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Classic Game Postmortem: Ultima Online

Classic Game Postmortem: Ultima Online

GDC Festival of Gaming
5 HN recommenders · discussed 2018–2024
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About this video

A 2018 GDC panel where Raph Koster, Starr Long, Richard Garriott and Rich Vogel look back on what went right and wrong building and running Ultima Online. They share candid stories from the early days, including player behavior and server architecture.

Why it appears in the archive

HN recommends it as a transparent MMO postmortem and as the source of the story that the term 'shard' originated with Ultima Online.

AI-generated summary and labels from the source dataset; verify important details against the video. Source & credits.

From the Hacker News discussion

swozey · 2018-12 · strong rec

I'm loving this UO talk, I just found this Postmortem by GDC published in Sep 2018 (so I think it's new? I've never seen it) [VIDEO] This is a much watch if MMOs fascinate you. They're very transparent. Absolutely great video. edit: Oh my god they bring up FlyGuys prostitution ring..

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chongli · 2020-04 · rec

Fun fact: the word "shard" in this context was coined by the dev team of the first major commercial MMO, Ultima Online, as an in-universe explanation for why the game world was split into multiple servers. If you're looking for an exemplary server architecture for MMOs, look no further than UO. That game came out in 1997 and supported worlds with thousands of players and millions of persistent objects. Players could build their own houses within the game world, decorate (and later design) them to an incredible degree [1], and have other players visit (welcome or not). Players could run their own shops within their homes and sell their own hand-crafted, signed goods (weapons, armour, clothing, furniture) in addition to any found treasure they wanted to offer. What made UO so impressive, technically, was how they accomplished all of this on such modest hardware as was available in 1995 [2]. This second link is to the GDC postmortem of the game. If you're interested, I recommend you check it out. It may not answer all your technical questions but it's extremely interesting nonetheless. The story of how they had to shard the game is part of the talk. I'm pretty sure they did not use any off-the-shelf databases as the performance would have been terrible at the time. Everything would have been custom. The custom networking protocol is extremely reserved (not chatty), since it was designed for dial-up modems. Even when you run the game on modern hardware with broadband, the game us

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codetrotter · 2022-10 · rec

> While not rioting in real life, it feels familiar. The Ultima Online postmortem session from GDC 2018 has some similar stories about in-game protests. The stories in said session are quite entertaining, and there is a lot of other interesting information too in the session. The whole thing is worth a watch. [VIDEO]

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NegatioN · 2023-04 · rec

In a similar vein to the "War Stories"-clips, (even though I never played Ultima,) their Ultima post-mortem from GDC is a great watch too. [VIDEO]

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ksec · 2024-08 · rec

Classic Game Postmortem: Ultima Online [1], I think that goes into the origin of Shard. ( Sorry I didn't save down the time like but it is an interesting video for those into UO ) And if you do a search on HN you will see plenty of other links about UO and sharding. [1] [VIDEO]

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Raph_Koster · 2018-12 · reference

I was the original lead designer on Ultima Online and the key designer of this system. A few notes, because this article has MANY inaccuracies. 1. Ultima Online wasn't even in development for three years total. An early prototype was February to September 1995, done by Rick Delashmit. Starting late August and early September 1995, the core team showed up. We showed the game at E3 in spring of 1996 in alpha form. We showed it in beta form at E3 in the spring of 1997. And we launched on Sept 26th, 1997. The ecology was in the alpha test, and was removed during the beta after being rewritten by an engineer who didn't really like or understand it. 2. "Not many players know about" this is false. The strategy guide published simultaneously with the game even lists all the resource values for how much meat, hide, feathers, whatever, each creature represented. All of those statistics remained in the game and still are there to this day twenty years later. What was disabled was the AI. The values are still used by crafting, harvesting, and lots of other systems in the game. 3. Said AI is exhaustively documented on my website here: [LINK] (first article, there is a sidebar with links to the follow-ons) and also collected in my recent book POSTMORTEMS, which has a huge pile of historical info on Ultima Online as well as Star Wars Galaxies and other games I've worked on. 4. The reason the AI was disabled had nothing to do with why the ecology collapsed. The AI was disabled because of the

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stuu99 · 2022-03 · reference

Signed binaries use will come into being with trusted computing, they are embedding Denuvo in the operating system, aka future compilers will allow game companies and companies like autodesk to sign their exe's and the exe's if cracked can be added to a list that windows 11 can force update the bios to add these cracked exes to a list that will refuse to run. That's the gist of trusted computing they are building an alternative internet/mainframe computer inside yours that they only have access to. Where have you been the last 23+ years? The videogame industry has been stealing PC games since 1997 with ultima online. Hear it from the dev's themselves. Don't think MMO's killed local PC games? Listen here kids. [VIDEO] EA killed ultima 9 when the UO beta got massive interest, that lead to the death of PC games as local applications, the industry from then on there was a massive war to back end all PC games, they couldn't immediately do that to quake and urneal because we'd been treated too good with Warcraft 1-3, Descent 1-3, Quake 1-3, and build engine games like Duke 3d. The entire industry has always wanted to kill piracy and Ultima online gave the entire industry the go ahead once they realized that many of our fellow programmers and gamers were irrationally stupid beyond their wildest dreams. Anyone playing quake and Descent at the time fear the loss of dedicated servers and level editors which used to come with the games, we knew if Ultima online was successful that Publi

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stuu99 · 2022-03 · reference

>This is a bad example because Steam's DRM is notoriously terrible You don't grasp Valve and the industry has already won any game where the networking code has been pulled out already acts like DRM, any client-server app requiring username and login accounts, or has some piece of code living on some remote server, means you no longer own your own stuff. Valve and the rest of the computing industry is boiling you all slowly. AKA look at this list of games from crackwatch. [LINK] You'll notice more and more games are "online only". Diablo 3 is literally diablo 2 /w drm, they wanted to kill piracy. Starcraft remastered, and reforged require internet to play, that means we've lost the battle. The public has eaten up client-server back ended games. You don't get that the whole point was to monopolize their own products and kill the local infinitely copyable binaries PC games used to be coded as, AKA PRe steam 99% of games were complete you got singleplayer+multiplayer inside the same game. MMO's/F2P are literally just PC games with their multiplayer ripped out, don't think so? Listen to the ultima devs here, when Ultima online was successful, publishers and devs went over their entire PC game list to convert their local apps to client-server apps and stuck "MMO" on the front so they could steal PC games from the public. [VIDEO] EA killed ultima 9 when the UO beta got massive interest, that lead to the death of PC games as local applications, the industry from then on there was a

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