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Ultima Online

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Visible struggle between freedom and fun. Continuous rule updates since 1998 ... Game becomes less free, safer, more fair, and is generally more fun ... – PowerPoint PPT presentation

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Title: Ultima Online


1
Ultima Online
  • Social Accountability for Good and Evil
  • (Presented 2/22/05 to Georgia Tech Game Seminar
    in the EGL)
  • Rob Fitzpatrick
  • gtg085g_at_mail.gatech.edu

2
  • I am using the history and progression of Ultima
    Onlines moral enforcement systems to weigh
    player freedom and social accountability against
    stricter rules and game-mechanic accountability.
  • Disclaimer the history of rule-changes has been
    simplified and condensed, and some of the
    ordering is changed for the sake of grouping by
    topic. The general timeline for the development
    of the games rules is maintained. Also, I very
    much like UO, and prefer the early days to the
    later ones. Ive tried to be neutral, but my
    opinions will invariably be reflected in how I
    discuss the game and its history.

3
Why Look at UO?
  • Most varied, open game-play in a MMO game
  • Idealistically designed with the philosophy that
    the players will moderate their own world
  • Visible struggle between freedom and fun
  • Continuous rule updates since 1998
  • Multiple moral enforcement systems can be
    examined in one consistent game world
  • The influence of variables other than the
    changing rules is minimized

4
The Game
  • First successful MMORPG
  • Garriott wanted to reproduce the experience of
    table-top DD
  • Social
  • Unrestricted
  • Non-violent game play options
  • Building a character is difficult and extremely
    time-consuming
  • Death is a consistent part of the game

5
Original Morality Rules
  • /- 127 Notoriety Points
  • Characters title and color is based on notoriety
  • An evil characters is red, neutral is gray, good
    is blue
  • Simple good-evil scale
  • Can gain a point every 15 minutes via good deeds
  • Lose many points at any time via bad deeds
  • Loose enforcement of typical game rules
  • Murder anyone at any time
  • Steal players belongings at any time
  • Get into someones house and walk away with
    hundreds of hours of work
  • Nowhere is completely safe
  • Rule and law are enforced socially instead of
    strictly

6
Management Crisis
  • Creators and managers of the game seem confused
    about what is allowed and what is not
  • Rainz kills Lord British and is banned (Beta)
  • To make a long story short, Origin considered my
    style of gameplay to be detrimental to the nature
    of the beta test. --Rainz
  • Lord British threatens a thief with banning
    (Early release)

7
Lord British asks the crowd to stop stealing from
each other during his speech
8
Lord British dies to a firewall, cast by Rainz,
during a speech
9
Lord British kills everyone
10
Management Crisis (cont.)
  • Conflicts between the games sense of legality
    and the designers sense of legality are signs
    that the loose rules offered more allowances than
    the designers were actually comfortable with
  • Over the next 5 years, moral enforcement was
    removed from the hands of the player community
    and added as strict game mechanics
  • The changes alienated old players and attracted
    larger numbers of new players

11
Notoriety
  • Great Lord 127
  • Noble Lord
  • Lord
  • Noble
  • Honorable
  • No Title 0
  • Dishonorable
  • Dastardly
  • Dark Lord
  • Evil Lord
  • Dread Lord -127
  • Outside of town, grays and reds may be attacked
    or stolen from with no penalties
  • Characters with worse than dastardly status may
    not enter towns
  • Dastardly and better characters are protected
    from crimes while in town by the guards
  • Killing a red is a good deed
  • Monsters are red, animals are gray
  • Healers wont resurrect reds

12
What is Right and Wrong
  • Good Deeds
  • Give gold to NPC beggar
  • Give food to hungry NPC
  • Give items to appropriate NPC (cloth to a tailor)
  • Kill relatively evil things (monsters and red
    players)
  • Bad Deeds
  • Begging (dastardly)
  • Snooping (dastardly)
  • Stealing (dark lord)
  • Dismembering corpses
  • Attacking blues
  • This title is the lowest rank a character can
    be reduced to by performing this deed
  • This deed will always reduce a characters
    notoriety

13
Red Culture
  • Reds build their own towns, establish shops, and
    resurrect each other
  • Groups of reds run through dungeons killing
    everyone without repercussion
  • Never stay still
  • Ignore NPCs and only kill players
  • Rapidly visit every popular hunting spot in the
    world and then return to their towns
  • Avoid retribution attempts
  • Wait for players to re-equip and venture back
    into dungeons
  • Tell stories
  • Reds kill everyone, including new players and
    other reds not in their hunting party

