If you are excited about a single player Ultima-series game, ok I understand. Hope you have fun
But if you're hoping that SotA is some UO-killer ... it has a multitude of focuses that are not conducive to the experience your romantic brains are hoping for, and certainly not good for a scalable MMO in general.
A few concerns :
1. Selective Multiplayer with instanced servers. The game will offer capped instanced servers for it's social online gameplay.
2. Built on the Unity3D engine. This is, by far, the worst part of the entire game. The Unity3D engine is a bloated, kludgy, and insecure framework for building a serious game. Furthermore, the engine does not include a uniform server methodology.
What does that mean?
The SOTA dev team will have to either A) build their own server software B) use a third party server software. Since they don't seem to have the resources for A, we can probably count on B. And duct-taping third party software to Unity3D is a precarious business.
Both have pro's and con's ... but if you thought the exploiting, hacking, and scripting of UO is/was bad ... you will be in for a wild ride of both client-side and server-side hacks in this game.
3. No persistent database = No rares ... at least, not what we're used to
One of the amazing things about UO is a result of it's age and, for lack of a better term, bad coding. UO is unique in the fact that changes/patches are not retroactive across the items database.
For instance, in WoW ... back in the day, you could get items with elemental damage. A wand with Cold Spell Damage for instance. When they changed it to a flat Spell Damage, ALL ITEMS in the game were changed retroactively. That wand changed to spell damage for good.
UO does not do this -- and I'm not aware of any other game of mention that doesn't, and I've played most of them.
Is it impossible for SotA to implement something like this? Nope. If you've seen Unity3D lately, it'd be a tremendous effort ... and something I doubt they will spend any time on. $3million is not a lot of money to develop a serious title, and they can't squander their resources.
"Why did they use Unity3D in the first place?" you may wonder.
Well, Lord British himself has said it indirectly. They want to focus on mobile platforms ... iPad, iPhone, Android, etc. Unity3D, in all its bloatedness, is useful for exactly that -- creating cell phone games that cross compile across all platforms.
If you're still skeptical about my opinions above, then let this detonate in your mind -- Imagine if World of Warcraft was created with the same tools as Doodle Jump, or Angry Birds. Now tell me how successful it would've been with those kinds of limitations.
You can't make a great game focusing on the wrong things. In my opinion, SotA doesn't have its eye on the prize.
It has its eye on Facebook and iPhones, and not the PC gamers that drool for UO 2.0
But if you're hoping that SotA is some UO-killer ... it has a multitude of focuses that are not conducive to the experience your romantic brains are hoping for, and certainly not good for a scalable MMO in general.
A few concerns :
1. Selective Multiplayer with instanced servers. The game will offer capped instanced servers for it's social online gameplay.
2. Built on the Unity3D engine. This is, by far, the worst part of the entire game. The Unity3D engine is a bloated, kludgy, and insecure framework for building a serious game. Furthermore, the engine does not include a uniform server methodology.
What does that mean?
The SOTA dev team will have to either A) build their own server software B) use a third party server software. Since they don't seem to have the resources for A, we can probably count on B. And duct-taping third party software to Unity3D is a precarious business.
Both have pro's and con's ... but if you thought the exploiting, hacking, and scripting of UO is/was bad ... you will be in for a wild ride of both client-side and server-side hacks in this game.
3. No persistent database = No rares ... at least, not what we're used to
One of the amazing things about UO is a result of it's age and, for lack of a better term, bad coding. UO is unique in the fact that changes/patches are not retroactive across the items database.
For instance, in WoW ... back in the day, you could get items with elemental damage. A wand with Cold Spell Damage for instance. When they changed it to a flat Spell Damage, ALL ITEMS in the game were changed retroactively. That wand changed to spell damage for good.
UO does not do this -- and I'm not aware of any other game of mention that doesn't, and I've played most of them.
Is it impossible for SotA to implement something like this? Nope. If you've seen Unity3D lately, it'd be a tremendous effort ... and something I doubt they will spend any time on. $3million is not a lot of money to develop a serious title, and they can't squander their resources.
"Why did they use Unity3D in the first place?" you may wonder.
Well, Lord British himself has said it indirectly. They want to focus on mobile platforms ... iPad, iPhone, Android, etc. Unity3D, in all its bloatedness, is useful for exactly that -- creating cell phone games that cross compile across all platforms.
If you're still skeptical about my opinions above, then let this detonate in your mind -- Imagine if World of Warcraft was created with the same tools as Doodle Jump, or Angry Birds. Now tell me how successful it would've been with those kinds of limitations.
You can't make a great game focusing on the wrong things. In my opinion, SotA doesn't have its eye on the prize.
It has its eye on Facebook and iPhones, and not the PC gamers that drool for UO 2.0
Last edited: