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Soon there will be three "Ultima"s (well, two "official" and one "spiritual"), so poll time!...

Which "Ultima" do you see yourself playing?

  • I'm staying with Ultima Online

    Votes: 40 40.4%
  • I'm looking forward to Ultima Forever

    Votes: 0 0.0%
  • I'm following Lord British to Shroud of the Avatar

    Votes: 13 13.1%
  • I'm sticking with EA and playing both UO and U4E

    Votes: 5 5.1%
  • I like Lord British's creations so UO and SotA

    Votes: 25 25.3%
  • I like Ultima but tired of UO, so I am looking forward to trying both U4E and Sot

    Votes: 2 2.0%
  • I'm a fan of all three and will be playing them all

    Votes: 12 12.1%
  • Ugh! I can't stand any more Ultima or Lord British, I'm avoiding them ALL!

    Votes: 2 2.0%

  • Total voters
    99

Dermott of LS

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Let's see where the chips stand. We have:

Ultima Online The elder in the group, but still going strong. Unfortunately, it is showing its age and a lot of people have "moved on". In its favor, it still provides one of, if not THE, deepest MMOG experiences possible by being a virtual world instead of a "theme park".

Ultima Forever The retooling and reimaging of Ultima 4. A bit cartoony in appearance and being released (at first at least) for iOS products only. Uses the new "always online, but multiplayer only if you want it to be" system much the same way that Path of Exile uses. Information and furor seems to have died down around it at the moment though.

Shroud of the Avatar Formerly "Ultimate RPG" by Lord British himself. Also follows an online + offline option with new methods of bringing people into your gamespace online. Considered the "spiritual successor to Ultima". Still in early development.

Where are you going? I've also allowed options for any combination, all of the above and none of the above for a reasonably fair poll.
 

kelmo

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*waits for the dust to settle*
 

Shakkara

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I'm not sure. Ultima Online wasn't just made by Richard Garriott, I think people like Starr Long and Raph Koster really did A LOT to make it work. Richard may have started the Ultima franchise but he doesn't really strike me as a brilliant game designer to be honest, so I'm a little bit concerned with Shroud of the Avatar. And Tabula Rasa was a great disappointment. So I have to see his new product first before I jump on the bandwagon. Ultima Forever just seems way too casual for my tastes, so that's not going to be it either.

There are loads of other sandbox MMOs coming out this year and the next so I'm sure there will be something nice sooner or later.
 

NuSair

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I started with Ultima I back on an Apple IIe. Went on to Utlima II-V on my commodore 64.

While UO is an awesome game and I love it, it's not Ultima anymore. It lost that flavor a long time ago.

I am looking forward to getting that back. From what I've seen of SotA, I don't think I will be disappointed. Right now I am considering letting my accounts go a couple of months to jump into the kickstarter for SotA... I mean, I am already into the beta. But, for more.

UO lost a solid vision and direction a while ago- and all the changes in leadership (it's been like a revolving door)- well, it makes me sad.

At least for a while, I'll be playing UO and SotA. There is no way in hades I'll be playing that abomination they are calling Ultima Forever.
 

NuSair

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I'm not sure. Ultima Online wasn't just made by Richard Garriott, I think people like Starr Long and Raph Koster really did A LOT to make it work. Richard may have started the Ultima franchise but he doesn't really strike me as a brilliant game designer to be honest, so I'm a little bit concerned with Shroud of the Avatar. And Tabula Rasa was a great disappointment. So I have to see his new product first before I jump on the bandwagon. Ultima Forever just seems way too casual for my tastes, so that's not going to be it either.

There are loads of other sandbox MMOs coming out this year and the next so I'm sure there will be something nice sooner or later.
Unless I mis-heard it, Starr Long is on the SotA team as well.
 

Zosimus

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Eh, I don't play UO anymore but I do have love for the game. I agree with NuSair that it's just not Ultima anymore concerning UO.

I am giving SOTA a shot and I think it will be fun to play on my tablet.
 

Ender

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UO still has a certain style I don't find in other games that I enjoy (yet to find any character I enjoy as much as my sampire in UO) but it's lost a lot for me as well.

Shroud of the Avatar will definitely get looked into by me at least.

Ultima Forever, meh. Probably not.
 

cdavbar

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Why give SoTA a shot when it is even more of a RL cash money game as seen from Kickstarter than UO is now?
 

kelmo

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Keep the comments clean and keep them fair. I hope this is a lively and interesting discussion... It could just be troll bait. We will see when the dust settles.
 

NuSair

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Why give SoTA a shot when it is even more of a RL cash money game as seen from Kickstarter than UO is now?
Because I believe in Lord British to be bluntly honest. The Ultima PC games are awesome. I still play Ultima IV at times. Not only has he made a believer of me with his past games, but when I was a volunteer at Dragon*Con working panels, I found myself 1 on 1 with LB for about 30-45 minutes.

He has earned my loyalty though his past successes in the genre.
 

GalenKnighthawke

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My fear is that RG's game out-performs U4E, and EA takes it out on us.

My hope is that interest in the franchise is revived, and at minimum UO carries on.

-Galen's player
 

Tanivar

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I'll likely stick with UO even as ticked off with EA Customer Service as I am. It's a game where I can find something to do no matter what mood I am in.

U4E is made by EA. With the bad customer experience they've been, no EA game is an option for being a replacement for UO. Case closed.

SoTa, from what I've seen so far it doesn't look fun. Having played Richard Garriott's Ultima series, SoTa could wind up very good. I'll check in on it's website off and on in the months to come and see how much depth and variety of play he builds into it. Having seen his past work and how fun it can be, being a future SoTa player is highly likely.
 

Dermott of LS

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Keep the comments clean and keep them fair. I hope this is a lively and interesting discussion... It could just be troll bait. We will see when the dust settles.
Nah, not intending it as troll bait, I'm actually curious as to how people are reacting to the new choices. I thought it might be an interesting discussion as well.

