As we wind down the year and turn our attention toward the next, I want to review some of the MMOs I think we should be watching in 2019. Please…
Yesterday I did my yearly review of the MMOs launched in 2018, and it was depressing. Basically, nothing new and worth playing released this year. The games that did release…
Yesterday’s reminiscing about Ultima Online and the uncertain future of the MMORPG industry had me reflecting on this question: “What made Ultima Online, the oft-referred grandfather of MMORPGs, successful?”
UO had roughly 100,000 paying subscribers around 6 months after it released in September of 1997. Most people would agree it was an amazing game — it was “the next best thing” of its time.
Have you seen the list of games that released in 1997? Go ahead and Google it. On that list are some of the widely acknowledged best games of all times. Many of them outsold UO. Many of them are far better remembered — probably most of them. And a great many of them sure looked and played a heck of a lot more advanced than UO.
So it wasn’t the prettiest or most complicated game and it didn’t have the widest appeal. What then?
Smedley’s tweet to Raph Koster has made its rounds in the MMO sphere these past few days. Raph was talking about simulationism and Smed chimed in talking about deep ai and machine learning as the future — to which Raph agrees. The next statements are what made the headlines. Raph says to imagine UO’s original ecology, to which Smed says he already accomplished it with Hero’s Song (that game he failed to make a few years ago) and that he ‘will‘ make ‘that‘ game which is the next EverQuest.