vw history

  • Random UO anecdote #2

    UOHorse

    I just stumbled across this old story I told somewhere, and thought I’d share more widely.

    In Ultima Online, the player was a container — one you couldn’t open, but which held your equipped items, your backpack which was the container you could actually see, etc. Because of the freeform “gump”1 style containment system used in the Ultimas, you could position anything to any location in a container, which meant they were basically treated like maps, with coordinate systems in them.

    Then we added mounts.

    When you rode a horse, we simply put the horse inside the player, and spawned a pair of pants that looked like your horse, which you then equipped and wore.

    When we first did this, however, we forgot to make the horse stop acting like a horse. Pretty soon there was a rash of server crashes because the horse inside the player was wandering around, picking up the stuff it found inside the player, rifling through the player’s backpack and eating things it thought were edible, and eventually, wandering “off the map” because the player’s internal coordinate system was pretty small, and the edges weren’t impassable.

    1. According to UoGuide, “graphical user menu pop-up.” It was the term that was used at Origin back then, long-forgotten now expect maybe among the UO emu community. Basically, any UI window of arbitrary shape floating above the game. In UO, inventory systems did not use slots but free placement on a coordinate system. โ†ฉ๏ธŽ
  • Imaginary Realities is back!

    And here’s the link to Imaginary Realities vol 5 issue 1!

    image00

    For those who don’t know, Imaginary Realities is the mud-related journal originally published by David Bennett. It disappeared way back in 2001, but Richard Tew has resurrected it. I’ve already glanced through the first new set of articles, and there’s some interesting stuff there for both MUD devs and non-mudders, I think.

    All the original issues are mirrored, so if you want to look at the stuff that ran from ’98 to ’01, it’s there too!

     

  • The Ready Player One MMO was Metaplace


    MMORPG.com has an article about a hypotheticalย Ready Player One MMO.

    For those who haven’t read it, Ready Player One is a novel by Ernest Cline that describes a network of virtual spaces running on a common operating system, called OASIS. The story is a fun romp, not too deep, about a kid who is looking for the secret prize hidden in an insane scavenger hunt scenario by the network’s creator.

    The book is full of geek references. The skillful playing of Joust is a key point; so is the ability to recite Ferris Bueller’s Day Off from memory. But of course, part of what captivates a gamer is the description of OASIS itself: a giant network of virtual spaces, capable of encompassing pretty much every sort of virtual space you might want.

    So the article asks, what about building something like that. Well, we did.

    Metaplace predated the novel. But really, the book describes basically what we built, and which is now gone. (The tech survives, within Disney, but isn’t used in this fashion anymore).

    I think many MMORPG fans were barely even aware it existed, because really, it got almost no marketing. And while we were around, people were perpetually confused as to what it was. Frankly, I found it too big an idea to wrap up well in a marketing message.

    • a generic server architecture that could handle anything from arcade games to MMOs. Servers ran in the cloud, so it was designed to be really, really scalable. Just keep adding worlds. At the time we closed it, there were tens of thousands of them.
    • the ability for players to own and make their own spaces. You didn’t even need to know how to make stuff in 3d modeling, it imported SketchUp from Google Warehouse even. You didn’t need to host your own art.
    • scriptable to the point where you could make a whole game in it. The scripting used Lua, which was a barrier for people. We had made moves towards letting people snap together behaviors (drag and drop AI onto something in the world, for example) but probably didn’t go far enough.
    • full web connectivity in and out, so that you could have stuff from the real world manifest in the games, or game stuff feed out to the web. Like, an MMO where the mobs are driven by stock quotes was easy to make. Or hooking a Metaplace world up to say Moodle (for education) or having NPCs read their dialogue from external sources. We had one world which performed any Shakespeare play by reading the plays off of a remote server, spawning NPCs for all the parts, and interpreting the stage directions.
    • agnostic as far as client, so you could connect lo-fi or full fancy 3d — in theory. We never got to the 3d, but we had clients running on mobile devices, PCs, and in web browsers. If we were still pursuing it, you can bet we’d be doing an Oculus version right about now. ๐Ÿ™‚
    • worlds connected to one another, and you might change from world to world, but you also had a common identity across all the worlds. You could walk from Pac-Man into Azeroth, so to speak.

    I think a lot of people were turned off by the 2d graphics, and a lot were turned off by the fact that there wasn’t a full MMO there to just play, and a lot of people found building too hard. A huge part of why we didn’t succeed is that we were too many things to too many different people, and that split our efforts in far too many directions. The result was a tight but small community that never started to really grow.

    But if you were ever wondering why something like the Ready Player One/Snow Crash style world hasn’t been made — well, there it was… open from 2007 to 2009. It saddens me to see it forgotten so quickly, though in many ways it really did end up as just a footnote in virtual world history. I get a lot of “the last thing you did was SWG in 2003” from people who clearly didn’t know it existed or weren’t interested because it wasn’t a hack n slash gameworld.

    I might spend the time to dig through some screenshot archives and post up some examples of what got made. I miss that community a lot.

  • UO Classic Postmortem video on GDCVault

    Ultima Online is, of course, still very much alive. But that didn’t stop us from doing a Classic Game Postmortem at GDCOnline this past fall. The GDCVault has posted it up for free here:

    GDC Vault – Classic Game Postmortem: Ultima Online.

    No embed, alas.

    The session was very informal — don’t expect a lot of actually useful development takeaways, five things that went well and five poorly in Gamasutra-approved format, any of that. Instead, it’s mostly war stories and anecdotes.

    A thing you cannot see in the vid — when at the very start Starr asks how many people in the room worked on UO, a lot of people in the room stood up. And when asked who played — it was almost everyone. A nice moment.

  • GDCOnline: UO Classic Game Postmortem

    Well, we basically winged it, but it was a blast. We told stories, mostly out of order; fessed up to bad code and goofy decisions and being painfully young; and lamented the loss of that sens of crazy freedom.

    Luckily, Gamasutra has you covered if you weren’t in the full house.

    In the alpha, the team had wolves that chased rabbits across the map as part of its emergent gameplay system.

    In those early days, the rabbits would actually level up if they got into a fight with a wolf and managed to escape.

    “People would wander off in the alpha and try to kill a rabbit, and pretty soon they were playing Monty Python: The MMO,” joked Koster.

    The game was tweaked to disallow this, though Koster confesses that they left one monster rabbit in the world when the final game shipped.

    I wore my original UO shirt… and forgot to point it out! Doh!

    Basically, during the period when we were skunkworks and ignored by the company (it was mutual, we ignored them back) we did our own marketing. So that meant we made our own t-shirts with a made-up logo. And I still have that shirt, in surprisingly good shape for being from 1996. All credit to Clay Hoffman for making it, way back when…