As for my own opinion, I've been with UO for 15 years... from the days of Windows 95 on dialup with a 17in CRT Trinitron to now on high speed cable with three 22in TFT monitors. I've played every client, every expansion, solo group, PvP (well, mostly in the earlier days), PvM, crafting, Siege when it first started, was wiped, and started again. UO is still fun for me, but its biggest failing has been that it simply hasn't kept up with the times technologically. Many issues have cropped up in such attempts from executive meddling to player backlash and here we are waiting to see if we can ever get the game updated for current resolution standards. Be that as it may, I have 15+ years invested in UO and plenty to show for it (even if my old guildmates have long since left).

Ultima Forever excited me when it was announced. Here was a new Ultima game that was being marketed as an actual Ultima game. I never liked UO2... especially the technopunk Borgthorn aspect and hated to see that shoehorned into UO. I even REFUSED to buy LBR because I didn't want a Borgthorn doll much less one for each account I own. I also wasn't big on UX:O because of the models being used for the monsters. They looked too "Disney" for my tastes. I prefer a less cartoony game really. However, with the latest announcement that U4E was going to be iOS only (I own NO and will own NO Apple computer products if I can help it regardless of size), and now the apparent same level of silence coming from U4E, my excitement for that game has cooled. It is becoming more unlikely that I will be checking that one out.

Shroud of the Avatar now has me excited. Seeing Lord British returning to RPG roots and putting together something that even if it doesn't have the name Ultima, is probably going to be the most "real" Ultima we've had in a long time has my interest. I've already chipped in to get into the game (alpha/beta/whenever) and really look forward to getting my feet wet in it.

So for me right now, I'm a UO/SotA person. Depending on how SotA works out, I may swap over completely, balance both, or come back to UO... we'll have to see.

I just thought it would be a fun poll to see where the rest of the UHall stood on the current state of things.
 

Lord Nabin

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*Waits for stock options*
 

Ashlynn_L

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I'll be keeping my UO account.

That said, Shroud of the Avatar isn't an MMO, but I'll be trying it. It looks very interesting. Ultima Forever will apparently be free to play so... I've no reason not to see what it's like. I'm just annoyed it is not available on PC right away.
 

Uvtha

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...

Let's see where the chips stand. We have:

Ultima Online The elder in the group, but still going strong. Unfortunately, it is showing its age and a lot of people have "moved on". In its favor, it still provides one of, if not THE, deepest MMOG experiences possible by being a virtual world instead of a "theme park".

Ultima Forever The retooling and reimaging of Ultima 4. A bit cartoony in appearance and being released (at first at least) for iOS products only. Uses the new "always online, but multiplayer only if you want it to be" system much the same way that Path of Exile uses. Information and furor seems to have died down around it at the moment though.

Shroud of the Avatar Formerly "Ultimate RPG" by Lord British himself. Also follows an online + offline option with new methods of bringing people into your gamespace online. Considered the "spiritual successor to Ultima". Still in early development.

Where are you going? I've also allowed options for any combination, all of the above and none of the above for a reasonably fair poll.
I sort of hate mmos honestly, and have lost a LOT of interest in video games in general. UO is the last mmo I will play I would wager.
 

WootSauce

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Not voting at the moment, but chiming in to say a few things. I am sticking with UO regardless of the other options. Ultima Forever - to me feels like it is not something that I would get into, but I will give it a shot. Who knows, my mind may be blown and I may just give it all of my attention. Oh wait, I don't have an apple device.

As for RG's kickstarter...

I have already pledged heavily into a kickstarter for a sequel to an early 80's game called Wasteland 2 put up by INXILE entertainment. This is run by Brian Fargo who was behind Bard's Tale and a number of very successful games through the ages. I donated heavily to his endeavor not just because I liked the concept, but because Brian has run studios and taken games from concept to finished product in spite of his obstacles. I don't have the same faith in Garriott to be honest. I will pledge some money to his kick starter, but it will not be a generous sum. If he has the capital and confidence to visit the moon, I think he would back his game's vision with a similar fervor as opposed to hitting up his fans for cash.
 
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Tanivar

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If he has the capital and confidence to visit the moon, I think he would back his game's vision with a similar fervor as opposed to hitting up his fans for cash.
It will give him an idea of the potential minimum starting playerbase he can expect. Question will be whether what he creates can hold the interest of those starting players and more.

I am really fond of an old text adventure named Gemstone by Simutronics. I played it from '88 to '02 and have gone back for a while repeatedly. The typing is murder but macroes help a lot, and it does have a real attraction to it. It's intensely RP and fun. Hopefully RG can create something with such a strong fun-factor. :)
 

WootSauce

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It will give him an idea of the potential minimum starting playerbase he can expect.
By taking the money of the people who have an interest in his idea.

Whether it succeeds or fails, and lets be fair, LB has more fail than succeed in the last decade. I also want to believe, but a kickstarter is not just a gauge on interest, it is an acceptance of cash from interested people believing in a promise (or premise). Garriott has a lot to gain or lose in this venture, and I hope for the best, but lets be honest, unless the kisckstarter is simply a test on his end to gauge interest - he IS taking money for his endeavor from people who believe in his name, ideas and track record.
 
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Lord Frodo

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I am staying with UO, the other Ultimas are fun distractions at times and I am getting tired of hearing that Garriott is trying to relive his one and only great game series (Ultima and UO) IMHO Garriott had a vision and a great team to back him with funding from EA but has never been the same afterwards. He still to this date lives off his UO name and that is all he has. I love him and his team for Ultima and UO but it is time for him to give it up b4 he ruins his name anymore with failed attempts.
 

Dermott of LS

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The Kickstarter is mainly to pull in extra venture capital by giving access to the game early and/or extra goodies based on the level of investment so that they can produce SotA without having to go through a publisher like EA/NCSoft/Activision/Blizzard/etc. Basically, the more that goes through Kickstarter, the more like the older Ultimas in terms of freedom to build the game they'll have without having to go through suits and higher-ups.

