Raph Koster's personal website: MMOs, gaming, writing, art, music, books
This is the catch-all category for stuff about games and game design. It easily makes up the vast majority of the site’s content. If you are looking for something specific, I highly recommend looking into the tags used on the site instead. They can narrow down the hunt immensely.
I didn’t make it to the 20th anniversary celebrations for Ultima Online out in Virginia this past week, but luckily an attendee has posted up video of it! This segment here is the presentation by Richard “Lord British” Garriott and Starr Long on the early history of Origin and of UO.
There seem to be several more videos of the event there, linked from the original.
The early UO team, from Nov 3rd 1995’s issue of the internal Origin newsletter
Today marks the twentieth anniversary of Ultima Online‘s launch day.
Funny enough, I have no particular memories of that day.
I’ve written a fair amount about UO in the past, so I am at a bit of a loss as to what to say, other than “thank you” to the folks who hired me and let me work on it, and “thank you” to the players who played and continue to play it. It has been an honor.
I posted on Twitter and Facebook asking for questions to answer and stuff to write on. One problem is that I can’t remember what stories I have told when… about the wisps? About tillerman stories? About the books system? Sherry the Mouse? The birth of orc roleplay? About burning to death in Ultima 8? About third party tools? About trying to develop 3d terrain? About character customization, which wasn’t really a thing before UO — and the faces system that didn’t quite make it? I just don’t remember. So if you want to hear more about anything from the way early days, let me know here or on Twitter or Facebook or whatever, and I’ll see about doing replies in a fresh post.
In the meantime, these are some of the past posts on UO that I would recommend on the blog:
UO’s resource system parts one, two and three. These describe how the underlying world of UO works — from the “infamous dragon example” that never came to fruition, to how it still underpins crafting and AI.
I was asked on Twitter recently for references for my mention of “consent systems” in my talk on “What AR and VR can Learn from MMOs.” I didn’t have any handy at the time but today I had some free time so I went looking.
The basic concept can be found throughout roleplay social virtual worlds such as MUSHes. (For example: Black Ops MUSH, The Lady’s Cage MUSH, Star Wars Omens). These sorts of worlds typically do not have combat systems, and rely heavily on free-form emotes (though the commands there more often have the syntax “pose” or “emit” or the like). Like any other full roleplay environment, of course, fights and conflicts happen all the time.