- The satisfying lockpicking success sound.
- The writable books! I’ve always loved having a little library of things I write myself or copy from other players.
- Dropping 64 different colored scrolls into a spellbook.
- Coming across a “blessed” area or item on my shard, its original purpose probably long forgotten.
- That pure excitement and fear I felt the first time I walked from Britain to Minoc. I even made it without a playerkiller spotting me!
- Sometimes when I come across a Wisp in the woods it says something to me. I swear back in the day they used to respond back to certain keywords like “Blackthorn” or “British.” One day I’ll learn to communicate with them.
- How creative some people are with the game mechanics. On my shard people play hide and seek, bingo, chutes and ladders, and all sorts of social events not in the game but expressed through other means.
- There are people still playing who remember people I played with and events from 20 years ago when I was new.
- Everyone has a favorite city. Think about it for a moment, I bet you could articulate a few reasons why.
- There are just some things in the game which serve no purpose. I really like that cause I wonder what use they’ll find for them in the future.
- Even the death mechanic in UO is multipurpose. You can die and race to get back to your body, you can scout areas, you can roleplay as a herald of woe, forcing others to find a way to communicate with you, and more.
- ”For within each shattered remnant of the jewel dwelled a perfect likeness of Sosaria. Thus is the world in which you were born, live, and die.”
- There’s an old castle and an empty throne as a monument to those who started the game. But there’s also a new throne and king provided to players. I’ve seen and spoken to him. That we have continuing storylines and investment in roleplaying from the developers should never be taken for granted.
- In Britannia there is a little outpost on the road from Yew to Minoc, a little less than halfway. It has a stone entrance with a corridor that leads to a barracks and a small island with an archery range. I always peek into it every time I ride by; there’s something inviting about it.
- Nostalgia is bad because it’s hinged on the twin fallacy that the past was better and we can go back to it (we can’t.) But no matter how many times I’ve left (and I’ve left a lot) and the different way the game evolves while I’m gone, every time I come back it’s like coming home.
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