Richard Garriot Interview ( and UO Second Age comment)

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Myrcella
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Richard Garriot Interview ( and UO Second Age comment)

Post by Myrcella »

Currently you can find more and more talking about Richard Garriot and him making a new Ultima Online...

I think this is a nice opportunity to give hints in the comment areas about UO-Second Age. :)

This is a unvortunatly German Interview with Richard Garriot...

but he talks about making a new UO in the Social Game Direction.

I recommend there to google out Freeshard UO Second Age,l to reexperience one of his best game eras.

http://www.gamersglobal.de/interview/ne ... ent-456602


Opps. wrong section...could someone move it to the tavern

LudKrud
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Re: Richard Garriot Interview ( and UO Second Age comment)

Post by LudKrud »

In other words you posted this for Arsen....why didnt you just PM it to him?

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Re: Richard Garriot Interview ( and UO Second Age comment)

Post by Atraxi »

LudKrud wrote:In other words you posted this for Arsen....why didnt you just PM it to him?
Arsen's not the only one who can read that. With a couple of extra clicks, you can read it, too. It's not the poster's fault that it's it German.

Google Translate FTW!
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Re: Richard Garriot Interview ( and UO Second Age comment)

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Here, I did the clicking for you. The article in English, courtesy of Google Translate:
"Call it New Britannia"
Characteristics
Ultima Online
PC
Genre: MMO
Under Genre: MMO-RPG
USK: 12
PEGI: not available
Developer: Origin Systems
Publisher: Electronic Arts
Release Date: 09/30/1997
More about
Screens and videos
He created one of the longest running RPG series and the first commercially successful MMO, co-founded Origin, the company sold to EA, flew into space and flopped Tabula Rasa: Well believe Richard Garriott, core gamers and Farmville fans gather online can be. With his project "Ultimate RPG: New Britannia".

On 14 November 2011 was Richard Garriott, the cat out of the bag: "Because am disappointed, developed in the direction EA 'old Britannia' has, since 2000 Origin Systems have left wants [me] by [me] created virtual world to build new. " Richard Garriott talks about, you could 'Lord British's Ultimate Role Playing Game' Akalabeth (the title of his first computer game) or "New Britannia" (Britannia, the game world of Ultima and Ultima Online) call - Ultima can not say it, yes, the rights EA holds. Richard Garriott apparently hoping to get these rights back together with Electronic Arts, or tackle a new edition. But since that is in the stars, he makes it easy for the time being on your own.

If the new project - to be a complex social game - the desperate attempt of a major computer game designers of the 80s and 90s, once again to build on former glory? For the first and last intensive game that Garriott (who is now correctly Dr. Richard Garriott de Cayeux) after his departure from EA / Origin for NC Soft has developed suggested wrong in record time: Tabula Rasa, a sci-fi MMO, held through after starting only 14 months. And after ten months disgusted NC Soft Garriott (who realized his dream at this time, as his astronaut father Owen Garriott to fly into space) from the company, what this did to sweeten later with 28 million dollars in court-won compensation .

GamersGlobal editor Jörg Langer talked to Garriott - the first time he had interviewed in November 1994 in Austin - about the strategy behind the project. And why the Ultima creator believes that social games, the third era, which have already incurred future of computer games. What does the experienced designers do better than competitors at playing simple, but mass-market and profit-optimized titles like Farmville or Cityville? How should such a thing to elicit a core gamer behind the stove? And there is no contradiction, that his company has released so far only two Portalarium poker games?

The interview
Ultimate RPG New Britannia
The known facts about the planned "Ultimate RPG," Garriott about especially with the working title of New Britannia says:

It should appeal to Ultima Online or Britannia fans as well as Farmville player
There will be customizable avatar-houses (as they already knew Ultima Online)
"True Roles" for the characters, not only character classes that revolve around fighting
A "beautiful, extremely interactive world"
Virtues as a game element (first introduced in Ultima 4)
The player should be shown the consequences of his actions
Synchronous and asynchronous gameplay features (asynchronous: Player A and B interact indirectly, without having to be online simultaneously)
(Short) stories to be published in parallel in order to describe the world closer
Also conceivable real-world maps, coins and other (typical supplements in the old Ultima games), were able to buy the players
"Smaller, thinner and lighter" than the previous Ultimas - at least at the beginning
Less gameplay features than most current MMOs
Using feedback from the players should grow steadily
New Britannia will appear on Facebook, PC and mobile platforms
Targeted Release Date: 2013

GamersGlobal: Richard, many years ago (1999, editor's note) have you shown me once the property for your second Britannia Manor in Austin, but up to the jetty below the cliff on which should again be the main building, was to see anything yet. Is your new home ready now?

Richard Garriott: No, not yet. When I talked to a few years ago my then-fiance on the subject, she said: "Want to fly into space or make the house ready?" Always one thing after another.

