UO postmortem from GDC2018
(Visited 5113 times)I have posted up a page with the slides from the UO postmortem panel that Richard Garriott, Starr Long, Rich Vogel, and I gave at GDC 2018. We ended up doing the hour long talk, followed by an additional hour and a half (!) of Q&A afterwards. No video is available yet, but I’ll post here once it is — likely not for a few weeks.
One thing that the static images of the slides don’t capture is that the opening had “Stones” playing (the version from the opening screen of UO) and the chest actually animated opening when the crowd shouted that yes, we should log in.
There was a fairly large amount of coverage of the panel, much of it from outlets in Asia. I’ve provided links to the articles I’ve found so far. The most detailed, including some description of the Q&A afterwards, is the one from Massively.
- VentureBeat: EA Hated Ultima Online Until It Didn’t
- Rolling Stone Glixel: Ultima Online Creators Look Back on Revolutionary Game
- MassivelyOP: GDC 2018: Ultima Online post-mortem with Richard Garriott, Starr Long, Raph Koster, and Rich Vogel
- 4Gamer (translated)
- Inven (translated)
- Ars Technica
- Famitsu (translated)
- Mein MMO (translated)
Most of the articles don’t get what we were saying about Kristen quite right — she was basically the other key designer on the team, early on; I was saying she doesn’t get enough credit for that, not that she was uncredited in the manual/game. I’ve written up the story of our job application before here on this blog, so if you want to know more, check out the article I wrote on the occasion of UO’s fifteenth anniversary. The articles also fail to mention Rick Delashmit, whom we mentioned numerous times as the key engineer on the project and who also the key programmer on LegendMUD.
The Q&A was lengthy… one bit not captured by any of the articles was the brief debate between Richard and myself about the feasibility of the virtual ecology that was intended to be in UO. He still warns people away from attempting something similar. I think it’s absolutely doable these days. I told him he had to go check out the AI Summit, and told the crowd, “Tell you what, I’ll do it in my next MMO.” 😉
One item that has gotten some attention on Twitter was our admission that the PK problem and how we handled it was our biggest mistake. This also deserves some clarification.
One reason I personally insisted that we continue trying with design methods to solve the PK problem that revolved around empowering players was because I felt that the support costs of adding PK switches and just pushing all the burdens onto the admins would be cost-prohibitive. I was wrong about that; it turns out it doesn’t get cost-prohibitive until at least an order of magnitude more players than we had.
Business-wise, PKing was unquestionably a mistake. When Trammel went in, the population roughly doubled; our churn rate fell massively. We were losing an extraordinary number of players to the random ganking.
Design-wise, over time solutions have been found to have full PVP in a world without it being a gankfest, though not with all the freedoms of UO… so we weren’t wrong to try, just didn’t get there. e.g. WoW launched with full RvR PvP, for example, and it wasn’t seen as a gankfest the way UO was (I talked about this in the tail end of the SWG postmortem I wrote).
Socially, still feel it was important to try to solve the problem of player vs player aggression, including harassment, by enabling players to self-govern. Instead, the path taken has been to give all power to admins; and over time, larger scale social systems have had admins basically abdicate. This is because costs get higher and it starts to get prohibitive. So today we have all power in the hands of Twitter, but Twitter doesn’t do anything. All power in the hands of Facebook, but Facebook doesn’t care.
This is very different from either empowering players via tools, or engaged admins who work hands on to reduce issues.
So I wish that path of development, figuring out ways to handle the issues in a distributed way, had been pursued more, our Internet today might not be nearly as horrible.
6 Responses to “UO postmortem from GDC2018”
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Hey Raph! Just went through the audio to check about the Kristen comment. Your exact words were that she was the “uncredited, key other designer.” I think we took that as, “She was a designer but didn’t get that title in the credits.” Just a heads up!
Then I kinda misspoke. 🙂 She definitely appears in the game credits. I really did mean, “she doesn’t get due credit as being the other key designer.”
“Tell you what, I’ll do it in my next MMO.” 😉
For real?
UO was magical. And nothing has topped it yet.
It seems to me that Reddit is the anti-thesis of how Twitter and Facebook handle social networking. Each subreddit has moderators and they each self govern themselves unless a problem becomes so self-evident that Reddit the company has to step in. It’s definitely fostered a much larger self-identifying community, but has also “harmed” Reddit as a brand.
Hello Raph, I wanted to ask, do you know whether the hour and a half Q&A you mentioned was filmed, and if so do you know if there are plans for it to be posted somewhere?
Thanks for this article, and for all the other stuff here by the way. I’ve worked through almost all the content here since re-discovering you a year or so ago and it’s been great to get an insight into various topics, especially those related to UO – for which, the most amount of thanks for your role in it. To its great credit, such a different game design to almost everything at a similar relative level of popularity which has followed. For me the existing following from the game’s single player precursors, combined with UO’s early rulesets, combined with (non)availability of other games, pushed otherwise disparate types of players together in a unique gumbo (as an example I’d played U5 onwards, and started as a roleplayer, then moved mainly to pvp stuff), and it all combined with the newness of the internet in a way which left many thousands of players with memories of the game which shine so much more brightly than more recent memories in other worlds – as demonstrated by the number of people who express a wish for a ‘new UO’ which I fear no amount of effort can ever create. Now, I’m taking off the spectacles, although I really think the tinting is minimal.
I was also fascinated to see the parallel you make in this post between the management of the UO community – and your preference to try to give players the tools required to self-govern or at least to have a human doing the refereeing – and management of modern social networks, especially in the current context of (untoward or otherwise) use of personal data for analytics, ads etc through algorithms. Where could we now be if the UO model had taken root, not the EQ model?!
Thanks again,
Ivan
The q&a was not filmed, no. But MassivelyOverpowered’s article has a pretty good summary of most of it.