I disagree. Nothing built community or encouraged players to band together than the antisocial play of others. I'll agree that this is not for everyone and the Trammel ruleset was necessary to retain customers once the other options with PvM only game play emerged. I don't think the game that came out in 1997 was good (and certainly not polished) enough to be wildly successful as a point and click adventure with rudimentary chat abilities alone though.
I see.
So you will hold onto, without any actual proof, other than your own opinion, a belief that the antisocial behavior of other players "bound" Sosaria together, and IS what made UO so popular, when the facts show clearly it was THE ONLY game that could be played this way (MMORPG) at the time.
Until, of course, EverQuest came out.
And EverQuest, as a game with
NO PKs, at all,
surpassed ALL of UOs subscriptions for UOs first two years of existence,
in only six months that EverQuest was on the market, based on the unofficial charts that have been published. The timeline and validity of what I am saying can all be backed up by:
1. The longevity and size of subscription base of games like EverQuest and the myriad other games like those MMORPGs that do
NOT allow free for all PKing and thieving.
2. A significant lack of
ANY long term MMORPG of any size that is a free for all PK game, with perhaps the unique exception of Eve Online.
The facts also show very, very clearly that AS SOON as other games that DIDN'T offer the rampant PKing and thieving that was UO then became available, significant hemorrhaging of accounts occurred...certainly enough people leaving UO for EverQuest (remember...NO PKs in EverQuest...ONLY PK action in UO at the time, with no alternatives if a person wanted to play UO) for EA/Origin/Whomever to offer "A Choice" as Sunsword put it, to the original world by adding the very poorly done Trammel facet to the game, where PKs were not allowed to ply their trade.
Many left Fel then and never came back, my wife and I among them. Had they not added Trammel, I would be playing EverQuest now.
You and I will have to agree to disagree on what happened in '97 and '98 as the seminal moments that made UO so desirable as a game to play. History has demonstrated to me, anyway, that the uniqueness of the game kept people logging in, even when they could be PKed, because the game and the concept of an MMORPG were SO new and universal at that time.
The
moment that people were given a choice of whether to stay in the land where anyone (or any number of people as the case may be) could kill and loot you dry, or play where, when fighting a dragon in Destard, for example, only another NPC like another dragon, could come up and start whacking on you, the choice of the majority of people was clear, as were the resultant actions of the people trying to keep the game alive by adding a choice to what had devolved from a social experiment to mayhem that helped get EverQuest off the ground.