14
A ghost, recently murdered by reds outside a
dungeon
15
Blue Counter-Culture
  • Counter-attacks of blues are launched when
    victims resurrect and get back to town
  • Too slow to catch mobile groups of reds
  • Victimized blues eventually grow powerful
  • Blues hate reds
  • Groups of dedicated red-killers emerge
  • Actively hunt reds
  • War is brought to the reds home-towns and then
    their resurrection spots
  • Best hunting spots in the game are off-limits to
    most players

16
Blues, waiting near many red corpses (with a pet
demon) for more reds to resurrect at the Chaos
Shrine
17
Game Experience
  • Early game is to avoid reds while fighting NPCs
  • Meta-game is to either become red or to hunt reds
  • Areas of world are claimed, guarded, and
    exclusively owned by certain guilds and groups
  • Must be in KoC to hunt in Deceit
  • May not wear plate armor in Yews forests
  • (Land wars also seen on Asherons Call PK
    servers)
  • Characters are built in large part to escape red
    attacks
  • Blues did not fight reds, blues ran from them
  • RPG Pac-man game play experience
  • Hiding skill a necessity to disappear
  • Magery skill a necessity to teleport away

18
Notoriety Problems
  • Because notoriety has such a major impactevery
    player considers what the system will do rather
    than what they think is right or wrong. Xavori
  • Some evil deeds are allowed, and some good is
    punished
  • Looting players is not a crime
  • Performing evil with a notoriety buffer prevents
    retribution
  • Trapping players and helping monsters is not
    criminal
  • Trespassing and looting houses is not criminal
  • Players are not held accountable for indirect
    attacks (area of effect spells, traps)

19
Notoriety Problems Loopholes
  • Large groups can overcome town guards, removing
    all safety for new players
  • Players arent held accountable for area of
    effect spells
  • Scrolls allow players to use any spell without
    skill-checks
  • Some weapons are overly powerful so aggressor
    almost always wins
  • Players with enough notoriety to remain blue
    after committing a crime cannot be freely
    punished for their actions

20
Necessary Changes
  • Increase restrictions on crimes
  • Game becomes less free, safer, more fair, and is
    generally more fun
  • Town guards teleport and one-hit-kill
  • Magic banned from towns to prevent area of effect
    spells in crowded areas
  • Overly powerful weapons can no longer be found,
    although old ones still exist
  • Scrolls are skill-restricted
  • Crimes flag a player criminal
  • Criminals turn gray for 2 minutes
  • Anyone can attack a criminal without losing
    notoriety
  • Town guards will not defend a criminal

21
Dev. Team on Notoriety
  • Notoriety currently doesn't distinguish between
    PvP activities and PvNPC activities, which is
    part of the problem.
  • We felt that the system needed an overhaul
    because although it was helping most cases, it
    was restricting roleplay activities for many
    people, and it was too easily circumvented.
  • Too much of the burden for policing was landing
    on the software, rather than on the players.
  • (Quotes by UO Design Team)

22
Renaissance
  • Notoriety system becomes reputation system
  • 2 values (fame and karma) combine for title
  • Karma is a measure of good and evil
  • Fame is a measure of power
  • The intent of reputation is merely to give the
    NPCs a handle on how to deal with you
    --Designer Dragon
  • The overall intent here is to make this into a
    roleplay thing--it has no real gameplay
    consequences. --Designer Dragon
  • Reputation acts like alignment in Fable
  • Murder is the only way to become red
  • Resurrecting as a murderer causes a dramatic loss
    of character skill
  • Murder counts decay over time

23
Reputation Titles
  • Title now marks your characters place in the
    computers role-playing game world instead of in
    the human, social community
  • Murderer is the significant marker of player
    behavior

24
An NPC guard taunts a player with bad karma
25
Social Powers
  • Can give karma to other players
  • Allows players to reward other players for good
    deeds
  • Was almost never used, and when used, wasnt
    useful
  • Bounty system added
  • Social accountability for murder
  • Victims have a way to get back at murderer by
    adding to the bounty
  • Friends of a murderer can betray them for the
    prize
  • Acts as little more than a scoreboard for
    murderers
  • Forced social dynamics fail in both cases
  • Weak to prevent abuse (recycling karma, suicide
    for bounty)
  • Trivial compared to existing dynamics (blues
    inherently want to kill reds, karma is a
    worthless gift to give)

