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  The First Real MMO
by Joe Ludwig on 03/16/09 09:05:00 pm   Expert Blogs
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  Posted 03/16/09 09:05:00 pm
 

For my part, I saw Ultima Online as a logical next step from the MUDs I played in college in the early 90s. I was pretty far gone into a couple of TinyMUCKs back then.  (I just checked and I do, in fact, still have my wiz bit on PegasusMuck.) When called on to date the start of the MMO I usually give two answers: UO was the first commercial success.

This morning I read a post by Dusty Monk where he described the forces that were working to push the Halo MMO toward "WoW in Space":
"For me personally, this was probably one of the most conflicting parts of working on Titan.  Don’t get me wrong — I’d wanted to work on an MMO for as long as long as I’ve been in games, and this was the dream game of a lifetime.  But while there were a few of us that had played MMO’s before WoW, by far and large, as the team grew, most of the people on the team had never played a single MMO before WoW.  This led to a dilemma that the entire team struggled with throughout the lifetime of the project.  And it’s a dilemma I think every team out there that’s designing an MMO today has to struggle with,  and the actual point of this post, which I’m only just now actually getting around to: How much do you copy the genre leader?

Dusty's actual question is a good one, but that isn't what really caught my eye.  You see, while we were building Pirates of the Burning Sea we had a similar dynamic to our team. World of Warcraft came out two years after we started, so nobody had played it.

Instead we had one designer who figured that the MMO genre started with EverQuest where most of the rest of us pegged that event at some earlier game. This guy refused to acknowledge Ultima Online as a "real" MMO despite its hundreds of thousands of subscribers and massive success. He thought even less of the games that came before it: The Realm, Meridian 59, and the thousands of MUDs.

MUDs (starting with MUD1, I guess) were the origin of the design genre. To me the distinction is important because of all the ways that MUDs break when your playerbase is counted in the tens of thousands instead of hundreds. UO was really the first game to deal with that kind of scale in the design, so it was the first "real" MMO.

It shouldn't surprise me that there are people working on MMOs today that consider World of Warcraft the first real example of this kind of game.  It has thirty or fourty times the number of subscribers that EverQuest had at its peak.

That increase changed the dynamics of the game just as much as the previous 30-40x jump made EverQuest and Ultima Online different from the games that preceeded them.  My only fear is that this will drive more companies into direct competition with WoW (and the $40 million plus games that are intended to compete with it) instead of toward building a nice tidy business aimed at a niche of 100,000 to 300,000 players who are craving something different.

What is your answer when you are trying to come up with the first real MMO?

 
 
 
Comments

Blake Nicholas
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I don't really see how the number of people playing the game is relevant, to a point. I see how your example from MUDs to UO made sense, but when talking about current day MMOs I don't see it. Each game can only have a few thousand in any one instance of the game, those 30-40x more in WoW, since EQ, don't matter because they're all spread out in their own little world. The number of people per world is essentially the same in nearly all MMOs.

I think the problem the MMO has is this: the consumer's attitude toward MMOs is that of progression/loot, nothing else. People don't log onto an MMO to have fun, they log onto an MMO to accomplish something. People log onto games like COD4 to have fun. People play single player games to have fun. The attitude toward MMOs is not that of any other game. No matter which MMO you played, UO, EQ, or WoW, your idea of an MMO is all progression based; things like money, gear, experience. It is that rare individual that actually thinks of an MMO as anything else; story, exploration, role-playing, hanging out, or having fun.

This is a design issue that is probably near impossible to solve. In any game with multiple people in it and some type of progression it is our natural instinct to want to accumulate stuff and show off. So I guess to answer your question, the first real MMO is, the life we live everyday.

Eric Hardman
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Many people give the title of "first MMO" to the one they happened to play first. That was Everquest for me (full 3D was a must), UO for some friends, MUDs for others, etc. It's hard to call WoW the first, though, considering it was at least the third generation from a gameplay standpoint. You could argue that MUDs, Everquest with it's difficulty and immersion, and UO with it's pvp and player structures, were the pioneers and the first generation -- there was a great groping for what an MMO meant. Several came out afterwards, like Asheron's Call, Anarchy Online, and Star Wars Galaxies that evolved the gameplay and tried to solve the problems of that first generation, mainly by making MMO's easier and more understandable to new players. WoW took all that learning, refined it to a ridiculous level of polish, and blew the roof off the mutha. I'd say current efforts are all fourth generation and necessarily reactive to the success of WoW. There is a great proliferation of clones and experiments today, along a road littered with the corpses of would-be kings. MMO hardly means anything today and going forward, as almost every game today converges toward some level of massive multiplayer participation, either in-game or through the meta-game. A shooter is massive and multiplayer these days, with some level of persistence becoming the norm rather than an innovation.

Eric Davis
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I agree with you BN, about poeple logging in to accomplish something. I belive that mind set came from EQ, with intense level/gear grinds. I personaly was a HUGE ultima online fan, and like a heroin addict i have been trying to chase that first high ever since. But like any good drug, the first is always the best.
But i also think it has to do with the way mmo's have been laid out. The grind the grind grind grind.
In day one ultima online there really wasnt a "grind" Gear was more for looks, and easy to come by. About the only real grind was trying to save up for a house or castle. Other than that it was pretty simple to do wht you wanted to that day. I want to kill some orcs sure ill go do that, i want to hunt some reds sure thing. ect...

Little off topic but not really, i cant understand why games always try to be so original. If something works for goodness sakes use it. example- City of heros side kick feature. Why does any MMO after that one not have that kind of feature? Its golden, ITs one of the main reason i think Warhammer online flunked. You have a seriously intense level grind. But no way to play with your low level friends( who dont play as much.) Theres being original and there just being a little silly i think.

