I've many a time posted about UO - so I'm probably just saying what I've said many times before.
I'm in the UK but I played in the beta of UO thanks to an old friend of mine I met on a BBS in the US.
At the time we were all on 14.4k modems and all of the servers were in the US.
You can imagine the speed we would get, but even in those days the game was extremely playable.
Over the years I believe I have played nearly every single MMORPG released.
Some I played for many years (although nothing I played for longer than I played UO).
A few only lasted a few months before I just got bored or realsed that people were simply playing to get to the highest level as quickly as possible - nobody seemed to be enjoying the journey and enjoying the actual game and in my eyes this just seemed like a complete waste of time.
UO was difficult and I know this put a lot of people off.
It took me 9 months to make a GM Blacksmith in those early days - people just wouldn't stand for that kind of wait these days.
They want everything now and if it takes more than a few weeks to achieve the "top of their trade" they just aren't interested.
As shown in the later days of UO after the introduction of easy land and "power hour".
What took me 9 months could now be done in a matter of weeks.
But whereas I'd spent weeks and months at the many public forges repairing weapons and armour, making things and getting to know numerous people the new breed were simply logged in, used to repair some stuff, make some new weapons/armour and then logged out - they never left a players house.
Everyone had a GM Smith/Tailor on their account....the days for the professional were numbered.
UO was special as there were no levels.
The only way to improve a skill was to actually use it and you had to use it in increasingly difficult situations.
You want to GM Swords then you start with smacking bunnies, but at the high end you had to fight big creatures that actually could kill you.
There was no just killing easy things, level up and then magically you were suddenly better at using a sword.
Time and time again I hear the word "grinding" used in modern MMORPG's
As a Blacksmith I'd sometimes spend 2-3hrs with nothing more than a pack mule and some pick axes going up and down a mountin side mining ore to turn into metal.
2-3hrs doing the same thing over and over again.
Not once did I see this as grinding or boring - these days if somebody has to do the same thing for 10 minutes then its "grinding".
UO was a special game but at the same time most of the gamers were from a different time.
We saw UO as a place to log into, and simply "hang out".
The amount of times I'd log in and then see 2-3hrs had passed and I hadn't moved from my house or the bank, we'd just been chatting away.
The game was living and breathing and we felt part of it.
We were in it for the long haul and we knew that if we wanted to get GM status in half of the skills we wanted we were looking at a years work.
Today's players want instant results.
Being able to max a WOW character from scratch in less than a month.
Everyone saying "Game only gets fun when your maxed" and "Just grind up those levels for a few weeks" - what are they actually getting from the game?
They are in and out within a few months as they have done everything.
Take me back to a pre-Trammel UO with PK'ers in the deep dungeons and the wilderness, a risk to reward ratio and a system that doesn't rely on levels and I'd be back in a flash.
I'm in the UK but I played in the beta of UO thanks to an old friend of mine I met on a BBS in the US.
At the time we were all on 14.4k modems and all of the servers were in the US.
You can imagine the speed we would get, but even in those days the game was extremely playable.
Over the years I believe I have played nearly every single MMORPG released.
Some I played for many years (although nothing I played for longer than I played UO).
A few only lasted a few months before I just got bored or realsed that people were simply playing to get to the highest level as quickly as possible - nobody seemed to be enjoying the journey and enjoying the actual game and in my eyes this just seemed like a complete waste of time.
UO was difficult and I know this put a lot of people off.
It took me 9 months to make a GM Blacksmith in those early days - people just wouldn't stand for that kind of wait these days.
They want everything now and if it takes more than a few weeks to achieve the "top of their trade" they just aren't interested.
As shown in the later days of UO after the introduction of easy land and "power hour".
What took me 9 months could now be done in a matter of weeks.
But whereas I'd spent weeks and months at the many public forges repairing weapons and armour, making things and getting to know numerous people the new breed were simply logged in, used to repair some stuff, make some new weapons/armour and then logged out - they never left a players house.
Everyone had a GM Smith/Tailor on their account....the days for the professional were numbered.
UO was special as there were no levels.
The only way to improve a skill was to actually use it and you had to use it in increasingly difficult situations.
You want to GM Swords then you start with smacking bunnies, but at the high end you had to fight big creatures that actually could kill you.
There was no just killing easy things, level up and then magically you were suddenly better at using a sword.
Time and time again I hear the word "grinding" used in modern MMORPG's
As a Blacksmith I'd sometimes spend 2-3hrs with nothing more than a pack mule and some pick axes going up and down a mountin side mining ore to turn into metal.
2-3hrs doing the same thing over and over again.
Not once did I see this as grinding or boring - these days if somebody has to do the same thing for 10 minutes then its "grinding".
UO was a special game but at the same time most of the gamers were from a different time.
We saw UO as a place to log into, and simply "hang out".
The amount of times I'd log in and then see 2-3hrs had passed and I hadn't moved from my house or the bank, we'd just been chatting away.
The game was living and breathing and we felt part of it.
We were in it for the long haul and we knew that if we wanted to get GM status in half of the skills we wanted we were looking at a years work.
Today's players want instant results.
Being able to max a WOW character from scratch in less than a month.
Everyone saying "Game only gets fun when your maxed" and "Just grind up those levels for a few weeks" - what are they actually getting from the game?
They are in and out within a few months as they have done everything.
Take me back to a pre-Trammel UO with PK'ers in the deep dungeons and the wilderness, a risk to reward ratio and a system that doesn't rely on levels and I'd be back in a flash.
I then finally quit for good dumping all my possesions around Vesper bank.
even though I started playing just before pub16 (Lord Blackthorns' Revenge) I absolutely loved it. Such a shame it can't be touched these days.