26
Stat Loss
  • Many reds quit the game, angry that their
    play-style has been destroyed
  • Red population decreases dramatically and blues
    can adventure in relative peace
  • Accountability for mass murder is increased
    significantly, and it vanishes almost entirely
  • Dead murderers spend months as ghosts while
    counts decay instead of suffering stat-loss
  • Murderers stop killing each other due to reduced
    numbers and the significance of death

27
Murder Counts
  • Red if 5 or more murder counts
  • Count decays with 5 hours of play time
  • Blues can kill 5 people a day and stay blue
  • Title no longer accurately reflects actions
  • Originally it was clear what gray, red, and blue
    meant
  • Accountability for selective murder is reduced
    significantly
  • Deception and betrayal increase
  • Inherent trust of blues disappears

28
Murderer Accountability
  • Murder changes to now produce both a short and
    long murder count
  • Short counts decay in 5 hours and determine
    stat-loss
  • Long counts decay in 20 hours and determine
    murderer (red) status
  • Murdering while remaining blue is harder
  • Color is a good indication of behavior again
  • Some blues still go on murdering sprees when they
    have no counts
  • No worse than similar issues with the notoriety
    system

29
Post-Renaissance
  • Consensual player vs. player combat increases
  • Game is more newbie-friendly
  • Player base changes
  • Many old players leave
  • Many more new players join
  • Subscription number increases from 100,000 to
    250,000

30
Good vs. Evil Formalized
  • Intended to promote large-scale consensual wars
    without involving innocents
  • Can officially announce yourself as a Hero or an
    Evil
  • Gain special powers to use in the war
  • Lose freedom to attack those who are not in the
    system
  • Evils could be attacked by anyone and defend
    themselves, but could only initiate combat
    against Heroes
  • Lots of people wanted to be heroes, very few
    people chose the restricted play style of formal
    Evil over PKing
  • The system was ignored by players, failed, and
    was quickly removed

31
Thievery
  • Unskilled, unequipped thieves swarm players in
    town
  • No character development time
  • Nothing to lose by dying
  • Steal for cheap thrills and to grief players, and
    not to advance
  • Skilled combat thieves exist
  • Remove a targets means of escaping or attacking
  • Difficult character development
  • Sacrifice combat skills for those of thievery
  • Not a throw-away character like town-thieves

32
Fixing Thievery
  • Thieves Guild is created
  • Need to be in guild to steal from players
  • Guild only accepts skilled thieves
  • The Thieves Guild expels murderers
  • Thieves can steal at will
  • Thieves can defend themselves if attacked, but
    can not initiate combat
  • The victim, not the thief, now makes the choice
    of whether or not to fight

33
Protect the New
  • Young status granted to new accounts for 40 hours
    of play-time
  • Young players can not be attacked by players or
    monsters
  • Young players lose their status if they commit a
    crime
  • Abuse runs rampant as young players run naked and
    unharmed into the deepest dungeons and grab the
    treasures
  • Protection for young players is removed while in
    dungeons

34
The World Splits
  • Trammel
  • Criminal actions are impossible
  • All player vs. player combat is consensual
  • Players can not be held accountable for legal
    acts like kill-stealing and bad-mouthing
  • Territory can not be controlled
  • Social connections are not important
  • Felucca
  • Keeps the rule-set that was in place already
  • All PvP involves players who are in fighting by
    choice
  • Social connections are extremely important
  • Small town atmosphere
  • No easy murder fodder
  • Higher reward for higher risk design philosophy
    fails to draw non-PvP players to Felucca

35
Trammel and Felucca
36
Effects of the Rift
  • Many old players leave
  • Most of Felucca is abandoned, wasted space
  • New players are never exposed to PvP and so never
    make the transition to Felucca
  • Most old, advanced players either live in Felucca
    full time or quit the game
  • A new generation of players advances in the
    safety of Trammel and stays there
  • Non-Consensual PvP dies
  • Thievery dies
  • The moral freedom of the original design is lost
  • Number of players increases

