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Ultima Online: The Making of a Classic Part 2
News & Features Discussion « General Discussion
3/14/12 1:50:45 AM
I worked on UO from 2000 - 2005 (HanseOSI).
UO did not reach 250,000 subscribers in 1999. It was in the summer of 2000 for the UO:R release. This was after Garriot left the company. Raph Koster was no longer present, either. Starr Long was working downstairs on UO2.
I came from a strong MUD background and a heavily influenced fantasy RPG experience (played all the Ultimas and some of them multiple times). The game was poorly coded and had tons of bugs. We spent an entire year stabilizing the game with repeated bug fixes to make it playable. Folks are nostalgic about it and it was a grand endevour, but little was ever told about how much effort was made to make it not crash. Often.
As well as how poorly thought the logic for game systems were that exploits were rampant and ruined gameplay for thousands of people. I know I plugged so many exploits in the game that it seemed that was all I did.
I do agree that EA has squandered the game and that it has taken them 15 years to put out a successful MMO, though. :)