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Talk
to Origin Systems' Starr Long about ULTIMA ONLINE and one word dominates
the conversation: "Cool." Long, the game's associate producer, is justifiably
jazzed about ULTIMA ONLINE'S impending release. Few online games can match
the scope of ULTIMA'S Britannia, which will include 16 cities, a virtual
ecology, a banking system, and just about everything else you'd find in
the real world as well as the occasional orc lord, zombie, and dragon.
After
an hour-long discussion with Long, we walked away wondering, in the age
of the online game, if Origin has finally lived up to its corporate motto:
"We create worlds." Anyone who has taken a long look at ULTIMA ONLINE
will certainly say "and then some."
Going
from Rooms to Worlds
"Most
other online role-playing games work on the room mentality," said Long.
"You go into a room, something happens, you leave, and the room resets
itself so it's the same the next time you go there." Such a scenario can
create not only monotony, but staffing problems.
"In
order to keep people coming back to a room in a MUD, you constantly need
to reedit the room contents, which often means bringing on new designers.
Before you know it, the ratio of designers to players is close to 10 to
1."
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The
first thing you notice about ULTIMA ONLINE is that Origin is committed
to bringing off-line quality graphical presentation to on-line
games.
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That
wasn't a feasible plan, even for a company with Origin's deep pockets.
The only way to give users a dynamically changing world was to build a
system that modeled a world and could generate events and dilemmas on
its own. "What we decided was not to go with [the room] mentality. We
wanted to simulate a real world. Our virtual ecology, for example, is
a complex system. The rabbits need grass, the wolves eat the rabbits,
and the wolves die without meat. They actually catch and kill rabbits."
And of course the wolves are dragon food. Kill too many wolves, and the
dragons will look elsewhere for dinner--like the nearest town.
Like
the real world, actions have consequences in the world of ULTIMA ONLINE.
Cool, indeed.
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Call
it a simple feature, but Origin has found its "text over the head"
chat environment is much more user friendly than other online
games.
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Building
and Selling an Online World
While
Long is the game's associate producer, Origin didn't spare any of its
people in creating ULTIMA ONLINE. Twenty-one team members helped bring
the concept of an online world to reality. "We went out and looked at
what all the other multiplayer games had done and what makes interaction
fun and what makes it stay interesting over time," Long said.
What
Long and his colleagues found is that games are more entertaining for
many people when others are involved. They call it the "DOOM Phenomenon."
"Storytelling
and single-player games are still great, and there are people who aren't
social who prefer these types of games," Long concludes. "Single player
games are still a significant marketplace, but DOOM taught players more
than anything else the fun of playing with each other."
Origin
also decided to commit itself to high-quality presentation, a rarity in
the multiplayer game industry so far. "One thing that we're committed
to that's important to online gaming is providing the presentation value
you'd get in a stand-alone game," Long says. "Up to now, you've had to
put up with [poor presentation values] to play multiplayer. Graphics are
important when they enhance the reality of the experience."
To
handle both high quality graphics and the enormity of the ULTIMA ONLINE
world, Origin found it necessary to sell the game as a CD-ROM. The original
plan was to have ULTIMA ONLINE be downloadable, but Origin discovered
the bandwidth wouldn't support it. This creates a distribution problem
of sorts because the immediacy of getting online requires a physical retail
purchase--something even a 20MB game can avoid. ULTIMA ONLINE, however,
is far bigger, weighing in at over 100MB.
There
will be a full-price retail version that will be packaged in the traditional
Origin manner. It will include trinkets, a manual, and a large map among
other goodies. With pricing strategy presently a hot topic among game
developers, Long said the nature of the game demands a flat monthly fee.
The CD-ROM will include an as-yet unspecified amount of free time. "At
some point, you'll need to start an account," Long said. "We're not going
to be more expensive than what others are charging, and we're offering
a truly unique game." With the average shelf life of CD-ROM games being
about 90 days, Origin eventually plans an array of other distribution
ideas to continue the retail presence of the product. Of course, the original
package version with its manuals, maps, and other bonuses will appeal
to the first batch of ULTIMA fans.
One
surprise is that, in addition to the flat unlimited account fee, Origin
is also planning an hourly option for the casual player "who only wants
to put down $5 or $10 a month," Long said. Apparently the market is segmented
between the casual and hardcore online player.
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The
user interface for ULTIMA ONLINE and many of its aspects blend
the best of Origin’s boxed ULTIMA products, but make changes necessary
for online play. In this example, we see that the standard windowing
interface is kept, but the graphic scale is smaller than past
ULTIMAS.
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ULTIMA ONLINE'S MARKET PROFILE
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| Debut: |
Expected
to ship sometime in the first half of 1997. |
| Distribution: |
At
first, a full retail version with loads of free connect time
will be offered. Following that, lower-priced retail and mail
distribution will be considered, but without lots of free
connect time and superior packaging and manuals. |
| Marketing
Campaign: |
Aggressive
ad and extensive public-relations campaigns aimed at nontraditional
gamers, focusing on the social aspects of the product. |
| Competitors: |
ULTIMA
ONLINE is unique, but it does have competitors. Chief among
them are MERIDIAN 59 from Studio 3DO, DARK SUN from Mindscape/SSI,
and the upcoming DIABLO from Blizzard. MERIDIAN 59 appears
to be hitting the scope of world building that Origin is attempting,
but it is a 3D, first-person graphical system, unlike ULTIMA'S
isometric view. 3DO announced in the early fall of 1996 that
it had reached 25,000 beta players, but company executives
wondered how many would stay online once they began charging. |
| Partners: |
Origin
has not signed on any partners such as mPath or T.E.N. and
is going it alone on this product. Origin has, however, farmed
out customer service and billing to avoid those housekeeping
chores, and distribution is handled by its parent company
Electronic Arts. |
| Outlook: |
Depending
on how fast people sign up, the outlook appears strong. ULTIMA
hit a setback with ULTIMA VIII, which turned off some of its
more hardcore fans, but ULTIMA ONLINE has a look and feel
that should draw them back. In addition, the novelty of the
game’s social aspects should bring in newer players. |
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