Quote:Original post by vchile Just out of interest, what do you consider to be the thing(s) that these games aren't getting, specifically? I saw you mentioned player run stuff, and interacting with stuff, but what would be some examples of that? |
It is my understanding that UO started out as a simulation. It is that fact alone that puts it in an entirely different class than every game I've seen since (at least in the MMORPG market).
The simulation went so far as attempting to make it so the amount of gold or wool in the world was fixed (limited) - that only so many sheep would spawn in a given time and so forth. I may not have the exact details correct there, my memory is sketchy. Some of these things couldn't be implemented at the time.
The point is that an attempt was made to build a simulation that a person could play as opposed to building a game.
Stop and think about that for a moment.
Any ways, the drive toward a simulation resulted in a push towards detail and depth. Since that time, the games I've seen that have tried to emulate UO have marketed themselves as UO '98 in regards to PVP combat - Darkfall is supposed to be "it" because I can kill and dry loot noobies.
Talk about missing the point.
Examples:
1: People built rune libraries in UO. They'd throw up a keep and leave it unlocked so that people could visit the library and use runes to locations they may not have been able to find on their own. Location runes were collectable.
2: People built treasure map libraries. Again, a case of knowledge a person could put on public display in a persistent world. I could *quest* to a player built library and find useful information.
3: People could buy/sell the location of falling houses. A falling house was a ready made quest/battle spot with player supplied loot (contents of the house). These could be major events randomly popping off all over the place.
4: People could trap chests, bags, or whatever and make a living using these things without ever weilding a sword.
5: People could spend hours just trying to steal a house key. Whole strategies sprung up around getting keys and protecting keys. How many people would mark a rune to a dangerous place and call the rune "Home, Sweet Home"? Funny stuff.
6: You could make a good living as a dungeon thief (magery, stealing, lockpicking, trap detection, trap removal, hiding, stealth) and never kill anyone or any monster and get rich). Yet you'd be in the dungeon (danger zone) if the safety of crafting wasn't your thing.
It was astounding what you could do because the game gave you tools that you could do just about anything with - and if you were creative you could get away with some pretty hilarious things.