Richard Garriott on what modern MMOs lack

Ultima creator Richard Garriott gave a talk at the 2011 DICE Summit in which he lamented that modern MMORPGs have lost something that Ultima Online let people explore:

“What Ultima Online did very well, and what I think has never been recaptured, is allow you to become a citizen of that world in a very personal and relevant way that is unique to you and not like anyone else,” he told Ars. “As brilliant as World of WarCraft is — of course it’s an astonishingly well — done product?but everyone is pretty much a fighter. Your life is, you’re a fighter.”

It’s that lack of differentiation in experience and jobs that Garriott misses. “There aren’t really people that own a shop in town square and that’s what they do, and they have a friend who’s a fishermen, and that’s what he does,” he explained. “With Ultima Online, what was so cool about it is that there were people who were just fishermen, and who never fought monsters, who didn’t care to buy any armor or craft a sword?they were fishermen.”

And because we all want just one more teaser about what Portalarium has up its sleeve:

Garriott describes these characters going into the virtual pubs to drink beers and laughing at the fighters who go off and risk their lives. “That kind of diversity of life has still never been recaptured in any game since, and it’s something I hope to recapture in my next work,” he said.

Now that would be an interesting achievement; to realize in a social/casual game the same sort of sandbox-like play, interactivity, and emergent behaviour that characterized — and made rather unique — Ultima Online.

5 Responses

  1. Saxon1974 says:

    Im still not clear on what kind of games Portalarium is going to release but I get the impressiong all Garriot cares about are MMO style games.

    I sure hope he has some genius left in him though….

  2. Sanctimonia says:

    I agree with Garriott completely. What he needs to watch out for is how narrow a niche the gameplay is geared toward and with respect how he would market it, as the gaming demographic has expanded in every direction since his glory days. In other words, there are a lot more “gamers” now, and they’ve gotten a lot dumber, lazier and spoiled.

    Here are a few ideas that would be show stoppers (as in “game over”) for 90% of modern gamers but fit the philosophy of a UO-style game:

    1) Permadeath
    2) Unrestricted PvP
    3) Unrestricted looting
    4) No official quests
    5) No official overarching storyline
    6) No constant unrealistic content expansions (where did that city come from?)
    7) No Facebook-style friending, chat rooms, invites, etc. that defy the laws of physics
    8) Realistic skill-based statistics
    9) Player statistics are not shown to the player as numbers or bars
    10) No terribly unrealistic weaponry, armor, etc.
    11) No grinding

    Ultima Online was a great idea and reasonably well-implemented considering how pioneering it was. So I imagine that how far removed a new UO-style game would be from UO itself would have everything to do with the target demographic. A wider audience would mean sacrificing more of the UO vision unless Garriott is able to replicate the real world so accurately that even with no rules, there end up being rules anyway.

    For example, combine permadeath with unrestricted PvP and it sounds like the ultimate nightmare. If however the game made it just as easy for people to protect each other, their territories, homes, belongings and person then in fact the psychopathic killers would 1) have a hard time killing anyone and 2) probably get killed themselves in retaliation if they did murder someone.

    Anyway, good luck to Garriott and I hope he’s successful.

  3. Sergorn says:

    I most definitly with Richard Garriott’s assessment.

    What made Ultima Online great and unique was the fact that it was *trully* a Virtual World. You could go out and kill monsters of course, but that was not the point: the point was doing was you WANTED and ENJOYED doing – so you could be a mighty warrior, just as much as you could be a tailor, a sailor, a fisherman, or even a thief or a killer. It had houses, player run cities, player economy essence it was a community and was a “virtual world” in the strictest sense of the term. Sure there was no quest and real stories to follow (altough there WERE some nice events), but players made their own stories. And it also encouraged roleplaying in a way never seen since.

    While in the end Everquest and the clones that followed: Everquest 2, Final Fantasy XI, World of Warcraft, Dark Ages of Camelot and so on… in the end – they’re basically Diablo-like in an online environment. No more. No less. It’s all about leveling, killing monsters and gaining uber loot.

    In a way this also demonstrate how much Ultima was different from the reste – because Ultima Online if anything was very much the Ultima design philosophy pushed to its paroxysm. I’ve always been very surprised that the “hardcore” Ultima community never embraced trully embraced the game on account that it had not plot while at the time insisting how much the virtual world aspect was important in the series and how Ultima IX should offer bread baking. But there was already the “ultimate” Ultima virtual world: and it was Ultima Online.

    I do feel however that there is little room in modern MMO for Virtual World anymore and the failure of Star Wars Galaxies very much proved it to me.

    You see SWG was basically UO 2.0. I’m done kidding. In many ways this was very much a spiritual successor to Ultima Online – which in a sense should come as no surprise since it was created by Raph “Designer Dragon” Koster, the very lead designer of Ultima Online. Indeed SWG shared a lot of common design philosophies with the cancelled UO2 too!

    So it was all about the community: player based economy, housing, player cities, lot of interactivy, many non combattant skills and classes and even free PVP anywhere between Rebels and Imperials. It was also one of the rare post EQ RPG to offer dialogue within the game with bubbles over character rather than simple chatbox.

    And it failed. Why? Because in the end the community didn’t care. The players of SWG didn’t want to play dancers, run cities or interacvity: they wanted to play Jedi and camp womprats and Rancors.

    I’ve actually known a lot of players like this who came from the EQ crowd… and quit the game after a couple of month and maxing out their characters skill because there was no point to them anymore without more skills or without loot to find. But of course this wasn’t the point of the game, the point was the community.

    This is very much after SWG that I stopped caring about MMO (altough Ultima X did interest) because it showed to be there was no room for the kind of game I found in UO anymore.

    (Note that SWG also serve a lesson of how one shouldn’t WoWize your game because it lacks success: the niche but stable number of subcribers went to the drains once Sony created the “New Game Experience” which basically turned SWG into a more WoWish action approach).

    Now while there is no room for that in “mainstream” MMOs… I feel however there might be potential in the social networks. In essence look at it this way: the game that have success are very simple things, even silly bit… but now let’s image a more complex online game through social network: that say would offer everything you’d find in casual game but mixed with a lot of things. You like fishing ? Come fishing in Lord British Land! You want to kill monsters ? Come too ! I think this is what Garriott is trying to accomplish with Portalarium as a way to bring a casual crowd in more gamer’s game through a social network environement.

    I heard an interview of him a while back while he also made a good point about one advantage of social networks as opposed to UO: how in a click you could come and play this UOish game with your friends rather than complete strangers and other things like that.

    Somehow I would expect this new Lord British game to be a UO kind of game, but with appeal to the casual crowd, and a more plot intensive approach as you’d fint in a single player Ultima – since this is also still one of his obvious goal: bringing story depth to online game (Eck I didn’t play Tabula Rasa pass a couple of hours of beta… but I know a few people who played it for very long and told me he had actually nailed it in Tabula Rasa and that the game offered lot of lore and depth – almost make me regret not playing it :P)

    We’ll see.

  4. For a skype interview i’ve made at december with RG for a brazilian news site(http://bit.ly/ijrCm6), Garriott suggested, envisioning his future entrepreneurships, a large virtual world where my mom (right now sunk on farmville like games) could be a farmer and take care of her things while I, as a warrior, could help to protect her lands from ruffians and beneffit from her produces.

    Though hardly achievable, it’s undoubtly a provocative and inovative concept.

  5. Fenyx4 says:

    In UO I was a librarian. What weird roles did others have?