One of the problems UO (and Ultima from 7 Part 2 forward really) has had is dealing with the EA structure. For releases, they've forced games to be pushed out the door LONG before they were ready. U7 Part 2 had the second half of the game redone to fit time constraints, 8 was supposed to be more fleshed out as well and 9 was a complete mess. In UO terms, it's seen 3 clients forced out LONG before they were properly ready to be released and a general feeling of a lack of communication. Granted this has gotten marginally better recently, but overall, it's still a major issue.

A smaller "indie" company can be a lot more open and quicker to push out publishes and patches to their game. I mentioned Path of Exile above which is an "indie" competitor to Diablo which right now is in the process of releasing weekly updates comprising both game polishing and new content. Right now, SotA through Portalarium is an "indie" game which allows LB and team to discuss what they have planned for the game without having to answer to any higher ups (because they ARE the higher ups).

If you look at the bottom of the SotA Kickstarter page, you'll see that you DO get certain perks for the money you pledge, it's not just giving the money away hoping something will happen.
 

WootSauce

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The Kickstarter is mainly to pull in extra venture capital by giving access to the game early and/or extra goodies based on the level of investment so that they can produce SotA without having to go through a publisher like EA/NCSoft/Activision/Blizzard/etc. Basically, the more that goes through Kickstarter, the more like the older Ultimas in terms of freedom to build the game they'll have without having to go through suits and higher-ups.

One of the problems UO (and Ultima from 7 Part 2 forward really) has had is dealing with the EA structure. For releases, they've forced games to be pushed out the door LONG before they were ready. U7 Part 2 had the second half of the game redone to fit time constraints, 8 was supposed to be more fleshed out as well and 9 was a complete mess. In UO terms, it's seen 3 clients forced out LONG before they were properly ready to be released and a general feeling of a lack of communication. Granted this has gotten marginally better recently, but overall, it's still a major issue.

A smaller "indie" company can be a lot more open and quicker to push out publishes and patches to their game. I mentioned Path of Exile above which is an "indie" competitor to Diablo which right now is in the process of releasing weekly updates comprising both game polishing and new content. Right now, SotA through Portalarium is an "indie" game which allows LB and team to discuss what they have planned for the game without having to answer to any higher ups (because they ARE the higher ups).

If you look at the bottom of the SotA Kickstarter page, you'll see that you DO get certain perks for the money you pledge, it's not just giving the money away hoping something will happen.
Sadly Dermott, I honestly don't believe that Garriott has what it takes to deliver on his Kickstarter promise. As I stated before i have backed another long term KS project and I wont get to see how that pans out until October of 2013, an 18 month gamble from the time I backed it. We will see how it works out, but Kickstarter is not a place to pe-order a game, that is all I am saying.
 

G.v.P

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Shroud of the Avatar Formerly "Ultimate RPG" by Lord British himself. Also follows an online + offline option with new methods of bringing people into your gamespace online. Considered the "spiritual successor to Ultima". Still in early development.
Ultima Forever isn't going to kill UO, but Shroud of the Avatar could. It has housing, not sure if it will have pets. But the problem is it's in pre Alpha right now. Right now the demo looks like ****, to be honest. We really do need time for the dust to settle, IMO.

PS--last I looked their KS had 800k, and they wanted about 1 mil. Looks like theyll make it.
 
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Zosimus

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What RG is creating is more like the Ultima fans are looking for and try to get into the new younger market that likes games in todays apps and facebook crowd. He will most likely succeed and make a ton of money off of it.

UO is unique and it stands alone in todays MMO world but people don't have the time to play a game like UO a a new player. Skill gain is still a long process even with what UO has today to raise them faster. Plus 120 ps are needed. Then you have to read up on a library of information just to build a template, build a suit, the right weapons, use UOA on CC and figure out the EC features, add Pincos mods to the list, earn gold to just make it in the game, and pick the right shard so you have a decent population to play with.

I am not slamming UO but for younger new players to be interested in UO they have to have the time. Teens are playing leveling games, better graphics, huge populations, but also have a short attention span. They get bored easily but UO would be like school work + university work + real life work = forget that. Technology has evolved and they want to text friends, twitter, downlaod music, where is the next party, console games, wonder what the Beibs is up to and so on.

The only thing that will kill UO is when it's not making money anymore. When it starts costing EA more than what UO is making they will sell it or kill it. The ones against doing any more gaming than just UO if it did end, there are games you may find a little enjoyment out of if you tried them. If UO was so much of a hobby and enjoyment to many why give up that hobby and enjoyment because it is gone?

UO will always be a big part of my MMO experience but I dont want to see it gone or dead. I have good and bad memories of the game but I dont let that stop me from playing other MMO's.

SOTA and U4E are both focusing on a different market that some here have issues with and some others here don't. Both are more mobile focused. You just kind of go with the technology or one day you may not figure out that remote you bought with your new tv and cant turn the power on. :)
 

Viper09

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Will just have to wait and see how Shroud of the Avatar turns out.
 
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Wenchkin

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I will continue to play UO when time and money permits, and UF will work nicely alongside it. Given that UF will be mobile, and F2P it will be quite appealing just as an Ultima game you can play when away from a PC or at work. Choosing to play both depending what device you're on is good. Shame it wasn't an option when I worked in an office lol.

SotA... if it has a sub, no. It's also PC only which means it doesn't work well alongside UO by covering additional devices. Housing isn't a real pull for me now, I don't have enough gaming time to hoard lol. And not a big RG fan, his work on Ultima isn't going to make me follow him to this unless it looks great as a game. And it doesn't, at least not yet. Even if it was great, I have doubts it will last long. I can't put my finger on it, but it just doesn't excite me at all. And that makes me wary.

