galaxy has such a player-driven economy really existed. The PVP system in UO was also always exhilarating mainly driven by the full-loot system. Player Killers, or PKs, would have free reign along the countrysides, making every encounter and journey fill you with a legitimate adrenaline rush. Because you could be killed or stolen from anywhere and by anyone really, this forced players to be accountable for their actions and not act like a brat like many in current MMOs communities are. The community as a result policed themselves and forced maturity across the board. It also made for great guild vs. guild clashes, where there were true grudges between players and the battles held a great weight and impact on the world itself unlike current Battlegrounds and casual, meaningless PVP. So what does this have to do with World of Warcraft and the death of MMOs? And why should you listen to a nostalgic UO player? Because World of Warcraft has been the leading culprit in dumbing down the genre to make it easy enough, linear enough, and casual enough for the new player to enjoy and for the mainstream audience who has never heard of an MMO before to hop in and enjoy. Now, this isn't necessarily bad. This is definitely elitism in its finest, and there is no reason why everybody shouldn't be able to enjoy MMOs be it a newb or a veteran. But the soaring popularity of World of Warcraft has pigeonholed the entire industry into creating clones in order to be successful. To most of its players, World of Warcraft is their first experience with an MMO; they know nothing else before it and don't understand the glitchiness and lack of content issues that come standard with MMO launches. Truly, most of them weren't even around to witness World of Warcraft's incredibly rocky launch full server failures and class imbalances. Thus, if a new MMO doesn't captivate them and incredibly impress them within the first 20 minutes, comparisons are instantly drawn to World of Warcraft, and any new game is written off as either "not as good as WoW" or trying to copy something about WoW. World of Warcraft is nothing groundbreaking in itself however; it simply took what was popular about prior MMOs and made it easier and dangled more carrots in front of its players face to addict them to leveling and getting gear. It just came along at the right time when online gaming and broadband internet and cheaper computers were becoming more available, and created the perfect storm of sorts. And now, any competing MMO without billions of dollars and years of development simply has no chance. WoW's players immediately compare their game that has been out and accumulating content for over 4 years now against games that have not even been out for a month. There is simply no chance for comparison, and WoW crushes competition not because it is the better game, but it has had the most time and money for polish and fan following. The point of this giant rant is a sad reflection on how games like Ultima Online, even 10 years ago, provided infinite amounts more freedom and chance for unique gameplay and games like World of Warcraft have compressed the possibilities of playstyles and made only raiding for hours on end or grinding the same Battleground over and over the only avenue for progression. Crafting for example is no longer a dedicated profession full of meaning, but an empty side quest without much meaning in the community or economy that everyone is capable of-assuming they are willing to click the "create" button enough thousands of times. PVP and PVE has lost the rush of excitement and danger, where every encounter becomes the same. There is no meaning or true connections between players aside from progressing in a raid dungeon, and the only way to better your character eventually becomes reliant on grinding for hours in a raid dungeon every night. Gone is the freedom to play the game however you want, perhaps without ever fighting a monster and succeeding as a carpenter or thief. Gone is the accountability to be a good person, the choice to be a murderer, and the consequences that come with every action. The current state of the MMO industry is making everything easy, carebear, and a meaningless grind with an infinite treadmill of gear-upgrading every few months where your hundreds of hours become null and void the second a weapon with 2 more Strength than your current one is patched in. And the sad part is, nothing can compete and overtake World of Warcraft without adhering to these new standards of the industry that Blizzard has set with its popularity. Everything that made MMOs great has been diluted, and I fear for the future of the genre that continues to shift towards resorting to clones of an already watered down game. Ultima Online died as it began to cater to it's "casual," "carebear" audience and now, struggling to keep up with games like World of Warcraft, is virtually unrecognizable from its original form. World of Warcraft has created a monopoly and an industry that is now impossible to compete in, and unfortunately will eventually collapse on itself whenever people are able to lure themselves away from the game, as in the end, World of Warcraft is the only thing that will be able to kill itself. -Scott "Riot" Underwood
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Brilliant.
Are you familiar with the game Graal Online? Back in 1997 when I started playing it the game was known as Zelda Online and it was based on the old SNES version of Zelda only MMO style.
It's still an amazing game... but it's dying... and that makes me so sad.
Graal is one of the best gaming experiences I've ever had. I spent over 2000 hours in that game between my 2 main accounts and aquired around 50,000 kills... just on the classic server.
I hate WoW and what it did to the MMO genre.
I look back at my time in WoW and realise I had far more fun in other MMOs and games like Neverwinter Nights, making friends with a lot of people. When it came to WoW I found I just didn't want to talk to most of the players that Blizzard had sacrificed its Warcraft franchise and the MMO genre to obtain. The lowest common denominator has a lot to answer for.