GamersGlobal: Now you've married your fiance.

Richard Garriott: Yes. On 1 July, 2011. I am of the third July turned 50 years old, and she said: "If you want to marry me, you must do this before you're 50 I will marry no Fifty Years' She is in her thirties, I found this an understandable attitude...

GamersGlobal: In every speech, which you now think you're talking about the "third era of computer games," which do you think social games. You were heavily involved in the postulated from you "First Era" (solo game) and you were with Ultima Online is one of the founders of the "second era" (Multiplayer / MMO). Your next MMO Tabula Rasa was a failure, has left no permanent traces in the genre. And now you're afraid to jump quickly enough on the social-games-train?

Richard Garriott: Fear has nothing to do. It's just the truth that social games are the new era. I would still love to make a new solo-Ultima, from the personal point of view would be great fun. I not only believe it, that it would still make money.

GamersGlobal: You have the rights to it anyway, which lie at EA.

Richard Garriott: I think generally this type of game. Even if I had the Ultima rights, I would not do it well.

GamersGlobal: That sounded during our last interview before three or four years, or otherwise. Oh yes: Your former employee Chris Roberts announced some time ago, he would like to make a new Wing Commander ...

The greatest opportunities lie in social media. Many traditional players do not get it!
Richard Garriott: Let's see if he makes it. Some of them I want to like myself, so I would theoretically make a new MMO: As far as MMOs. But they consume so much time and money, I did not feel like twice as tackling a huge project. But the main reason for my attitude is now the greatest opportunities lie, both in business and creative in social media. And many of the traditional players and developers do not get it. You look at those games and say, "That's no fun It does not look good, the user interface is crap and the content is anything that interests me is not the playful and depth that I want.... . "

GamersGlobal: Let me check your list for me personally: Agree, true, also applies to item 3, item 5 as well.

Richard Garriott: Sure! I feel the same way when I look at the games that exist currently. But you see something about. When I pitched at EA Ultima Online was, they said no the first place. Because it had never been a commercially successful MMO. The forecast showed zero profit. But when it came out, it was the one game in Origin history, which sold the fastest. Later we wanted to make Wing Commander Online, but they said no again. "The graphics of Ultima Online can was outdated by five years, it was the longest game development, we've had And maybe it was only successful because it's Ultima and rely on a hardcore fan base.." She said They said that, although Ultima Online sold to 90 percent of people who had never played an Ultima. But the folks at EA convinced themselves that one somehow. But what happened: The graphics of MMOs improved very quickly, World of Warcraft was when it came out, state of the art. And I think: This story repeats itself precisely with social media. Farmville is a game that appeals to traditional gamers? Of course not. But it's not about what content is currently popular in social games. It's about what has led to such content at all could be so popular in this new gaming market, which is ten times as large as the previous one.

GamersGlobal: You'll be sure to tell us the same ...

Social games manage to communicate within the first five minutes with the player.
Richard Garriott: Imagine, I offer two versions of Ultima Online. Version A is what you do: You go to the store, pay $ 50, going back, have you through the installation of fighting, must be completed by credit card, a subscription of $ 15 per month, and then you play maybe three hours to To create your first character and solve the first quests. And only then, after six major steps, you know at all, whether you enjoy the game! And now we take the Scenario B: You get exactly the same game, but you do not have a shop, but someone sends you a link. You have to either pay nothing or as much as a maximum for a film. $ 10 maximum. There is no installation, you simply click on the link. And now instead of cumbersome to create a character and the first round to complete quests, you're immediately in the game. This is the most important game design change: You have to create not only an hour your character and solve quests one hours to get your first new armor and weapons. Social games provide it within five minutes to communicate with the player, instead of only after five hours. Which version of Ultima Online want you would have, A or B: So?

GamersGlobal: Ultima Online was at the very beginning of MMO development. Nowadays, I can just download an MMO and will almost always after five
Display
Minutes have a first taste of success.

Richard Garriott: But you do not agree to that version B is the better game?

GamersGlobal: Because of me. When we talk about games, however, would "talk" only in 5-minute segments, ie at about the rewards of the player ...

Richard Garriott: ... But that's just what the current Social Games! Let us look at the film industry. A Hollywood blockbuster almost always works in the following format: The first five minutes represent a jump in the middle of the subsequent action based on this you get a taste of the story, but without any characterization. Those five minutes you say: "This is an action movie!" Or whatever is there. And only after that starts the film, introducing the main characters correctly. And then it takes an hour or more to the story arrives back there where the movie is started. This principle is taken from computer games. You can develop characters, can you tell profound stories. Do it not only to immediately start playing.

GamersGlobal: So far, not a social game delivers profound stories and complex characters. Not even close. And there should be a reason: The millions of Farmville players simply want nothing profound.