Wenchy
 

Aurelius

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I tend to like Garriott's phlosophy of and approach to game design, even it sometimes fails on production. Since I want more variety and depth in games, and that is never going to come from the existing games companies (unless they follow past practice and buy up an original independent developer, then crush them into the corporate 'thinking' so the game dies fairly fast anyway), I reckon new games with original or different approaches are sometimes worth supporting. Shroud of the Avatar fits my categories, lots of interesting new approaches are being discussed. I can't force them to be part of the final product, but rather than sit about waiting for the same old tired companies to ship another unoriginal clone or 'beta version' passed off as a finished product, I think it's worth trying to support something that might be better.

The comments about 'taking people's money' as if that's a terrible thing to do make me laugh though - it's my money, no gun is at my head, and I choose if I use some of it to support an idea. EA 'take your money' too, and they are far richer than Garriott, and any of us, will probably ever be, but seem to have no concept of customer involvement, support, innovative thinking, original design..... can't see that sending a small part of my money elsewhere is any sort of negative concept.

As mentioned, Kickstarter is a bad way to 'pre-order' a game, but it's a good way to try support the originality that is not coming from anywhere else.
 

SpyderBite

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I just footed $30 backing for Shroud on Kickstarter the other day. Looking forward to seeing how it turns out.
 

G.v.P

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Right now, in pre-Alpha, Shroud of the Avatar looks like Fate. I'm expecting a little more if I'm going to invest. We know there will be housing, but whether or not there will be mounts, etc., is up in the air.
RG: Will there be taming? Over time pets have been one of my favorite parts in my mind of a game, and I liked the profession of taming going back to UO and games since that have allowed you to tame pets so it’s definitely on the professions list, we haven’t placed a priority on that just yet, we’ve been focusing on core game components first, the fundamental fighter and magic user aspects of the combat skills. We haven’t yet placed priority on anything after that but pets and taming we know are on the short list of skills we’d like to have and in fact Rick Holtrop who’s in the other room and has done a lot of work already just in the last couple weeks leading up to this kickstarter campaign, has designed a quest where you try to save a baby dragon and the parent dragon was very thankful for you and this showed the beginnings of a simulated pet system.
http://mitchellhamilton.blogspot.ca/2013/03/shroud-of-avatar-video-transcript-2.html

The major thing, though, is SotA will be more like Diablo in scope, not an MMO. So they're talking about 12 people in a party and stuff like that. UO doesn't have a huge population, but you can still have fights consisting of 20-30 people.

If SotA is a FTP Fate then it could certainly steal away some UO subscribers, but it can't deliver what an MMO can, which will hurt it in the long run.
 
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Taylor

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I play between 3-5 different titles on a weekly basis, so I'm calling "false dichotomy." SotA and UO are wildly different games; their shared lore affords them more symbiotic benefits than detriments.

I fully expect quite a few Kickstarter supporters to re-investigate UO in the very near future.
 

Tanivar

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SoTa is likely to have a problem with the limited housing they mentioned. I was going to donate until I realized it would take a $500 donation to get a village house. Once the game opens, I can see game houses selling on Ebay as happened with UO.

Hopefully the game has good content, offers many play styles such as being able to play a Crafter/Merchant, and has a UI that clicks with me like the CC does instead of clunking as the EC does. Graphics & Great Content you don't have a good UI to access it with will not keep customers. If we're lucky, RG has that aspect covered and his people can come up with a gem of a UI.

Just so it's not basically a simple monster hacker, no I.Q. needed. That would definitely be a bummer.
 

Dermott of LS

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...

I play between 3-5 different titles on a weekly basis, so I'm calling "false dichotomy."
I wouldn't as I didn't make it an either/or poll, but gave a choice of each combination to see where people's interests were lying based on the news provided. Some will play one of the three, some will play a combination of two of the three, some will play all three, some will play none. I also tried to not make the poll be specifically in favor of one over the other. Each have their strengths and weaknesses in comparison to the other.

(Different post)

Hopefully the game has good content, offers many play styles such as being able to play a Crafter/Merchant, and has a UI that clicks with me like the CC does instead of clunking as the EC does. Graphics & Great Content you don't have a good UI to access it with will not keep customers. If we're lucky, RG has that aspect covered and his people can come up with a gem of a UI.
We've gone around on this one before and I'm STILL not getting where you're saying that the CC's UI is better than the EC's UI. I just don't see it. Yes, I hope all three games achieve a useful and powerful UI (The EC already has that IMO... it's the ONE area that they've improved on).
 

Storm

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I will be staying with Ultima online, But I will try the others and if I like them I will play them also. I am really interested in trying Shroud
 

DerekL

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SoTa is likely to have a problem with the limited housing they mentioned. I was going to donate until I realized it would take a $500 donation to get a village house.
Yep. When I saw the bit about limited housing... I closed the tab.
 

Lug

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I'm staying with UO.

Shroud of the Avatar does have my i hopes high for a UO replacement. However it'll have to be really darn good for me to leave UO.
 
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Irulia Darkaith

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Well I gave the kickstarter a few bucks, but watching the video and the promises of what the game will be reminds me a lot of the promises made of UO when it was in alpha. Regardless, no matter how good it might end up being, I can't imagine dropping UO for any new game - it's still utterly unique. At best SotA will be a temporary distraction for me like WoW, DDO and WO.
 

LiquidSolidity

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I don't think Shroud of the Avatar has ever been intended to be a UO replacement. It's going to be a very different game to UO. I reckon that both games will complement each other. What I am hoping is going to happen, and is already, is that Lord British's new game will be a success and that this success will bring new and old players back to UO. Perhaps the renewed interest in the new Lord British game will also give EA a much needed reminder that there are many hundreds of thousands of Ultima fans out there and that a new well-made UO game would be guaranteed to do well.
 

Zosimus

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I really hope that some understands that SOTA is nothing like UO. It may have the feel of Ultima but it's not UO at all. Mobile people. Its will be more focused like a facebook game and tablets. Yes you can play it on a PC but he is jumping in the new market where UO can't because of the compexity of the game.


