I was going to add this to the last post, but the last post was already really long, and it deserves its own post.
A friend saw my little rant/post about returning and started talking about Siege and how EA should push the rules back to pre-Trammel days and how Trammel killed UO and that if every shard/facet was PVP it would bring people back. First of all, this is the oldest and dumbest argument that can be made about UO. It’s like Mac vs PC, Ford vs Chevy, Marvel vs DC. It’s an argument that will go nowhere and will not change any minds. That boat sailed with UO: Renaissance, the genie is out of the bottle, and he’s not going back
Second of all, World of Warcraft has 12 million subscribers and many are playing on non-PVP servers, so the theory that PVP or lack thereof is the problem is wrong. If it was the problem, then Blizzard would not be making literally billions of dollars every year from WOW. They would only be making 700 million a year from WOW
The majority of popular MMORPGs now offer both. That’s the way it is – companies have found out, thanks in no small part to UO, that not everybody wants to play the same way.
If you want nostalgia, but you won’t play Siege, then ditch your insurance, and ditch all armor and weapons except for what the NPCs are carrying. Just Do It. Nobody will stop you.
UO Renaissance launched early in the Summer of 2000 or (late in the Spring). Blizzard announced World of Warcraft almost a year and a half later. Even though WOW wouldn’t ship for another three years after that, the clock had already started ticking. Lest we forget, EverQuest launched before UO:R, and within a few years it had nearly double UO’s subscriptions. Asheron’s Call launched before UO:R as well. It wasn’t as popular as UO or EQ but it certainly didn’t help UO. Dark Age of Camelot launched a year and a half later after UO:R and it passed up UO fairly quickly.
Then the hammer dropped in 2004 with WOW, and Blizzard never looked back.
It’s interesting bringing up Asheron’s Call, I just checked and it’s still around. At its peak, it was not close to UO in numbers, so it’s a good sign that UO could be around for years to come.
All of UO’s major competitors between 1999 – 2004 were released with non-PVP options and other than Asheron’s Call, they all beat UO on the subscription numbers at some point.
UO was blessed to have the run of the field for a few years, and while nostalgia is a wonderful thing at times, everybody tends to forget that those MMORPGs that passed up UO did it not by going PVP-only. They did it by offering more eye candy. It’s a shame, because many in my view didn’t offer the depth that UO did (and still does).
Don’t get me wrong, I love the old-school 2D client, but it does not scale well on today’s displays and the artwork can be difficult to produce and change. As I said in my previous post, EA shot itself in the foot by running two different clients side-by-side. They should have either moved to 3D only or they should have ditched the 3D and worked on keeping the 2D client looking good as the computers of typical players changed.
We have players that want to remain in 1997 and we have EA wanting to remain in 2003.
I’m pretty sure we are not all running 2003-era computers.