Ultima Forever: August 29th Online Services Shutdown Announced

u4e-title-sequence

The Weep prevails:

Strangers, Seekers and Avatars all,

While the past year has certainly been quite the adventure – in Britannia and beyond! – that adventure is now drawing to a close, as the time has come for us to say goodbye. As of Aug 29th 2014 (11:00 AM EDT), Ultima Forever will be shutting down its online services, and will no longer be available to play.

This was a very difficult decision for us to make. We’ve seen the game through ups and downs, and hope that you’ve enjoyed playing it every bit as much as we had making it! Through it all, it’s been players like you who’ve made it all worthwhile.

To thank everyone for their loyalty and support, for our last month of live operations, the following changes will be made to the game:

  • Significantly boosted Virtue and Reputation rewards
  • Equipment degradation to be disabled (no damage to worn/equipped items)
  • Increased drop rate of Gold keys
  • The in-game store will no longer sell premium currency (Silver and Gold keys)

We invite you to visit our Facebook page to share your favorite game memories with us. We’d love to hear from you:

https://www.facebook.com/UltimaForever

From Lady British, the Gypsy, and all the other citizens of Ultima Forever’s Britannia: Thank you for your time spent in our world; we’re going to miss you very much!

Remember and uphold the Virtues, always!
– The Ultima Forever Team

This is…profoundly disappointing news. Not wholly unexpected; Ultima Forever has not seen significant maintenance since February, apart from a fix for the game’s chat system. And the February update wasn’t particularly significant either; it basically unlocked a series of “infinite” dungeons and unlocked the ability to attain Avatarhood, a move which some took to mean that the game was being put out to pasture. Those sentiments have been vindicated today, unfortunately.

The official FAQ that Electronic Arts published concerning Ultima Forever’s impending shutdown is about as boilerplate as such things come:

1. What is happening to Ultima Forever? Is it being retired?
On August 29, 2014, EA will be retiring Ultima Forever on iOS devices, which means that the game will no longer be available for play.

Please see our official sunset announcement here on the forums.

2. Why is Ultima Forever being retired?
EA is focusing its efforts on developing new and exciting titles, as well as bringing new content and updates to existing popular games. As such, we had to make the difficult decision to reallocate development resources to other social and mobile games to ensure a continuation of the best game-play experience possible. EA deeply values all of its players and is dedicated to offering the most fun and engaging experiences across all of our current and future titles.

3. What can I play now?
EA offers a variety of other fun mobile and social games for you to try. Feel free to check these out on your device’s app store.

http://www.ea.com/iphone

or

http://www.ea.com/android

or

http://www.ea.com/kindle

4. What if I have an existing balance of Gold, Silver and/or Bronze Keys in Ultima Forever?
We encourage any player who has a remaining balance of currency to spend them prior to the game being retired on August 29, 2014. Any remaining currency left on players’ accounts at that point will automatically become invalid.

But of course this doesn’t tell the whole story, does it? Recall that not all that long ago, EA Mobile head Frank Gibeau had this to say about the mobile re-imagining of Dungeon Keeper:

“…when you bring in a group of people to Dungeon Keeper and you serve them, create a live service, a relationship and a connection, you just can’t pull the rug out from under them. That’s just not fair. We can sustain the Dungeon Keeper business at its level for a very long time. We have a committed group of people who are playing the game and enjoying it. So our view is going to be that we’ll keep Dungeon Keeper going as long as there’s a committed and connected audience to that game. Are we going to sequel it? Probably not. [Laughs] But we don’t want to just shut stuff off and walk away. You can’t do that in a live service environment.”

Now, I observed, in remarking on Gibeau’s remarks, that Ultima Forever probably didn’t even do as well — financially — as Dungeon Keeper did, and Gibeau interview stated rather plainly that Dungeon Keeper was no success in and of itself. But I took Gibeau’s comments about not wanting to “just shut stuff off and walk away” when there was still “a committed and connected audience to that game” as a potentially — if perhaps vanishingly — hopeful sign that Ultima Forever might also continue to be supported, or at least have its online services maintained, as long as the game kept its players and kept bringing in money.

And I know it still had players; I saw them every time I logged in.

But what it probably didn’t have was much in the way of was paying players. Like as not, the game fell victim not to its freemium, microtransaction-based monetization model directly, but rather (I suspect) to the gradual neutering of that model in response to fan outcry. Not that the original monetization scheme of the game was great; it wasn’t. Gear broke too often, and cost too much to repair. Loot (in the form of keys, the in-game currency) was rather more scarce, and the exchange ratio between Bronze and Silver keys was too unbalanced. And the key bundles cost quite a lot for what little they allowed you to do. And fans reacted to all this…rightly so.