Never have I experienced the exhilaration of something as simple as a pickpocketing gone wrong turning into a full scale war in World of Warsnore, because they are more concerned with insulating the casual, carebear playerbase - taking away all freedom, spontaneity and excitement for fear of cancelled accounts.
Maybe one day MMO developers will get back to trying to make something great, rather than trying to emulate what's popular in the hopes of one day saying "10 million active accounts". The MMO genre as it stands is a mere shadow of what it used to be, even if the ranks of 'subscribers' are positively swollen.
Before WoW was published not a single american MMO had come close to 1.000.000 subscribers, even Everquest had only 550.000. And there were reasons for all this: Those games were flawed! And WoW found extremly elegant ways to deal with those issues.
I don´t doubt that the WoW´s 2/3 market share is a scary fact and I truely hope we will soon have more MMO´s like EVE, but you can´t accuse WoW of killing a genre which it made popular on its own. (In america, asia is a different story)
I cant understand WoW's popularity simply because i found it to be a totally boring, simple, and uninteresting game, at least at the start. It was more fun jumping off of high places than doing the first few quests, and that only lasted 5 min or so. Im glad i only bought a $5 2 week demo.
Unfortunately it really is the standard, now. I had hopes for Warhammer Online, but that turned out to be another WoW clone. Hell, it even looks the same! I.e. cartoony, and about 5 years old so anyone can play it.
The post wasn't about the number of subscribers, it was about what Blizzard did to make World of Warcraft so popular and the subsequent dumbing down and removal of everything interesting and unique to meet the needs of the lowest common denominator. Something I'll call Total Blandification.
Is user friendly? Yes.
Is stupid? No its not. It has a lot of depth once you start playing seriously, and at the same time it has the usual content for "hey I only got 10 hours a week for this".
pd: Iam not an active WoW player, I played until lvl 50, and until then it was like two months of gaming and then three months of nothing since I was bored. Im not a MMO guy... but I have tried WoW.
The server issues at WoW's launch were pretty serious compared to other newer launches that WoW's community has trashed and made fun of. Age of Conan (despite, in the end, being a pretty bad game.... which is the developer's fault really) and Warhammer had great launches, yet WoW's community leapt at the first opportunity to belittle the games if anything at all went wrong. They forget that WoW's servers were down for 2 weeks with 500+ people queues and stability issues.
but other than that it is a nice article.
Anyways, I loved UO's pvp because it kept me on my toes, and even though I lost most of the time (darn 56k...) it was always fun because of the chance I could win and get some new armor, chop off the PK's head and march to the guards with it to claim a reward.
It is also important to note that UO had no levels. There is no one with a "Higher Level" in UO. It is all skill-based. Afraid of getting "ganked"? Spar with your guild mates and raise your skill, but be mindful of house hunters and nearby guilds that may raid you! Does that SCARE you, Mr Mustache? What is scary about 2 guilds fighting each other across the entire world? What is so scary about sieging the castle of a rival guild? That is what I did in UO; WAR, [B^G], Great Lakes.
But that all changed. Gone are the days of leveless MMOs. Gone are the days of menu based gumps, macroing stats and skills. Gone are the days of true crafting. The only thing to do in WoW and Warhammer is Level Up.
Scott, You and I are a dying breed. Even IF all of the same conditions were remade there is ZERO chance of it ever being what it once was. You said it yourself and you were absolutely right; it was the PEOPLE that made UO great. It was the RP PVP guilds that went so far into the detail of the stories. It was the War guilds that would declare on hundreds of guilds at once, B^G had about 107 before I stopped playing UO, and EVERYONE knows the famous BLOODCHOK HAI that was the most descriptive roleplayers on ANY shard and yet they also were the fiercest PvPers because they declared war on more guilds and held that title for a very long time, all the while never once did they break and go out of character in-game. Gone are the days when you would wander over to the Smithy at Brit and see 2 or 3 GM Smiths selling armor and weapons to a whole crowd of people. Gone are the days when you could walk in a tavern and listen to a story, or randomly participate in meaningless roleplay just for shits and giggles. PKs are so spectacularly bored in freeshards today that mimic oldschool UO that they have become nothing more than petty griefers who 'all follow' or wander around town on a naked blue acting like complete retards.
I miss B^G, I miss Red vs Blue at Crossroads, I miss buying armor at the brit smithy, I miss training resist outside of the guildhouse with firefields while having the fear of God that one of the great PKs wandering Minoc would wander by, as they were known to sometimes, and attack us. Yet we were prepared with poisoned katanas, stocked regs, and supplies. It was fun to be prepared knowing that one of the greats could walk by and slaughter us at any moment; but we would give them hell for it.