Richard Garriott: You're doing the wrong social games. All media are evolving. To your argument about the Farmville-player, I can tell you: Forget this group first. Jump ran differently on the matter. Think of the question: How would you distribute a new Ultima Online? In a box on the shelf? Or should the people can click and play?

GamersGlobal: Both. There will always be players who are happy a box on the shelf.

Richard Garriott: I also like to touch things. There is nothing wrong. But what I'm doing: It is the responsibility of game developers, the customers in the first five minutes is to make clear why he should buy the game. I've bought most of the big MMOs in recent years and installed. Each have about an hour spent with the Charakterkreierung. Have about an hour long followed the first quest circle. Only then to discover that there is another generic WoW clone! And I'm upset about it, and my tolerance for it, try another MMO is, again dropped a piece.

GamersGlobal: The distribution model of social games does not bother me. Games try before you buy, has always been a good idea. This was called earlier shareware, Doom has become such a mega-success. But fear is not that the need to pay for social games in small pieces, risking negative effects design? That break the developer more about the head, as they attract customers from their money, than about how they make a good game?

These companies have proven that you can make weak content from a gigantic market.
Richard Garriott: Even when we disagree. Zynga and similar companies have perfected their games then to be spread virally and an optimal "click to purchase" have money - for individual content. But not to be good games. These companies may have proven that they take relatively poor content and make it a huge market: What fascinates me about this new era. But it is not just a profit-maximization operation, they have just pulled down the barriers, of which I spoke. Both together are the reason for the enormous success of the social games company. That does not mean you do not have this concept could improve dramatically.

GamersGlobal: And how?

Richard Garriott: I'll let you and your readers in detail my strategy for my next "Lord British's virtual world experience"! Would you agree with me that even now, Ultima Online has a certain uniqueness in comparison to all the EverQuest and World of Warcraft? And insofar as that for almost all other MMOs the player mainly plays a role, that of the fighter. Whether he plays a warrior or a mage or a healer: It's always about the struggle. And then on top there is still producing skills such as potions and so on. But everyone has to do with fighting in WoW. There is no hero class whose sole responsibility is to sit in a house and brew potions. Ultima Online, but so did something! Also there between 50 and 75 percent of the players were more or less interested in fighting. But not a few players ...

GamersGlobal: ... were busy with bots to increase their fishing skill ...

Richard Garriott: ... no, not a few players were simply never fight. Instead, they had built such as a café and served their virtual clients. She never went to fight. Or they took care of pets, fight and never went. Or worked as a blacksmith, and never went to fight. Or were farmers who never fought. Do you agree?

GamersGlobal: Yes, it all went through the skill system of Ultima Online. But I do not know how many actually played as "pacifist".

Richard Garriott: The exact number I do not know myself. But what I care about: Ultima Online, it allowed players to act like that. They could take over roles in the community that had nothing to do with the fight. And that interests me! And now you see this new target group of the Social Gamer, which is ten times as large as that of the previous MMO players. The most popular games that refer to it to manage a farm, a café or pets, and to similar things. I see it exactly the roles that have been discovered by many people in Ultima Online for himself and filled with enjoyment.

GamersGlobal: And now you want to bring all these roles?

If I were to force a Farmville player to play Ultima Online ...
Richard Garriott: Yes, that is important but how that happens. For easy to make a free-to-play MMO that offers all of these roles, and to throw in there the people that would not work. If I were to force a Farmville player to play Ultima Online, then there is so much to do, that he would not make it to discover that agriculture itself. And also all the beasts of A would come running to him and kill him or steal his stuff or burn his fields. This may not be the way. But it would certainly be possible to create a more interesting game than farm-Farmville. Do you agree? One that would be someone who was a farmer in Ultima Online respond. And it would certainly be possible to make an attractive game, where it comes to driving a café. Right? One that would please anyone who has done well in Ultima Online is a café. If you agree with me this far, I get a little further. What impressed me in the current "Ville" phase of the social games so not only is the distribution model. But also the trend towards asynchronous gameplay. In MMOs you play, usually together with just the people that are logged at the same time as you are That's not necessarily your friends that you would actually play if you could. But people who live in a similar time zone as you and come to a similar time from work to home. In social media games, however you connect not with strangers, but mostly with people you already know. But they do not always have time to play if and when you have time. So I do not think the only way asynchronous features, you have to go to, but one very important.

GamersGlobal: something at the same time with someone to do together, would still remain the more thrilling experience.

Richard Garriott: Yes, definitely. But you should at least not ignore the asynchronicity.

GamersGlobal: So, for example, go to the cafe of a friend there to buy something, perhaps to leave a message and go back - what he sees when he logs in next time.

