![]() The development cost was much greater than traditional computer games it relied on people accessing servers via modem. Origin claimed to have more than 3,000 participants in the preliminary alpha testing. The project started in 1995 and was presented to the public at E3 as " Ultima Online: Shattered Legacy" in May 1996. Koster drew inspiration from prior online games, such as DartMUD. Koster wrote public "designer letters" and usually went by his nickname of Designer Dragon. The initial team was composed of Garriott, Starr Long, Rick Delashmit, Scott Phillips and, a bit later, Raph Koster, who became the lead designer. Ultima Online will be, I believe, the very first ever completely virtual world for the mass public to go live out alternate lives in." The goal was to offer the player as much freedom as possible. We don't want it to be just player controlled and dominated we want it to be an Ultima experience, with all the qualities that people expect from that. Garriott commented that "it was very important to us that Ultima Online be a game with a theme, and story, and quest - and then support larger, grander activity. Prior games allowed hundreds of people to play at the same time, including Habitat (beta-tested in 1986), The Realm Online, Neverwinter Nights (the AOL version) and Meridian 59 however, Ultima Online significantly outdid these games, both graphically and in game mechanics. Ultima Online is the product of Richard Garriott's idea for a fantasy game involving several thousand people who can all play in a shared fantasy world. The game had a development budget of $2.5 million.
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