• Join Us |
  • |
  • Sign in with:

The Canned Ultima

by Steve Gibson, Jul 08, 2001 7:41am PDT
Related Topics – Electronic Arts

GameSpot has a really interesting feature to read this morning looking back at the Ultima sequel that never was. Electronic Arts pulled the plug on the project and about 80 people got canned at Origin. This was the official line back then:

Electronic Arts and Origin Systems have announced a plan that will increase their focus on Ultima Online and halt production of OWO: ORIGIN (UO2). The reason is simple, rather than creating OWO: ORIGIN (UO2) as a parallel world competing with UO, we've decided to put those resources into growing and improving the core offering for Ultima Online's 230,000 loyal subscribers.
You can also skip ahead to an interview with Starr Long. Here's a quote from the guys running the $10/month IRC server (heehee)
The social side is at least as important as, if not more important than, the adventuring portion of the game.




Comments

17 Threads | 27 Comments










  • we were designing the product, our original design devoted about two-thirds of the map to player-vs.-player zones, with the remaining third not allowing that sort of conduct. Just prior to the game's cancellation, we had completely reversed that decision and were moving toward allowing only player-vs.-player battles in a third or a quarter of the map.

    NO WAY. There just wouldn't be enough incentive at the early stages, for me...and a lot of people like me. A 1/3rd size pk zone might as well be instant death for the uninitiated who haven't worked out the art of PKing to perfection. The 2-1 zone ratio was the only thing that made the game tolerable for me...in relation to what UO was originally (not the bastardized "no danger until you have a godly character BS" that it has become).

    No, I wasn't a perfect PKer.. I fucking SUCKED. I was killed more times than I could remember and it was devastating every time, but that's what made the game fun for me. That element of danger. I loved it...dying MEANT something other than "oh no I have to walk a long way to get my items"....which is tedious and boring. You get set back a lot further, but it just makes you that much more aware next time you put yourself in a dangerous situation. This heightened awareness becomes a necessary skill to improve your overall game. For the same reason I love hardcore diablo2 (shit if i die its all over for this character...better not happen OR ELSE) even though I'm far from being in the upper echelon of d2 talent...I wanted the 2-1 pkzone ratio.

    I won't ever play another MMORPG until it has a similiar system that gives you that sense of persistant danger no matter how weak your character is... Something like I get out of hardcore diablo2...or like the original UO. I want to say "OH FUCK I'M GONNA DIE AND I HATE THIS FUCKER FOR DOING IT TO ME..." I want to have a reason to do everything within my power to keep from dying 100% of the time I'm playing the game. If I have the option to be safe and reap nearly the same benefits, of course I'll do it. I'm not stupid. I don't want that option though.. MY mmorpg has DANGER.