Network Sites: FPSguru.com RTSguru.com UnboundGamer.com
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Games:607  Guilds:3,081
Members:1,598,232  Online:0
Guests:0  Posts:4,851,775
EA Mythic | Official Site
MMORPG | Genre:Fantasy | Status:Final  (rel 09/30/97)  | Pub:Electronic Arts
PVP:Yes | Distribution:Retail | Retail Price:$09.99 | Pay Type:Subscription
Desktop Client | System Req: PC | ESRB:TOut of date info? Let us know!

Ultima Online General Article: LOGIN 2011 Keynote With Richard Garriott

MMORPG.com writer Carolyn Koh attended the opening of the LOGIN Conference in Washington state. The keynote address was delivered by famed game developer and astronaut Richard Garriott. Garriott's comments centered around what used to make good games and how those things are still critical to games today with one critical new component: Social relevance. Check out Carolyn's report and let us know your thoughts.

By Carolyn Koh on May 19, 2011

Richard Garriott’s keynote speech on the opening day of the LOGIN Conference 2011 held in Bellevue, WA covered what he called the three grand eras of game development and that what made a good game then has not changed. The games industry then was the leading edge in technology and it continues to be. A good game encompassed good game mechanics and design, but a great game created a lasting IP. To do that, it had to have social relevance, iconic imagery and a reactive, pro-active world.


He illustrated what he meant with examples drawn from his own work as well as that of movies.  Social relevance may sound like a lofty ideal but need not be hard to achieve. In Ultima V – Quest of the Avatar, the message contained was that virtues were worth defending. Ultima VI – False Prophet was a commentary on social and racial tolerance.  Most fantasy games have them; it is the age old struggle of good against evil.

Iconic imagery is harder, but he illustrated that with several simple line drawings of a rocket ship, a flying saucer, a tie-fighter, the Death Star and the Millennium Falcon. He also admired the ships in Wing Commander I, before they turned into “lumps and blobs with turrets sticking out here and there” in the later series.

A reactive, pro-active world touched on design. He opined that too many RPG players settle for battling a lot of yard trash until they got to the boss at the end. “Simple story, right?” he asked, “If he’s that mean a boss, why isn’t he interfering and doing nasty things to me because I’m wiping out his henchmen? It’s more realistic for an evil overlord to maybe wipe out my family and my village to warn me away.”

Lasting IPs also captured the imagination using what Garriott called Cultural Evidence. With that, he cited Tolkien’s use of pictorial runic languages, the created Klingon language that came out of Star Trek, his own creations in Ultima Online and Tabula Rasa, and the fascination that many have with Egyptian hieroglyphics and even modern day Chinese words.

The first grand era was that of the solo player, he opined. Games were complex. Gamers were wealthy young male nerd able to afford the game consoles and the games, and the market was in the single million of games sold.

The second grand era was that of the MMO. What made a good or great game had not changed, but for the dynamic of being able to play with many others. Garriott illustrated that with the success of Ultima Online. “EA,” he said, “was not willing to put a single cent into this game.” Garriott stuck his neck out to create the game, using old technology and dated graphics. “We basically exported all the graphics from Ultima VI and made it work.” He also got his own funding by asking players to send in $5 for the privilege of beta testing Ultima Online, and received $50,000.

The lessons of the MMO era are:

  • Developers will build a city and people will come and complain about potholes, which necessitates that a communication hierarchy is essential
  • Emergent behavior is the most interesting
  • Player behavior drive design decisions, but a metrics driven feedback loop is essential, i.e. the vocal minority should not be the only drivers.

This second grand era was that of being able to play with others online.  Games were still complex, Mostly gamers were still young wealthy male nerds, there were some women, and millions of games were sold.

The third era which we are currently in now has moved to games that are cheap or free to acquire, simple to play. Gamers are of both genders and all ages, and tens of millions of gamers are playing. Each era shift has created a lot of industry upheavals, where new companies emerged. The MMO era allowed NCSoft, SoE and Blizzard to rise, and this era has seen the new giants, Zynga and Playfish.

Garriott also questioned whether gamers have change or if it were simply the industry tapping the formerly unserved or underserved gamers.  MMOs are not all about combat, and almost every MMO has seen fans that prefer to do things other than combat. To wit, he illustrated with a comparison of Ultima Online activities to current social games. Farming / Farmville, Pets / Petsville, Crafting / Café Life.

He predicts that free to play, virally distributed games are here to stay.  Gamers are no longer playing with strangers in MMOs.  Perhaps you first met them playing MMOs, but this is an era where friends are playing with friends and introducing each other to games they play. In short, this is the era of Social games.

More General Articles:

Diablo 3 - Review-in-Progress Part Two General Article added on Friday May 25
General - System Mechanic – A Must Have App for PC Geeks General Article added on Saturday May 19
TERA - Review in Progress Part Four General Article added on Friday May 18

More Features:

Pandora Saga - Our Official Pandora Saga Review Review added on Wednesday May 30
 
 
 
Leave this field empty
Post Your Comment:
Our Rating
7.8
User Rating: 8.1
Popular Features:
Warhammer Online: Wrath of Heroes : Amenadresh Returns! Interview added on Friday May 25
Warhammer: Wrath of Heroes has been steadily gaining momentum over the past several months. We... Read More
Rift : Conquest - Open World, Three Faction PvP Interview added on Thursday May 24
Trion Worlds and the Rift team introduced a brand new way of playing the game... Read More
The Secret World : Hell Hurts Preview added on Thursday May 24
One of the most anticipated features in Funcom's The Secret World is running through dungeons... Read More
The List : 5 Ways MMOs Will Survive Column added on Monday May 28
MMOs these days are having a hard time...some of them anyway. Studios are closing. Developers... Read More
Diablo 3 : Review-in-Progress Part Two General Article added on Friday May 25
After 12 years was Diablo III worth it? That's far too loaded a question to... Read More
Latest News:
Ultima Online : Wayback Wednesday with UO Devs Reported on May 23, 2012
In this edition of Wayback Wednesday, we jump into the game for some quality time... Read More
Ultima Online : The Making of a Classic Part 2 Reported on Feb 15, 2012
Yesterday our readers were treated to the first of a two part history of the... Read More
Ultima Online : The Making of a Classic Part 1 Reported on Feb 14, 2012
Ultima Online is considered one of the grand old dames of the MMO genre and... Read More
Ultima Online : Fifteen Years & Counting Reported on Jan 08, 2012
It's hard to believe that the Grandaddy of Them All, Ultima Online, is fast approaching... Read More
Ultima Online : UO is Getting Old Reported on Jul 08, 2011
Adam Tingle is taking the plunge into some of the genre's most venerable titles available,... Read More

Advertisement