Remember when you would take a new character over to the "Bone Wall" and raise your combat skills? Gone! No one does that anymore. Everything is catered to these whiny PKers who refuse to leave UO yet nothing exists as it was so they will never have what they once had previous.
And yet I am surprised that there are so many people who agree here. If you bring this up anywhere else, as Mr Mustache has been so nice enough to graph out in detail, you will simply get flamed by the millions of children who simply don't know any better, thanks to the parents who buy them everything they want.
I could keep going on forever. The fact is that every single one of us could. I don't know how many times I would be mining, or doing something kinda boring on a free shard, and a GM would appear and we would sit talking for 1 or 2 whole hours about "the good old days" but, Scott, we have been discussing this for the last 7 or 8 years. Even if a game like UO was created, would there be any of us left to play it? I am 24 now. I am not 14 anymore. I have a girlfriend. I am close to being dirt poor and I have bills to pay. Gas still costs a lot of money in my state. Even if I could manage to scrunge money together, am I willing to take the risk and make an attempt at another MMO that thinks it will be "The Next UO"?
No. I am done. Life goes on. I am so done.
I played UO when it was first released, for about a year. People GREATLY romanticize that period.
VERY buggy and laggy. Rubberbanding was commonplace; so were rollbacks that could cost you an hour or more play time.
Content was non-existent. There were random quests where someone would ask for something totally random -- like chain mail pants -- and give you some gold for it. In one case, I bought the quest item from the very NPC who asked for it!
Spawn was broken. The original game design was a world simulator and if you killed all the wolves in an area, that was all there were until the "parts" of the wolves -- the fur and meat -- were "Recycled". But people hoarded madly, and you'd end up not seeing anything to kill.
PVP was woefully imbalanced, with "Tankmages" ruling the day.If you didn't want to be a tankmage, you were screwed.
There were uncounted guard kill exploits. (Ways to trick the guards into killing an innocent player, whom you could then loot.)
The "honor" system was a joke. Macroing giving gold to a beggar could make a "Dread lord" into a "Great Lord" in an hour. Further, a "Great Lord" could do things like entering a bar you'd laboriously set up and decorated, and destroy everything you'd made, and if you fought back, you'd be marked as "evil".
People used disposable thief mules to harass. They'd create a character, pick the thievery skill, and hang out at the bank with their bank box open. They'd target people and pick pockets. If they were lucky, they'd get a great item. If they were unlucky, they'd die and respawn and try again. If they were marked "kill on sight" by the guards, they'd delete that character and make another. Sure, it was tedious, but you stood a good chance of getting a housekey or a rare magic item or something good, and there was no "cost" to you -- characters were infinitely disposable and infinitely recreatable. The bank of Britain was usually littered with dead, bald, corpses of insta-thieves.
There were countless bugs that would let people do things like resurrect inside of a "locked" house. Then they'd mark a rune to let them teleport back in. Once this happened, there was NO WAY to resecure your house; you had to destroy it. (After it had been stripped bare by the thieves, of course.) Since house building space was at a premium, this would mean you'd have lost a tremendous investment. (You couldn't destroy and rebuild; the rune would still be marked to the x,y, coordinates. ANYONE who built in that same space would be vulnerable. Sucks to be them, huh?)
Speaking of runes, it was possible to mark remote islands ( which you'd find by ship) and then cast a gate on someone which would teleport them there, with no way off (unless they had teleportation of their own, of course). You couldn't even suicide.
Every week brought another round of "patches" and "fixes" and "changes to honor system", but the game was bleeding customers, especially when Everquest, with actual content and consensual PVP, came out. This led, ultimately, to the creation of the split between Trammel and Felucca, two alternate worlds, one which allowed PVP and one which didn't. Guess which one 99% of the population spent all their time on? Deprived of innocent victims to gank, and forced to only fight players who WANTED to fight and were ready for it, the PVPers left, too. For all their bragging, they didn't want a "challenge". They wanted victims. UO focused on world simulation, adding things like house design, gardening, and other such activities, and the sociopath crowd has ever since gone weeping and wailing across forums, bemoaning the loss of their ability to kill newbies at the spawn points. Even EVE is not "hardcore" enough for them, because of high sec space.
And only Tankmages? What about NoxMages? What about PureMages? What about Hybrids with stun?
UOGamers is not old school UO.
I'm really hoping Darkfall delivers, but like you said, I'm not sure if anything will be able to recapture the old feelings, especially now after all the disappointments wandering from MMO to MMO like some kind of digital nomad.
Best regards, Natali, CEO of download free music and
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