The original UO was amazing. Once they broke it off into "PVP" world and "Cupcake" world it was horribly uninteresting to me.
I loved being able to go out of town, and worry about what might happen to me. There were no reigns and little punishments for those who preyed on people, and little reward for those who defended people.
My favorite moment had to have been a day when I get ganked outside of a town, lost all my stuff, along with some other newbs, then went into town and rallied some veteran players to come to our aid and clean out the bandits.
This sort of mechanic just doesn't happen anymore in any MMO I've ever played since, and I can't figure out why it's not there. I think it's part of the reason why UO shot to such huge success and then kind of tapered off after the 3d MMO's came out.
Eventually though I guess, everyone is a "veteran" player, and it makes it much harder to live among newbs and elders on such a small map where the only thing that really seperates you from skill are certain dungeons.
Games like WoW put you in your own little newb area and generally discourage any travel outside of those areas until you are ready. The original UO, well, you could do anything you damn well pleased. But you had a pretty good chance of getting killed
Anyone else feel this way about the MMO mechanic? Why constrain player will so much?
I love the social aspect of MMO games and honestly, thats why I get so uninterested in them. You aren't being social by ganging up on AI to get skills. And I'm not impressed with the PVP battles that do take place. What is the fun in bringing a battle to someone in their "battle zone"? I want to bring the battle home...to where people feel most vulnerable.
That's when things get really interesting!
