Today was the fifteenth anniversary of the launch of Ultima Online. For those who would like to read up on some of the stuff I have written in the past, you can do so by clicking here. Warning: rambling ahead…
Here’s something that I think no one has ever seen. My wife and I were driving from Alabama (where we were in grad school) to Austin, to visit friends there — Sherry Menton and Rick Delashmit. All four of us worked together on LegendMUD.
Kristen and I had been talking about making another mud, one with deeper simulation elements. We talked about having abstract properties running behind things, instead of hard-coding every quest. How much cooler would it be, we thought, if the NPCs were simulated entities, rather than merely responding to player actions?
We took notes on a pad of paper, as we drove. We took turns, which is why the handwriting in these images changes:
One of those pages has the old address of Ancient Anguish, a mud we were checking out. It’s still up. As you can see, a lot of the heavy lifting was done by my wife, the economist. Some of this stuff ended up making it into LegendMUD — the weather stuff, for example. You also see there the notes on the genesis of the moods system that was first in Legend, then eventually in Star Wars Galaxies. It wasn’t until ’05 that I was able to do the water flowing downhill stuff, as part of an R&D project at SOE that was never used for anything. It worked, though.
Here was born the resource system. When we were asked to submit design samples, the resource system is what we sent in. It was more elaborated than this, much closer to what was eventually built for the game. Then they asked us to submit quest samples. They had sent us some sample code, to ask if we could read and understand it. We could… and we weren’t very impressed by it. I sent in the Beowulf quest from Legend as my sample…
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