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11 December 2005

 

 

 

 

 

One of the key ingredients to UO was the fact that it felt uncharted. To begin it was a land to be explored. You could discover some novel trick or even an innocent exploit (such as "see-sawing" your stats once capped to gain faster) and feel like a king. Of course this was hardly the point to the game, finding bugs, but somehow it was all just part of the game to discuss such naughty secrets. In reality none of them really did that much to aid you if you were a player aiming for max stats, and more often than not the people spreading the rumours of hidden tricks were as guilty to being gullible as you were for believing them! It was all just part of the UO experience.

With the more modern MMORPGs there is a polished feel. I am not suggesting this is a bad thing, it's a must! The point I am making is just that UO was around in that time when games were still relatively primitive mediums of technology and where titles were cutting edge it was okay for them to cut that edge via a bumpy ride.

 

 

 

by The Critical Alien
Part One
Part Two

What separated UO from any other in it's field was the way you could portray a specific type of character. As has already been stated clothing etc played a big part in this but there were also yet more simple features that added to the ability. One of these and perhaps the most unique was the way you could type your characters very own profile on a scroll that any other player could access by inspecting your "paper doll" - see image to left. Many players simply used this as a means to advertise items for sale but even this had a neat, heart warming, feel about it. Other players used the scroll to promote websites, political movements, and their music tastes. Some of us even typed a quick bio of our beloved char!

Guilds grew in numbers and players became well known local identities. In the early years Origin even used to employ people to professionally roleplay certain key characters in the UO Universe. Lord British, the king of the lands, could often be seen walking around newly founded player-run castles surrounded by armour clad guards. As well as this there were also in-game helpers who wore unique coloured robes and could often be seen walking around towns ready to help you with any game (and sometimes non-game!) query. I remember fondly first experiencing the help of a GM (Game Master) who helped me overcome a strange bug. I also digged the first time a game seer (a volunteer player helper) watched me kill my first zombie whilst healing from afar.

 

It was always going to be a feeling that would ultimately fade. The fix became weaker the more you played until you lost the need to play. UOs limits became more and more apparent as the progression of computer games took more and more momentum. Once EA took over in 2003 due to Origin's financial problems it felt like UO had died. GMs were less "happy to help", seers were no more, and the sweet little non-polished aspects were soon given a shiny gloss.
You may notice I have talked about UO through this in the past tense. It's because of this fact. To me, and vast amounts of former original players, the glory days of this legendary title came and went. It had a good streak of limelight and great amount of love but the world evolved. Nowadays UO is only half as inhabited as it once was, with once busy player hot spots now dormant rest stops for "AFKers". The monthly charges seemed less and less worth the cost of admission as newer, more breathtaking, rivals entered the fray. But even with this thought in mind many, including myself, still hold that this is the best MMORPG of all time. To the Everquest school of gamers this claim would hold little ground, the fact is it's a taste thing and a gaming preference. UO was for the extroverts... the others for the introverts maybe? Whatever way you call it UO was the alternative game, the hidden hit, and still remains to this very day the Grandfather of the online RPG world.

R.I.P

Joey T

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