MUDs also have the benefit of not having millions of dollars on the line. Back in 2000, if you wanted to play an MMO, you had 3 options. So you won't get a AAA developer making them because the money just isn't there. But the market has mostly decided they don't like these style of games. This can create complex and unplanned interactions in the game. What I think they mean is MUDs and early MMOs were more sandbox-style. UO was a 2D world, MUDs are text worlds, and modern MMORPGs are 3D - that right there is going to make any given feature more complex in a modern MMORPG than UO or a MUD. I guess it depends upon what you mean by complex. To put it another way, there should be an infinite number of different items I can run into throughout the game and they should do lots of unexpected and fascinating things (albeit rarely). But 1 time out of 100 I should get a short sword that glows blue when I get close to undead creatures and has +X against wolves. Obviously there would be some kind of templating involved and a number of attributes that could be randomized, etc., and perhaps even some kind of generalized discovery mechanism where you could divine exactly what this plain looking sword does.īottom line: I, as a brand new player, just outside the beginner town, should get a plain old short sword off of this dead orc 99 times out of 100. It seems obvious to me that a very enjoyable and delightful aspect could be added to games like this if every time you picked up an item you had no idea what it might be, or what it did, or how it could be used. UO was even worse - you knew exactly what every item was and what it did and that was that. Roguelike games randomize the names and colors of items, but we all know what they all are and there are a fixed set of them. What I always wanted were procedurally generated items - like weapons and armor and so on. I don't play any games like this anymore but I did play a lot of MUDs and, later, years of UO. is there anything you would like to be implemented in modern MMO and is technically possible?" There were a lot of bugs to explore, more loose systems, and it was fun :) Small server with not that many players, but intense interaction. Because to train most skills you would have to do repetitive tasks. Players not necessarily had to do the same stuff or take long time to achieve wealth. The economics felt more playful, not so hard. This may seem cruel, but it allowed for so much emergent gameplay that it was incredible. Scamming, home invasion, and all that stuff was allowed. There was also snooping which was the skill to see other player backpack. Stealing was allowed as a skill you could train (and steal directly from another player backback - he could flag you if he noticed though and guards would come). ![]() And if you got killed, your corpse would be standing there with all the items you were carrying. ![]() But when we left town, there was a message saying there were no guards around. When you attacked a player inside a town, the guards would immediately kill you. Items were created using skill, which you had to train from 33.3% to 100%. ![]() The necessity to kill a same monster 700x times to try and find X item didn't exist. (sometimes there would be unique quests for a limited time - events) Games today feel more planned-out most of the times. I have tried a lot of online rpg's since then but never even got close to feeling similar to these days. Official server players might have had a different experience. ![]() I played on a private shard (server) of ultima online for a long time.
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