Big Flex
Fitness Fascist
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I think the best way we presently have to gain any insight into the partitioned world design is to look at commentary by Gordon Walton, Executive Producer of Crow Fall, to his role in implementing Trammel into UO
andYes, I'm the person who is responsible for bringing you Trammel and the dilution the original UO. And I regret some (but not all) of the outcome. My charter as the VP of Online at Origin Systems (and Executive Producer of UO), was to grow the game. The unforgiving play environment that made UO so intense was clearly driving away between 70+% of all the new players that tried the game within 60 days. The changes we came up with to address this problem were a compromise, mostly driven by fiscal, technological and time reasons.
The good: After the change which broke the game space into PvP and PvE worlds, the player base and income nearly doubled (we went from 125k to 245k subs). So from a fiscal responsibility standpoint it was a totally winning move.
The bad: Without the "sheep to shear" the hard core PvP'ers were disenfranchised. They didn't like preying on each other (hard targets versus soft targets), and they became a smaller minority in the overall game. The real bad though was that the intensity and "realness" of the game for all players was diminished. This was the major unintended consequence.
Part of the context during that time was that UO2 was under development, and the plan that was being pushed on us was to shut down UO when UO2 launched (even though it was a completely different game). In fact, my second week at Origin I was asked for a shutdown plan for the game. (My answer: if you are serious I'm quitting today, because some of the players are going to kill (IRL) the people responsible for such a decision. They really didn't understand the emotional attachment UO players had for the game). This continued to be something talked about though continuously, but less after we grew the game. Remember that EA at that time was a packaged game company and they culturally only understood launching new products, not running live ones. Our Live team needed to keep UO vibrant and growing to offset those forces, so we were continuously scrambling for how to do that. I'm proud that UO survives to this day based partially on the momentum the team (and our loyal customers) created.
I also learned from my UO experience that it's really hard to change a brand. Inherent in the UO brand was the fact it was a gritty, hard core world of danger. We were not successful in bringing back the (literally)100's of thousands of players who had quit due to the unbridled PvP in the world (~5% of former customers came back to try the new UO, but very few of them stayed). We discovered that people didn't just quit UO, they divorced it in a very emotional way. But we did keep more of the new players that came in by a large margin, significantly more than than the PvP players we lost.
If I had the chance to do it again, (and we had different fiscal and time constraints), we would have done something more like keeping the current current worlds with the original ruleset (like we later did with the Seige Perilous shard, which was too late in my view), and make new shards with a more PvE ruleset.
One of the benefits of experience is the mistakes you've made along the way, and the pattern matching to avoid old mistakes. Of course this means that you get to make new and even more spectacular (but different) mistakes in the present!
I hope this gives you more insight into what happened the UO that you (and I) loved.
Now, are the worlds of CF actual servers or are they battle grounds? The 1/22/15 update seems to indicate that they are still servers in the traditional sense, but just differ in terms of both geography and ruleset.Another interesting thing to note is that the push for bigger audiences leads directly to more "accessible" experiences. (that's code for directed experiences, that are more forgiving, less intense games which cater a broader group of players). There are plenty of big companies out there making those types of games (and plenty of players who want them).
We are specifically making our game for players who will like the kind of experience we will create, not trying to cast a wide net to get a mass market audience. We want the folks who will appreciate an intense gaming experience with real risk, winning *and* losing. While we want as many players who are engaged in our game as possible, we won't need millions of players to make our game work.
So our game won't be for everyone, and we certainly don't want people playing who aren't enjoying the experience. This is supposed to be an activity we experience as fun after all!
P.S. Please do remain skeptical, we don't expect anything on faith, but wait until we unveil our entire vision before passing final judgement!
We still have distinct servers -- but and the worlds are unique. How unique? VERY unique. In fact, the the maps are different from one world to the next. Mountains, forests, rivers, lakes. And these worlds are dynamic; they're made to change based on player actions. We'll cover more about that later.
The result is a universe of unique WORLDs, not just a list of instanced servers. Why would we do that? Why make each world unique? To allow the the characters to travel between them, of course!
This one, fundamental change opens a HUGE array of design possibilities. We'll talk in more detail about the design implications in future updates.