37
Insurance
  • Items can be insured and retained upon death
  • Death loses most of its significance and is taken
    lightly
  • A characters most powerful items can be used
    without fear
  • Powerful items are very hard to find and
    establish a large entry barrier for new players
    wanting to get into PvP
  • Murderers cannot insure items, rendering them
    unable to compete in combat and completely ending
    the era of killing without consent

38
The State of the Game
  • Official game is still thriving with expansion
    packs and new content releases
  • UO is still the most open-ended MMO game on the
    market
  • Going back in time is possible thanks to a large
    community of free, player-run servers emulating
    all of the various historical periods UO has
    passed through
  • Meta-game is now searching for better and better
    items (like Diablo 2) and permanently fighting
    NPCs (like every other MMO) instead of engaging
    socially

39
In Conclusion
  • Social enforcement has almost completely
    disappeared in favor of strict game mechanics
  • The mainstream prefers the new UO
  • Original players who experienced UOs rich social
    community hate the changes and sit around
    drinking tea and talking about the good old days
  • Loose game mechanics and social rule created an
    extremely harsh environment for new players that
    was cherished and loved by those who survived and
    tolerated it for long enough to establish
    themselves in the society
  • Garriotts initial vision of a community was
    very nearly implemented, and was then gradually
    stripped away over time to increase profits and
    improve new player retention

40
Playing the Game
  • Official game site and ordering info available
    at
  • http//www.uo.com
  • Player run (free) server lists emulating all time
    periods available at
  • http//www.topshards.com/index.php
  • http//www.gamesites200.com/ultimaonline/
  • Open-source UO emulator available at
  • Homepage http//www.runuo.com/
  • Sourceforge http//sourceforge.net/projects/runuo

41
Screenshot Sources
  • Death of Lord British screenshots from
    http//www.aschulze.net/ultima/stories9/beta.htm
  • Trammel vs. Felucca images from
    http//town.uo.com/
  • All other images from http//www.markeedragon.com/
    screenshots/showgallery.php/cat/501

42
Possible Talk Topics
  • Slider bars to measure morality
  • Morality as a state vs. a history
  • Allowances of a moral system in online worlds vs.
    single-player worlds
  • Harsh, barbaric nature of un-enforced worlds
  • Social emergence from loose rules
  • Red towns
  • Role of Player Killer Killers

43
More Talk Topics
  • Game play emergence from loose rules
  • Characters sacrifice power for survivability that
    is unnecessary except to avoid reds
  • Social conventions emerge regarding property
    ownership and accepted behavior
  • Abuses in loose rules
  • Red gangs killing everyone in the early days
  • Loopholes in tight rules
  • Young players looting and spying
  • Murdering occasionally while maintaining blue
    status

44
Discussion
  • Strict rules to prevent grief play
  • UO made invincible town guards, then increased
    social accountability, and then fully prevented
    non-consensual play with strict rules
  • Restriction instead of accountability reduces
    player agency
  • Stricter rules alienated veteran players who were
    used to social accountability, and attracted many
    more mass market players who felt safety and
    enjoyment with mechanically enforced rules
  • UO initially had safe zones (towns) and later
    made the whole world safe (trammel-felucca)

45
Discussion (2)
  • Experience of being murdered
  • Vengeance on murderers is a very desirable goal
    and motivation for advancement
  • Strengthens social bonds recounting stories and
    traveling together for safety from other real
    people
  • Frustration of being murdered allows for great
    satisfaction when it is overcome
  • Replay value through a changing social world and
    dynamic balance of power

46
Discussion (3)
  • Murder doesnt exist without victims
  • Stopping people from being murdered without
    consent removes murderers from the player-base
  • Advancing from a victim to a murderer/defender is
    a much more meaningful progression than advancing
    from killing small monsters to killing big ones
  • Ability to escape murder at any level (hiding
    teleportation) prevents frustration and makes
    being murdered part of a game, instead of an
    unavoidable punishment for dumb luck

47
Discussion (4)
  • Socially emergent games dont need much content.
    Removing social dynamics through strict rules
    demands that the development team do a lot more
    work and release updates/expansions instead of
    letting the players make their own game
    experience.
  • More content means more grinding
  • Cant compete with other players until extra
    content has been conquered
  • More content means longer character development
  • More time and effort to get the new content
    (stuff)
  • If death penalty is harsh, hard-to-get content is
    too much to risk, and content is wasted
  • Death is reduced in significance so that players
    can use the huge time-investment items without
    fear of losing all that work
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