Joe Ludwig
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Eric, you've hit on exactly why WoW is not a "third generation" MMO. It learned most, if not all, of its lessons from EverQuest. There were basically no aspects of other post-EverQuest but pre-WoW games in World of Warcraft when it launched. It didn't pick up on the large inventory space of SWG, the sidekicking/exemplaring of CoH, looking for group systems, massive character customization, etc. When WoW launched it felt like a big step backward in many ways. (And a big step forward in most others.)

BN, that's exactly why I think things started with UO and, from a design perspective at least, weren't changed significantly by WoW. The MUD to UO jump had a huge impact on game design. The EQ to WoW jump, not so much.

Brian 'Psychochild' Green
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Part of "which was first?" depends on what you identify as being the important aspects that influenced other systems. Unfortunately, people tend to focus on size as an all-important attribute. While UO was one of the larger early graphical games, it had a core design that hasn't directly influenced many other modern games. In fact, UO at launch lacked some elements that were important to MUDs and other contemporary games (like Meridian 59), such as direct player-to-player communication.

If you want to trace WoW's ancestry directly, then it's pretty simple: WoW -> EQ -> Sojourn/Toril text MUD -> etc. But, you can argue that there have been more influences than just these games, but how much and where? Without a startling amount of honesty from the developers, we'll never be able to know for sure.

What most of us should agree on, however, is to stop the marginalization of some games. There was life before WoW, before EQ, before UO, before M59. Trying to set an arbitrary game as being "the first real (big, modern, fully 3D, million subscriber, whatever) game" often makes the implicit assumption that games previous to that one aren't as meaningful for some reason. There are lessons to be learned from many games in the past. A good designer should work outside his or her preferred games and learn from the examples out there.

My thoughts.

Edward Hunter
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Everquest learned many..if not all of its lessons from Simutronics. MUD's were a great predecessor but arguably, this St. Louis company founded by David Whatley brought the 'subscribe' to subscription games. Text based, still the early GEMSTONE and later super realistic DRAGONREALMS mapped out the future for games in the MMO category, chalking up per minute and per hour charges on AOL and GEnie before hitting the web.

Many, many MMO game and player concepts were designed and addressed with by Simutronics before anyone else even really knew they existed.

To this day, there are players of both Gemstone and Dragonrealms who play every single day, pay higher than average subscriber fees and its still, albeit very powerful and engaging, text.

We could all learn MMOG lessons from Whatley and company at Simutronics.

My 2 Kronars.

Percival Nghiem
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The first modern day MMORPG? UO.

Hands down, MUD's are an entirely different genre, from design, gameplay, and commercial standpoints. From a gameplay standard, WoW has more in common with AD&D than it does with the TinyMUSH's I used to play in college.

Erin Hoffman
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I would make a certain token argument for "size counts" only because it's a sort of brute-force measurement for a whole collection of probable emergent effects. I think that there is something that emerges out of a game when you have 1000 concurrent players, both in terms of social stratification (and social contexts that move beyond the boundaries of the world itself and into our "real" world), economic catalyzation, and the need for governance beyond a handful of world "gods", just to name a few.

I could say, for instance, that I would call a world "massive" when its currency has a conversion into a real-world currency that players collectively (and through non-explicit agreement -- ie agreement via action) set -- that's a threshold. And then another threshold is a meta-level on top of this, when businesses are sustained through revenue generated within the world itself -- ie goldfarming.

Players did trade Simutronics goods on ebay, and I think the emergence of this effect represents a marked change in the approach toward games. But smaller things like the Mr. Bungle incident in LambdaMOO also represent social changes that are significant. And while I worked on one of Simu's games for years and so have a first hand knowledge of its systems' complexity, I couldn't say for sure that they were the first to tackle some of the eminent issues surrounding player government and massive design -- there were other large MUDs that also tackled such things.

Eric Davis
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I just wish some company would wise up, and make a game with UO's Rule sets, (its original rule sets, not the one they went to when richard got beat up on the play ground by pk's) Just make it 3d and decent graphics and wham bam thank you ma'am. All this level based death is meaningless gaming is driving me nuts. Its the same with strategy games tho now days as well. Death should mean something in at least 1 or 2 games out there. Pvp is not pvp with out some fear. That nice adrenaline rush you got in UO when you were pvping came because you were scared to die. Now days, who cares, res and jump back into the fray. Not very exciting.
I think my most memorable day in UO, i was robbing this dudes house. 10,000 gold!!!!! I picked it up and it weighed so much i got encumbered. I saw cor por, i giggled a little bit "silly mage im 100 str100 dex halbered warrior............3/4 of my life gone in one hit. I have never felt so helpless in a game ever. Ditch my stolen gold, and try to run....Nope and the predetor became the prey. You dont get those kind of emotions playing mmo's since today.

David Sahlin
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I like the notion of Simutronics laying down a cornerstone of the "Massive" part of MMOGs. The MUDs I used to play were a vastly different experience from any other multiplayer game out there at the time. Typing "Whois" and seeing three pages worth of players currently online was a feeling that, say, Duke Nukem just couldn't give. I do agree with Brian and Erin, though, that there's more to being Massive than just size.

For instance, I'm not too sure Massive implies persistence, anymore, with how readily you can play with so many different people on Steam. Wouldn't Counter Strike, Left 4 Dead, or Team Fortress 2 count as MMOGs?

Eric, I would suggest taking a look at Aventurine's Darkfall. Once they get their servers stabilized, at least, it will be a nice indie-attempt at a UO successor.


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