2004-03-29: While 2004 may be the year of the MMPs, let’s step back and revisit the world of Ultima Online

While 2004 may be the year of the MMPs, let’s step back and revisit the world of Ultima Online

Interview by Michael Lafferty, originally published GameZone Online. [1]


Michael Lafferty It's been a long ride, several incarnations and still, when you think about MMPs, Ultima Online is still there and still going strong. To what do you attribute its longevity?
Anthony "SunSword" Castoro Other than the fact that it's an awesome game? The things that keep it strong are its heavy emphasis on community, character customization, player home ownership, player-generated content like customized housing, and player skill. UO is different than most MMO's because it is just as much a place of being as it is a place of doing. Even when a player exhausts part of the "typical" gameplay, UO offers an amazing community of non-standard activities. And, then another expansion comes along with more skills, dungeons, and lands to explore.
Michael Lafferty What changes through the expansions have you seen that have, perhaps, have the biggest impact on the UO world?
Anthony "SunSword" Castoro Perhaps the expansion that had the biggest visual impact on the UO world was our most recent one, UO: Age of Shadows. AoS included the "house customization" feature, which allows players to customize their homes to their heart's content. Before AoS, the landscape was filled with houses (pretty neat all by itself), but all of them were based on a dozen or so templates. Now, the world is filled with an almost endless variety, limited only by the creativity of our players and the depths of their virtual purses.
Michael Lafferty Critics have stated that player housing was congesting the world. Now you are in the process of eliminating unused account housing, and opening lots up for new housing. Will anything change in the philosophy of player housing?
Anthony "SunSword" Castoro Soon after UO shipped, the world became filled with both permanent homes and temporary structures such as "tents." Over time, we've refined the rules around house placement, which has resulted in a more navigable terrain. However, we believe there are more cool things we can do with housing to encourage community and enhance the beauty of the landscape. Perhaps you'll see some new ideas along these lines in the new, recently announced expansion coming later this year...
Michael Lafferty Because of the fact that we are talking the granddaddy of the MMP genre, and the title that really helped bring this category of video gaming into prominence, there had to be some lessons learned along the way in terms of the MMP community, and operating, successfully, a massive undertaking like UO. Can you share any of these insights?
Anthony "SunSword" Castoro Be first to market! Well, that's the safest hint I can give, I suppose. Okay, seriously, here are just a few thoughts:
Anthony "SunSword" Castoro
  1. Never under-estimate your players. They will lavish you with affection and turn on you in an instant. You can’t blame them because if you've done a good job, they’re on your side.
  2. Be consistent. Players respond to consistent vision and execution. This can be tough in a world where turnover in staff is so common.
  3. Listen to your players, but follow your instincts. Players provide the best and most insightful feedback about your game, but it's rare for them to agree, even on the most mundane issues.
Michael Lafferty Why do you think there is so much game hopping going one in the world of MMPs? After all, this is a well-populated genre and it is only going to become more congested in the coming year.
Anthony "SunSword" Castoro Perhaps because MMO players are social butterflies? People who play these games tend to be fans of the genre. Most new games come with a free month or two, so it's not uncommon for many players to try most of what comes out. The interesting thing is that in our case, they tend to come back, or not leave at all.
Michael Lafferty What attributes do you consider essential in creating a very good MMP?
Anthony "SunSword" Castoro
  1. A world that is more than the sum of its parts. As a developer, you can never make more content than your players can make for you.
  2. Differentiation. There are plenty of "me-too" games coming or on the way. That applies to both theme and game mechanics.
  3. More than just /tell. "Community-building tools" are not a selling point. They're a requirement. Unless you've got some key innovation, you can't hype your chat/guild functions, but you can't skimp on them either...
Michael Lafferty UO has definitely seen its share of expansions, all of which have added to the game experience. Is there anything in the works for another expansion? Will UO be undergoing any facelifts in terms of interface or graphics in the future?
Anthony "SunSword" Castoro As you probably know by now, yes, there is an expansion in the works. It focuses on a new unified PvP system, 2 new professions, as well as introduces a new aspect of the world with an Asian influence, complete with new land, weapons, and house customization options! Will UO undergo a facelift? Remaining visually competitive is critical to UO's long-term success, however I also recognize that many of our fans still prefer the 2D style of graphics. If we do "upgrade" UO's visuals, we'll have to carefully balance our current players' desires against those of our potential audience.
Michael Lafferty Ok, here is a tough one, but since you have the longevity to prove it, perhaps you can offer some opinion: what is better, in your estimation, in the world of MMPs - melee, missile or magic? Barely a straightforward answer, what do you prefer and why?
Anthony "SunSword" Castoro Melee. It just FEELS better. =)


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