What destroyed the community feel in UO?
Posted: Tue Jun 21, 2011 11:19 pm
Personally I can't see past the biggest issue - Making Trammel an exact mirror of Felucca.
Perhaps Trammel or a similar idea was inevitable, and the mirror idea was still better and truer to UO's roots than one of the other options, a PvP 'switch'. It could have been done without destroying most everything that made the game great though, I feel.
So the effects of UO:R on shard communities are obvious;
The player base split in half, with no real reason for non-PvP types to visit Felucca except out of Nostalgia or curiosity, and no real reason for PvP players to visit Trammel except through necessity for a trade, or something similar.
Old GM blessed RP communities and towns were faced with a rather stark choice. Remain in Felucca with their beloved town that they had carefully built and established over the years and accept that they would be unlikely to ever meet any new players(new players automatically started in tram, remember) and would be cut off from the majority of the UO community which was now migrating to the Trammel facet. Or; Move to Trammel, remain as part of the community, and accept the loss of all their previous hard work, and memories. Obviously, most took the second option, leaving those remaining in Felucca even more isolated.
The economy was also destroyed. Now there was no risk - but the rewards were the same. Dungeons Shame and Deceit, the traditional best gold-per-hour places in the game were basically off-limits to the average UO player unless in a large group because the risk of player killers was too great. With Trammel, the same dungeons offered the same reward, with no risk. Now there was no sense of a working economy. People with Tamers became millionaires easily, they could do it solo, without risk, and make enough gold to sell millions on ebay.
Because of this, most people could afford their own Blacksmith, Alchemist, or whatever. These expensive and hard to train skills were no longer rare. They were relegated to the role of support character to whatever anyone's main character did. The 'guy at Brit Forge' was no longer needed. The economy spiraling out of control contributed massively to the break down of the community and the immersive 'world' feel of UO. You didn't need anyone else. The first steps were taken in the game just becoming a monster-bashing, item-collecting generic game with bad graphics.
What are the other contributing factors?
People have mentioned the 'itemisation' brought in by AOS, but I don't really see how that comes close to the above. I assume things like BODs didn't help either, but I don't understand how they work. Some explanation of this would be great.
Most people claim p16/AoS were another step in the wrong direction, but in one way they actually reunited the player base. Felucca was relevant again because of Champ Spawns.
I guess just the moving on of time is a massive one. The 'real' world has changed, and people's perception of UO is different. If UO opened today, in it's 1997-1999 state, I'm sure most people wouldn't feel as immersed in it as they did back then, even if they hadn't played the game before. I'm not sure how you overcome this, or if you even try.
What else?
Perhaps Trammel or a similar idea was inevitable, and the mirror idea was still better and truer to UO's roots than one of the other options, a PvP 'switch'. It could have been done without destroying most everything that made the game great though, I feel.
So the effects of UO:R on shard communities are obvious;
The player base split in half, with no real reason for non-PvP types to visit Felucca except out of Nostalgia or curiosity, and no real reason for PvP players to visit Trammel except through necessity for a trade, or something similar.
Old GM blessed RP communities and towns were faced with a rather stark choice. Remain in Felucca with their beloved town that they had carefully built and established over the years and accept that they would be unlikely to ever meet any new players(new players automatically started in tram, remember) and would be cut off from the majority of the UO community which was now migrating to the Trammel facet. Or; Move to Trammel, remain as part of the community, and accept the loss of all their previous hard work, and memories. Obviously, most took the second option, leaving those remaining in Felucca even more isolated.
The economy was also destroyed. Now there was no risk - but the rewards were the same. Dungeons Shame and Deceit, the traditional best gold-per-hour places in the game were basically off-limits to the average UO player unless in a large group because the risk of player killers was too great. With Trammel, the same dungeons offered the same reward, with no risk. Now there was no sense of a working economy. People with Tamers became millionaires easily, they could do it solo, without risk, and make enough gold to sell millions on ebay.
Because of this, most people could afford their own Blacksmith, Alchemist, or whatever. These expensive and hard to train skills were no longer rare. They were relegated to the role of support character to whatever anyone's main character did. The 'guy at Brit Forge' was no longer needed. The economy spiraling out of control contributed massively to the break down of the community and the immersive 'world' feel of UO. You didn't need anyone else. The first steps were taken in the game just becoming a monster-bashing, item-collecting generic game with bad graphics.
What are the other contributing factors?
People have mentioned the 'itemisation' brought in by AOS, but I don't really see how that comes close to the above. I assume things like BODs didn't help either, but I don't understand how they work. Some explanation of this would be great.
Most people claim p16/AoS were another step in the wrong direction, but in one way they actually reunited the player base. Felucca was relevant again because of Champ Spawns.
I guess just the moving on of time is a massive one. The 'real' world has changed, and people's perception of UO is different. If UO opened today, in it's 1997-1999 state, I'm sure most people wouldn't feel as immersed in it as they did back then, even if they hadn't played the game before. I'm not sure how you overcome this, or if you even try.
What else?