Good ole Syp from Bio Break has a fantastic new column at Massively called “The Game Archaeologist,” where he explores MMOs of days-gone-by and what they meant to their players.
And the first game he chose is one that is near and dear to my heart: Ultima Online. At the end of his first piece, he called for fans of UO to contact him about being interviewed. I jumped at the chance, and so did Ferrel from Epic Slant.
It’s interesting, I think, to see so many different viewpoints on just what made UO the great game we all remember. You can read my responses and others at “The Game Archaeologist and the Ultima Prize: The Players.”
Just awesome! Would like a part 2 and 3 as well. The article unfortunately puts a bit too much emphasis on people getting killed, this was not what made UO special. The whole Trammel vs Felucca aka PvE vs PvP debate overshadows the rest .
I dunno, for me, people getting killed helped make UO. Before and after Trammel, the consequences for death were part of what made the game so appealing for me. It made Felucca feel lawless, and it made Trammel the safe haven that started the term “carebear.”
But I’m a die-hard Felucca/PvP fan in UO, so my opinion’s a bit biased.
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