Mythic, to their credit, made a number of changes over the course of the first few weeks and months of the game’s soft launch, as well as after its global release. But if anything, they were too gradual about it, and too unfocused at first. Simply dropping repair costs on items helped, for example, as did overhauling the item damage rate some months later. The thing is, those changes should have been made in tandem. Ultimately, it was the gear breakage rate that was the issue; as long as it remained high, gear repair was always going to be significant currency sink, even with lower repair prices. This, in turn, had the effect of making gear too disposable; players just wore out gear as they went, replacing it with whatever could be scrounged from chests in dungeons along the way.

What Mythic probably should have done was roll out the game’s vanity item store in tandem with the above changes, and then much earlier on. Granted, they probably didn’t have the development staff or budget to pull this off…but I suspect it might have helped the game’s bottom line.

I would suggest, as required reading for added context, Rock, Paper, Shotgun!’s examination of just how far $20 would go in Cryptic’s free-to-play Neverwinter MMORPG. The answer, surprisingly, was “quite far”; indeed, RPS found that they really didn’t need to spend the $20 at all; in-game currency doesn’t have to be spent on needs…only, really, on wants. Now, arguably, a desktop MMORPG is quite a different thing from a mobile MMORPG in many respects, but the point is that Mythic eventually set themselves up a somewhat similar freemium model that could have worked for Ultima Forever. It just took too long to get to that point, because they got too bogged down in dealing with the moment-to-moment issues with the game’s monetization instead.

Or so I suspect.

Could the game have been saved? There’s no way to know that, of course. But I think it could have had a chance. And its shutdown really is a significant loss for the mobile space; there are only a handful of decent RPGs in any mobile app ecosystem these days, and even less that actually have a well-enough-told story and a body of lore that players will desire to connect with. The current trend in mobile RPGs seems to be…card games, basically, that have a thin veneer of RPGness to them. How many engaging, open-world RPGs are there for mobiles? Very few. And now, one less.

Anyhow, there’s a lot of content that had been planned for inclusion in Ultima Forever that we now just won’t ever get to see. Whither Serpent’s Hold? What of the Abyss? What of the supposedly pacifist Druid character class, or the boats that could be sailed across the waves of Britannia’s oceans?

Well, as it happens, I’ve got a few pieces of Ultima Forever artwork sitting in a folder on my hard drive…things which never saw the light of day, and now will not see inclusion in the game. And since they won’t ever feature in the game, they really don’t count as spoilers anymore…so I think I’ll release them over the next little while. Here’s three pieces to begin with. Up first are a pair of rather silly images, showing off some of the outfits that had at one point been planned and built for Fighters and Mages:

u4e_fighter_lineup_01

u4e_mage_lineup_01

These are older images; you’ll note the presence of the BioWare logo, for example. And I’m not sure whether Mythic were entirely serious about all of the outfits depicted, although I suppose two of the Fighter outfits could have been Easter and Thanksgiving vanity items.

This next image, though, may impress somewhat more:

int_StygianAbyss_HorrathBoss

This is a part — a small part, at that — of the Stygian Abyss. Specifically, this is the quarters of the demon Horrath, who accosts the player in the opening sequence of the game and seems to be responsible for the Weep infestation that is consuming Britannia. This would have been the site of one of the final battles of the game’s plot…or, at least, the part of it that pertained to solving the Weep crisis.

I have more Stygian Abyss artwork to share, and was able to see even more of it during my visits to Mythic. It would have been a massive dungeon, genuinely worthy of its name rather than being just a little ten-minute romp through a cave-looking area. If there’s a part of Ultima Forever’s failure that I regret more than anything else, it’s that we won’t get to see the Abyss in-game. And, of course, that PC and Android gamers won’t get to experience the game.

That’s enough for tonight, I think. If you want to further discuss things, feel free to chip in a comment below…or, if you’re on Facebook, join in the discussion already taking place the Ultima Dragons group.

10 Responses

  1. Natreg Dragon says:

    Well, I really wanted to play this game but now it seems I won’t be able to. Either an Android or a PC version would have been welcome.

    This is the reason why I really hate online games… they always have an expiration date. I’m the kind of gamer that likes revisiting certain games from time to time.

    In my opinion they should have done a new Ultima for mainstream consoles and PC. Both Elder Scrolls and Dragon Age are successful, and I think a true Ultima will also be successful.

  2. Sanctimonia says:

    That’s sad news, not so much for Ultima Forever, but for games in general. The idea that a game requires connectivity to a server is fine, but there needs to be a fallback. They should either create a local, integrated server or release a binary of their server software so users can run their own over the Internet. At least Ultima Forever is free to play; if there had been an up-front fee then their decision to kill it would have been considerably more despicable.