Housing wont be an issue. Many game apps now have housing. stores and such. You friend people and go see their stuff. Most likely will be similar to those as being instanced.

Let me add finally even though he gets his 1 million KS doesn't mean the game will be successful. The gaming world is fickle and full of players from different walks of life. He may get a ton of people in the game at first then bam, after a few months the population would drop drastically. I truly feel the game will be successful as a money maker and I will give it a shot from time to time when I have the chance but thats what the game is for. Not like a pure MMO that you are playing all the time.
 

NuSair

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I played UO because of Ultima. If I were to start playing UO today, having never played Ultima, I doubt very seriously that I would be hooked.

I don't want SotA to be like Ultima Online is now. There are enough similarities and I don't agree that SotA is nothing like UO.

Ultima Online is NOT Ultima. It hasn't been for a long time.
 

Herman

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UNLEASHED
I was not going to play any of these new ultima games but after watching the Garriot interview now i m looking forward to that game something that have not happen to me in the last 10 years for any games
 

Dermott of LS

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I really hope that some understands that SOTA is nothing like UO. It may have the feel of Ultima but it's not UO at all. Mobile people. Its will be more focused like a facebook game and tablets. Yes you can play it on a PC but he is jumping in the new market where UO can't because of the compexity of the game.
The initial release of SotA won't be as complex as UO... well maybe not UO now anyway. In one of the initial video interviews, LB talks about how when a new level of games are born, you return back to a basic version then build in complexity. He's also stated that SotA will not release with everything already in the game. Various crafting skills will be added over time as will more towns/villages/cities for player housing (as needs arrive).

I think you may have SotA confused with U4E. U4E is going to be the "lighter" portable friendly game where SotA is being planned on being a more complex game overall.

Just the whole dual-scale map system will make SotA much different from UO, plus the fact that it will have various levels from pure offline through wide open online and an actual plotline that will be played through.
 

Zosimus

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...



The initial release of SotA won't be as complex as UO... well maybe not UO now anyway. In one of the initial video interviews, LB talks about how when a new level of games are born, you return back to a basic version then build in complexity. He's also stated that SotA will not release with everything already in the game. Various crafting skills will be added over time as will more towns/villages/cities for player housing (as needs arrive).

I think you may have SotA confused with U4E. U4E is going to be the "lighter" portable friendly game where SotA is being planned on being a more complex game overall.

Just the whole dual-scale map system will make SotA much different from UO, plus the fact that it will have various levels from pure offline through wide open online and an actual plotline that will be played through.

Nope no confusion at all. SOTA will not be a MMO in a sense. RG has stated in the past already that facebook and mobile is the way to go. He isn't into making a mmo as some would love to think. Todays smartphones and tablets are just as strong as some computers 6 years ago. Part of my responsabilties for the site I work on is to know what is going on in many genres of games and U4E and SOTA will be competing in the same market which includes the mobile market and tablets.


Just one of many articles below where he has stated about his feelings on MMO's so not sure what you are thinking that it wont be lighter and more complex. I didnt say it wouldn't be for PC but he is focusing on mobile and facebook. As he stated its easier to buy an app or a game for 2 to 3 bucks and people not think a thing of it. Angry Birds has been downloaded over 70 billion times. This includes free version and paid version. Imagine if RG got 3 billion downloads at 3 bones a pop that be 9 billion dollars. RG knows what he is doing and he is in no way making a more complex game that smartphones/tablets today can't handle.


http://www.gamasutra.com/view/news/35077/Garriott_MMOs_Are_Too_Big_Of_A_Hassle.php



Garriott: MMOs Are Too Big Of A Hassle
Richard Garriott, whose new developer Portalarium is working on an "Ultima Online-like" social MMO, says he's stopped playing games in the genre in favor of iPhone titles due to accessibility issues, he tells Gamasutra in a new feature interview.

"Even the kinds of games that you might think I would make, I don't generally play, because they're often just too much of a hassle to get into them. And so comfortably introducing people into your depth is a lesson all games should learn," says Garriott.

"I find them overwhelming -- you get dropped in the middle of this gigantic world, you have no idea what to do, you have no idea where to start, you're going like, 'Oh my God, it's going to take me so long to even know whether I like this game, that I'm daunted to start!', if you know what I mean. I go, 'Yep, looks beautiful! Okay, I'm done.' [laughs]"

Garriott currently has plans to release a new title, entitled Lord British’s New Britannia, as a social MMO for multiple platforms, including Facebook, web, and smartphones.

"The reason why I play so many games on this platform is because it's so easy, and two to five bucks is an impulse purchase. I don't even think of a price that I'm paying to play these games, even though in total, in a month, I pay a lot more for iPhone games than I ever did in PC games because I just buy a lot more of them. And so that's fine," he says.

The full feature interview is full of insights and observations about the current state of the game market and includes discussions of plans for Portalarium's games -- and it's live now on Gamasutra.


http://www.gamasutra.com/view/feature/6404/the_right_amount_of_depth_lord_.php



The Right Amount Of Depth: Lord British Goes Socialby Brandon Sheffield [Design, Interview, Social/Online]
4 comments

June 10, 2011 Page 1 of 4

Last year, veteran developer Richard Garriott -- aka Lord British -- founded his latest developer, Portalarium, to create social games. Like many long-term PC developers, he's come to see the social space as the natural evolution of the platform, and has chosen to embrace it. Recently, the company secured $3.6 million in funding.

In this extensive interview, Garriott speaks about his plans to bring an "Ultima Online-like experience" to social gamers, and how he sees a need for this to be platform-agnostic and accessible as well as deep and meaningful -- and how he thinks social gaming audiences have been trained up by Zynga to be ready for deeper, richer experiences.


