In today’s Pokket Says, we revisit a classic MMO, Ultima Online, to discuss how some of the features that set it apart from all the rest, even today, are leaking back into the MMO space in 2012. See what Pokket has to say and then add your thoughts to the comments.
I liked that there were no factions. Instead it was a red versus blue systems. You wanted to kill others? You went red. Each short-term and long-term murder was logged on your character (â€œI must consider my sinsâ€), but only the long-term ones would affect if youâ€™d stay blue or go red. Going red meant you had killed over 4 players. In order to go back blue youâ€™d have to work off long-term murder counts, each one counts as 40 hours of online time. A couple of my characters had hundreds of murders logged, to the point it was virtually impossible to work off without rerolling a new character. And as you can guess, there are negatives to going red, and not so many positives.