    As far as Gibeau’s comments about Dungeon Keeper, this is either the left hand not knowing what the right had is doing, which is business as usual at most large companies, or the usual veneer of bullshit we hear from suits and politicians. As in, the reasons are purely financial but we’ll spin it as though ourprimary concern is customer service and behaving morally. In either case the seeming inconsistency in policy damages the credibility of anything they say.

    Perhaps the silver lining is that, considering what Ultima Forever was, its failure adds ammunition to the argument that the Ultima IP should be licensed or sold to a more capable and better funded studio. It’s not that no one cares about Ultima, they just don’t care about the vision that was Ultima Forever. I blame Bioware, not EA. As soon as I saw the character designs I knew there was a problem, and that choice had nothing to do with EA keeping them on a tight budget.

  3. Odkin says:

    I was part of the brief Alpha test for the game and was as excited as anyone about it. Then the iOS-only announcement. Then the on-line only announcement. I have an iPhone but zero interest in squinting at a 5 inch screen to play an RPG, and no version for my Andriod tablet was coming. I will never – NEVER – play an MMORPG. I don’t mind micro-transactions for extras and shortcuts and bling. I would pay for a free-standing game, and potentially purchase on-line goodies. But to have to connect to a server, and interact with other players, and be at the mercy of the eventual shutdown of the game by the company? Never to be able to revisit the game in later years? Never to be able to fully and finally WIN because they want you to keep playing forever? No, never.I won’t patronize that model.

  4. Only 2 classes after promising 8. No Android or PC after promising those. No female characters. A basic shell of the most basic RPG elements. Not much of a story. And it was exceedingly pay to win.

    I know the people at Mythic seemed like nice people who cared about Ultima. Those that met the Mythic staff couldn’t stop gushing. But the game itself was nothing to be excited about.

  5. Forever sure doesn’t last as long as it used to.

  6. cor2879 says:

    Pretty sure I predicted a few months back that ‘Forever’ was probably not an apt title for this game. I’m sad for the Ultima franchise that this was the only offering we’ve had in 15 years (not counting various UO add-ons, of course). Thanks to this debacle, I won’t be surprised if it’s another 15 years before someone tries again (but maybe, just maybe, that one will be good)

    • Sanctimonia says:

      Unless SotA is wildly successful, I agree with you. It looks like other publishers’ studios are carrying on the legacy for now.

      I think the problem is that Ultima in its time was an extremely ambitious game. Wrapping it in a modern engine would cost a lot due to the required asset creation. Its feature set has also been surpassed in many ways by other games. Maybe we’re chasing something that actually could never exist, or maybe it’s just a matter of pinpointing exactly what, if anything, made Ultima special that hasn’t been done better since. The only thing I can think of other than ship combat (Assassins Creed takes away from that one a bit) is the habit of Garriott putting weird and unexpected shit all over the place and the resonating mythos of the Eight Virtues.

      As far as weird shit, there’s the rooms in Ultima V’s dungeons, Sutek’s castle, the human skin lined box (forget what that was all about), glass swords, talking horses, campfire visits from spirits, guns locked away in secured vaults, using cannons on guards, using a mouse (the animal) to get to hidden places, and so forth. It was exciting; it felt like you were really exploring a fantastic but grounded world and not the usual medieval grind or high fantasy bullshit we’re used to.

      The Eight Virtues is unlike most other fantasy religions in that it makes sense morally, mathematically, and is easy for us to connect with. I couldn’t really get into the Elder Scrolls games because all the races and backstory sounded like something some guy on acid made up. Everything was too alien. Ultima, as strange as it was at times, was familiar enough that it felt like a second home on my first visit. It felt like the place I’d always wished I could live in without realizing it. I’m not sure how easy it would be to recreate these things along with the more quantifiable features such as mechanics and world simulation systems. Ultimas IV-VII may have been a fluke.

      • Micro Magic says:

        Wow, that’s a really great way of putting it. I never thought about the familiarity factor. But that makes quite a bit of sense. In addition, it was the first time many of us experienced those types of game mechanic such as eating, sleeping, talking to every NPC, moving every item, etc. Having different game mechanics gave it a fresh feeling.

        Also, Bethesda isn’t known for it’s amazing writers.

      • cor2879 says:

        I dunno, I see what you’re saying, but I think a modern Ultima game would probably look somewhat like the Elder Scrolls, but better 🙂 That’s probably why I tend to like Bethesda’s flagship RPGs so much (Fallout and Elder Scrolls) because they, more so than any modern title I can think of, manage to capture at least some of what made Ultima great.