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"Even the kinds of games that you might think I would make, I don't generally play, because they're often just too much of a hassle to get into them," says Garriott, of the current crop of MMOs.

Instead, he says, he spends his gaming time with the iPhone, and believes that the true evolution of games will be one that allows mainstream gamers to touch the depth of design that he and his compatriots are capable of.

What's the state of Portalarium now?

Richard Garriott: So we started the company just over a year ago. It's what I'll call my "usual suspects", it's you know... Got my friend David [Swofford] who you just saw, who's our PR/marketing guy, Fred Schmidt who's kind of our business side, and Dallas Snell is running product development.

And a bunch of the developers, all of us who have worked together at Origin and NCsoft -- or Destination Games, which became NCsoft -- Origin, EA, Destination Games, NCsoft, now Portalarium.

You know, our first year has been largely building infrastructure and technology. Our belief about social media games is that not only do we believe we can create great games, but delivered through free-to-play, pay as you go, and, you know, click on an email link to start playing, which we think is the kind of critical aspect of the new delivery.

But also we believe that... one of the key aspects of what is not being done well now that we believe can and should be done much better -- and hopefully we'll lead the charge in this area -- is that if you look at most of the companies making casual or social games right now they... even if you're playing the same companies' games, you're largely siloed from each other.
Now if you're playing one Ville-like game and I'm playing a different Ville-like game, we don't know about each other's activities during those games until after I log out and look at my posts on my wall and I go, "Oh, at the same that I was playing, my friend was playing this other game; kind of wish I knew that."

And so we've created an infrastructure -- a standardized messaging system between all games -- so that while you're playing a game, I can get notifications of what you've done that I can either ignore, tell you congratulations or whatever else, or click on a link that lets me change games and jump right in and play right alongside you. So we believe that we're trying to deepen the connections between you and your friends across all the games that you play.


And so that's what we've been building so far. We've shipped two very light games -- just a couple of casino games that we used to test that backbone. We're just about to release our first truly original game, which is still a very light game in a sense of social media type game, but not a farming game, not a café operation game, not a pet management game, but a truly original game; it's still quite light by what people might expect from Lord British standards.
That game is called Ultimate Collector. And then we're going to roll into what I call the next, you know, big Lord British virtual world game (Lord British’s New Britannia).

Can you tell us a little more about these?

RG: Ultimate Collector, set in a contemporary world/theme, will be out sometime this summer and is a unique social media style game which will have some of the same conventions (asynchronous play, sharing accomplishments and information with your friends, etc.) that are part of successful social media games today.

I will soon begin development of my new Lord British-style RPG for social media and mobile platforms in the very near future. Lord British's New Britannia, which was mentioned in our SXSW Accelerator presentation in March, is a working title for that product.
It sounds like you're doing this outside the confines of Facebook a bit?

RG: Well, we're what I call platform agnostic. So far we deliver on Facebook, Hi5, we will do independent web, but it's not out yet. We have the iPad version already in test about to release, iPhone version's underway. So we're going to deliver on all of these kinds of platforms.


Why build a lot of infrastructure when you could actually sort of build that into Facebook? The iPhone has infrastructure for gaming as well.
RG: By the way, I almost do all of my gaming now on iPhone. But the infrastructure that's on there... I'm not talking about the infrastructure that allows people to post on the Wall with OpenFeint-type results. I'm talking about real time data streams to where, in real time, we're aware of each other's activity so that we can find each other more ad hoc, and interact on a real time basis.


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Well, in fact, let me give you this analogy. I was on LinkedIn before I was on Facebook, so I have a whole friends list on LinkedIn, I have a different set of friends on Facebook, and I have another set of followers and followees on Twitter.
Well, in my mind, all I really care about is who my friends are. And I have no personal tie to Facebook, I have no personal tie to Twitter, I have no personal tie to LinkedIn -- I only have a personal tie to my friends.

And so what we're trying to do is obfuscate the platform, because I don't think you care about that platform; what you care about is your friends. And so we, part of our tool suite people will actually help you integrate all of your friends into one friends list, and as you move around in life, your friends list is for you.
And you don't want to be spammed by all the crap that comes from people who aren't actually your friends, and you do want to, at least, have the choice to follow in on the activities of the people you have elected to be your true friends.

And how do you do that from a UI perspective?

RG: If you have any game open, or the web browser open, or a plugin installed, there's just a little window that pops up that just says, "Hey, your friend so-and-so just conquered three bad guys and you got three sacks of gold." And that'll just be a little briefly popped up window that will close on its own.
But also what's on that little placard, it could say "ignore", which means you won't see anymore from that particular data stream. Or reply, which you could say, "Hey, congratulations", but that's the end of it; you'd still have a real time interaction. Or "play", and that means it will immediately launch that game and drop you in the world right next to that person.

A lot of these games send too many notifications already. You could maybe do a ticker...

RG: Well, way too many, I think. But these are small enough and frequent enough in our minds that I don't think it'll become overwhelming. But, by the way, if it was basically a constant stream, a ticker would by far be the better choice. But at this point, we don't anticipate that the frequency will be that high.
But yeah, one of my frustrations with social media games is how basically everything I do, a placard pops up that says, "Sure you don't want to post it to Facebook to every one of your friends?", and I'm going, "No, I really don't."

Xbox Live is kind of analogous, and actually I do get annoyed by the popups like, "So and so is online", and they're having some network connectivity problems so like every few seconds...

RG: It starts up over and over again?

Yeah, every minute. It's like I'm trying to look at something and it's like, "Heeey!"

RG: "Hey, hey!" Yep, yep. Well, that's why our little ignore button will kind of remove that whole stream. And once you've kind of indicated your interest level of following along with that person today or not, that'll be the end of it.

Talking of like the deeper level stuff, last year we had a brief conversation about directed narrative in social games and whether it was possible. Now that you've been working with these platforms a little more, what do you think about that now?

RG: That's one of the things I think that's going to be interesting to see how it plays out in this new era. If you think about it right now, most of the games that have proven to be popular on social media are not actually what I call massively multiplayer; they're not people concurrently playing in the same world. There are people whose activities in a world can leave a trail which can be adopted, or impact someone else's trail or activity in that virtual world, if you follow my meaning.

And actually in that particular, I think linear narrative is actually pretty easy. Because frankly that you can do a solo player Ultima that [notifies] whenever I've achieved something, or left something in your world for you to pick up next time you were in there. So you can actually do directive narrative pretty easily in the way that most social media games are currently popular.
Now that being said, one of my personal goals is to create a more what I call an Ultima Online-like experience with the game that I'm hoping to do -- the big game coming up. And that will again go back to making linear narrative somewhat of a challenge, just like it was a challenge in Ultima Online.

As a person who does not have very much interest in the current crop of social games, maybe I would be interested in something like that; I'm not sure.

RG: But here's the thing -- and by the way, I don't have very much interest in the current crop of social games -- but you know like you said, you're also an iPhone gamer. Previous to the iPhone I would describe myself as a PC gamer, but I probably played one PC game per year, really, a lot. I mean, I looked at many, but I only really got into one game a year.



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On the iPhone I play one new game a week, a lot, to completion usually. And I probably have 50 games installed in this iPhone right now and I've played them all to completion. I'm much more of a gamer now than I ever was in the past, but I consider this: these are clearly casual. Not exactly social, but they still fit my definition of the future, [which] is games I can play on this.
And so the analogy I often give is I go to people who are worried about "are casual games ever going to be things they want to play" and I go, "Of course they are going to be."

Because imagine two games, one of which is Ultima Online the way it was shipped. You go to the store and pay 50 bucks for it -- well first of all you have to drive to the store, pay 50 dollars, bring it home, install it, then you have to sign up to pay 10 dollars a month, and then you can play it.

Or here's version 2: same exact game, but your friend sent you an email, click on this link and you can play. You click on it, you begin playing immediately, it's streaming download -- you don't have to do the huge install to begin with, and only if you play past level 5 do I then find a way to charge you for it -- for hopefully about the same amount of money.

Which of those games are you going to enjoy the most? Presumably, you're going to enjoy them the same -- because it's the same game -- but which one do you think is going to spread more easily? Well, clearly the one that you can just click on an email and play is going to spread more easily.

So that's what I'm saying -- don't worry about the content of what you see so far. Think of it as a distribution method and a platform of access. The reason why I play so many games on this platform is because it's so easy, and two to five bucks is an impulse purchase. I don't even think of a price that I'm paying to play these games, even though in total, in a month, I pay a lot more for iPhone games than I ever did in PC games because I just buy a lot more of them. And so that's fine.
It seems like there's potential for more cross platform interactivity than there has been.

RG: Well when people are doubters, here's another thing I like to point out. Let's look at three Zynga games: FarmVille, FrontierVille, and CityVille. So when I looked at FarmVille. It's super popular. You go play it and you go, "Wow, this UI is actually pretty damn clunky." It's actually hard to use, it's confusing to use, so if I was a beginning user, a light user I'm going like, "Wow, it's just not that elegant."

I mean, I'm surprised that people can get through the awkward frontend to have an appreciation for this game that, frankly, is still pretty simple -- in fact, a little too simple for me. Not enough going on, not enough depth. I'm shocked that it's so popular but it is.

Then move to FrontierVille -- much better designed. User interface works a lot better, it's actually consistent in its design, much more reliability. The depth of the game is considerably more fleshed out, the animation's better. I go like, "Wow, now I can really appreciate it; that's a real game." Still not exactly what I want to play, but it's a real game.

Now more recently you look at CityVille. CityVille has surpassed FarmVille, even in popularity -- which was the most popular game in the world. But I look at it and go, "It's actually too much for me." Literally, there is so much going on the screen concurrently; I can't keep up. I mean there are stars bouncing around and things to click on and, literally, I find the game overwhelming.

And so it has actually exceeded my personal capacity of being able to manage what's happening all on the screen at one time. And these are the brand new, beginning players, who've never played games before in their life, prior to these other games -- who now are pushing out a hundred million users in one game -- and they're already now managing to handle more complexity than, frankly, I want!

And so when people go like, "Oh, these games are gonna be too simple and these new users are never going to be able to handle the depth and sophistication", I'm going, "That's bull; they already are!" And so, just give it some time, for people to mature in their experiences and their expectations, and understand this diversity. The pace of their journey through gaming -- these new 100 million people -- is going at a phenomenal pace. And so the convergence absolutely will happen, just like in the movie industry.

You know, great movies are seen by everybody. But there's lots of romantic comedies -- are mostly seen by the women who are dragging their boyfriends there. There's lots of adventure movies -- all seen by the guys and some girls that get dragged there by the guys.

And the same thing's going to be true now for games. There's going to be a nice stable of breadth of games, all delivered to now all of humanity, globally, all ages, all walks of life. That's a great thing, and all of us as traditional gamers should not fear this, should not pooh-pooh it. Life is going to be fine. We're going to give the games you want to play in the new medium.

It is interesting to see the evolution of these games. I saw a quasi tech side FarmVille postmortem and they really were bolting things on to it as it got more popular. "Oops! We gotta do some more stuff here."

RG: And it looks, and feels, bolted on.


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Right, so that accounts for the strange UI. But it is interesting to see this as it starts to be more and more from a web development side, how the UI improves, because people have appreciated now that simple is better, and have figured out how to actually communicate this information a little better. I think that's the hardest thing to do.

RG: Well, and I think another big lesson for all games from social media is the constant teaching of the UI.

For example, a drag and slide bar pretty much doesn't exist in social media games. There's a right and left arrow to go to the next page, but there's not like a slide bar to go through a long piece of information, because what people have found is a lot of people just didn't figure it out, you know what I mean?
It's a level of user interface sophistication where they lose people. When people have done that, people buy all the stuff that's on the first page but they never buy the stuff on the second or third page, because they never really drag that slider bar.

And so, making sure your UI is really easy to understand, we're talking about it has to be, you know, when you walk up to a washing machine or a dishwasher, everybody knows how to operate it, because it's got a very simple set of standardized controls. And there's no problem with that, it's actually just a reality! If you're going to deal with all of humanity, just make sure that you hand-hold people through the utilization, and make things as standardized, and only one level of conceptual complexity, as possible.

It doesn't mean they don't appreciate good literary content, it doesn't mean they don't appreciate rich, detailed NPCs in immersive virtual worlds -- you just have to don't overwhelm them with it. Even as a hardcore gamer, I play some things -- like I download many of the free-to-play MMOs that are out these days. A lot of them are graphically beautiful, have really nice user interfaces, have NPCs of great diversity, have all the kind of what I call "feature complete" in the sense of avatars with detail, and just all these other kinds of ways that they're rich.

But I find them overwhelming -- you get dropped in the middle of this gigantic world, you have no idea what to do, you have no idea where to start, you're going like, "Oh my God, it's going to take me so long to even know whether I like this game, that I'm daunted to start!", if you know what I mean. I go, "Yep, looks beautiful! Okay, I'm done." [laughs] And I don't play 'em. Even the kinds of games that you might think I would make, I don't generally play, because they're often just too much of a hassle to get into them. And so comfortably introducing people into your depth is a lesson all games should learn.

Yeah, and they have the advantage there of metrics. Being able to see what people are actually doing, they're not just guessing...

RG: Right, and by the way we had that in MMOs also. So no MMO developer should be excused from not knowing the answers to these questions because we had metrics then, too.

I think back then there was more of a reluctance to do it because it felt like cheating or something, as a game developer. But it is quite useful.

RG: Yeah, well, I can tell you in Ultima Online we constantly used those metrics to redesign the game. For example, one of my favorite stories is, in Ultima Online, when the game shipped, you could use a fishing pole on the water and there was a 50/50 chance you'd get a fish. Beginning and end of simulation -- literately use a pole, on water, 50/50, fish. Lots of people did it, tons of people did it.

And people began to believe apocryphal information about fishing; they began to believe that if you fished in a river versus in the ocean they were better chances of getting fish, which of course was not true. I told you the simulation use fishing pole, on water, 50/50, fish. That's it!

But so many people were doing it, and so many people had these fictitious beliefs that we thought, "Wow, we should spend some time to make fishing better!" And we did. Over time we actually made the fishing simulation more improved, gave you different kinds of fish, and there really was a point to using different places, and then it became even more popular.

And there were things that we thought were really cool that we put in the game, that nobody noticed or cared about -- very sad and tragic. But we either fixed and adressed those, or often, we just removed them from the game.

And so, even from the beginning -- I don't think of the metrics-driven feedback to me as new at all; I actually look at it as, "Yeah, of course you're doing it." And they are doing some things that are new, like we would never do A/B testing on the color of text. But you know that's interesting and useful to know how to optimize your value stream, but it really is something we were already doing 10 years ago.


The only difference between KS and a gaming company that would be his investor/boss is....

1) The people dontaing the money has no ownership of the product. It's not an investment and wont see a return on it. RG and team has final say on the product 100%

2) A gaming company would want their investement and more and has say on the product. They would have final say even to RG objections.
 
Last edited:

Dermott of LS

UOEC Modder
Stratics Veteran
Stratics Legend
...

I've been following the SotA development feeds since I've put in my $30 to get in on the whole thing. The multi-player aspect actually has several different layers to it from Offline Solo to full open online. This is listed out in the latest Dev post via Kickstarter and is worth the read. I'm just going to focus on one statement (well three in the line really) instead of all of the stuff from TWO YEARS AGO since the SotA team has been tweaking their game model based on player feedback over the past week already.

1) The people dontaing the money has no ownership of the product. It's not an investment and wont see a return on it. RG and team has final say on the product 100%
1. Correct, the donators do not have ownership in SotA.
2. Incorrect. It can be seen as an investment but it is incorrect to say they will not see a return. For the $25-35, the return is early access to the game all the way up to the $10,000 level (which already sold out on the first day) which gives a laundry list of stuff up to and including meeting with the SotA dev team, a personal tour of Britannia Manor by Garriott and an original physical copy of Aklabeth. So instead of being a "stock" or "bond" in Portalarium, you're purchasing one or more perks or physical items based on your level of choice.
3. Correct. RG and team having the final say was the entire reason why they went Kickstarter instead of going back to EA or NCSoft (or Activision or Blizzard, etc). Basically, consider the Ultima series up through Serpent Isle, then look at what steaming piles U8 and 9 were in comparison. That's his rationale, and given his experience, I can't really say I blame him.
 

Eärendil

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No offense, but the way the items are designed makes it almost impossible to produce reliable results with this polls :gee:... Just saying...

Here, youn can see why:

  • I'm staying with Ultima Online
Yes!

  • I'm looking forward to Ultima Forever
Yes, a little bit!

  • I'm following Lord British to Shroud of the Avatar
Yes!

  • I'm sticking with EA and playing both UO and U4E
Err, yes - I think so...

  • I like Lord British's creations so UO and SotA
Err, of course. But why can´t I click this AND the other items?

  • I like Ultima but tired of UO, so I am looking forward to trying both U4E and Sot
First item I would vote "No"

  • I'm a fan of all three and will be playing them all
Can´t say that I am fan of games I have never see/played. But the second half of the item might be quite realistic...

  • Ugh! I can't stand any more Ultima or Lord British, I'm avoiding them ALL!
Second item I would vote "No"


So, next time I offer my skills as questionnaire designer for a social-empiric university department... That´s my daily business. Think I can help ;)

NO OFFENSE! Just methodological criticism, hehe
 
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