Richard Garriott: Exactly. Need and when you are online while I'm in your coffee, then I can see you as a pawn. In this way, then we have the classic "We do something together" multiplayer experience. And that is just simply not in the social games made so far, you can not see each other! What a big mistake. But an even bigger mistake is that if you are just a "café-Ville" and I play a "Farm-ville", then we have no way to meet us in your or my game world. We can not see anyway, but we have not even the same game world. But I see no reason not to connect these worlds. Because your needs café but virtual goods, which I could produce on my farm! And I am talking only of the "new" players. The games competence of these people is growing fast. A Cityville is more complex in every way as Farmville. So I think that the same players would also appreciate it if you would café and the farm of her boyfriend in the same game world, and if they could act together and could see each other in the game world with their characters. Or when their NPC farmers would trade the NPC chefs in the asynchronous version.

GamersGlobal: I understand. So you're either all of these mini-games that constitute most social games, and link themselves to offer - or host but a kind of stroke, let the games via the link from different providers. This would also fit for your company name, Portalarium ...

Richard Garriott: No, no, no! I'm talking exclusively about the former. About me and my game. What others do with their products, I completely do not care. I am not equating the experience of players turn in products from other companies or their interfaces to unify. Why would I do that? That does not interest me at all.

GamersGlobal: The message has arrived. Then we talk about the former.

... profound, Lord British-style, Ultima Eskes game ...
Richard Garriott: I believe that there can be a profound, Lord British-style, Eskes Ultima games, the free-to-play and manages to talk to players like you. So experienced players looking for a complex, profound experience. A game that is not so offended you, you want to pull in record time from their money. Do not be so offended, want to spread virally and constantly spamming pointless status messages to your friends. But this very well uses the tools of today's social games, such as I have just described. So that each player who eventually got to know my work is understood in the last 20 to 30 years, after five minutes of work with the new game: This is the next logical step, which makes Lord British. And now think of the new players who Social Games fans who are ten times as numerous as the conventional gaming community. A huge group of people who have already demonstrated a million times, that they may play a role as builders or cafe owners and operators or pet store can meet. And my new game they will offer such roles, they know and like, but in a much larger, more multi-faceted game world. That's me!

You should've just told you that your Social Game not offend the player: GamersGlobal. So no, I dunno, pay manages carrots, after which consumption can be faster to run around on his land. But you'll still want to earn money safe? How is that going without a micropayment or unlockables or all the other inventions of the social games companies?

What bothers us are, but these constant attacks that try to coax us money.
Richard Garriott: Yes, we will make money. But I can not say exactly how. What I can tell you: I personally find nothing wrong with playing a game in which, say, the first island is completely free. And when I'm done with that then, maybe I need to pay five bucks to unlock the next big island, again with a whole load content. That does not bother me, I find that fair. If you disturb it? Or you could say, if you liked the first island, then you must first complete a subscription. That would be fair, does it? What you and I do not like about the current free-to-play products are, but these constant offensive attacks, which should lead us to draufzuklicken somewhere and spend money. Churning. But we agree on it: My game will not do that. Sun Do you still have any objections?

GamersGlobal: Yes, I do not see how you practice in the highly specialized, but basically simple roles such as bakers, farmers and so on with the "big boys" want to get together. So fumigate with those that dissolve in MMO or RPG-style quests, dungeons, increase their skills, perhaps to make raids ...

Richard Garriott: ... done but that we already have in Ultima Online! There were people there who have done multiple calendar years, so real-time years of nothing more than to fish, bring their fish into the city and sell them there.

GamersGlobal: But it would be something to which all players can be measured. Experience points to earn all ranks, they can theoretically climb all, whether they hunt or fight, or bake. But how do you hinbekommen a ranking that puts both MMO-hero and forge their own merits and fairness in relationships?

Richard Garriott: Do you think it is somehow important to the fishermen, on what rank he is? In Ultima Online was a long time from the fish, a fishing rod in your inventory to "use" on a water box, and with a 50% chance of a fish was caught. End of the "simulation". More was not there. And yet there was a person who has done nothing else all day long. I've witnessed as a Game Master, like a heavily armed warriors came to this fishing past. And the warrior, has said very RPG style into something archaic speech to the poor fishermen: "Listen, cheaper fishing I am the great champion so and I have just come from a dungeon in which I killed many monsters and found many treasures... Allow me to share some of my treasures with you! " And the warriors put anything valuable stuff on the floor, expecting that the fisherman would take it. But he said: "Get lost, you blank What do I want with your arms I am a fisherman I fish all day, then my fish sell at my small market stall in the city, and then I go with the money to the pub!? and my drink virtual beer and talking with my friends. "

GamersGlobal: Great story I've heard already about a thousand times. But the people behind this somewhat one-sided game experience we had better not ask us, right?

Richard Garriott: No, better not. I have no idea why he found it great. But that was not a singular example. Many, many players have more or less just fished. We have indeed seen the statistics. And until we come up with the idea to make the simulation more interesting fishing. This has improved the experience for the fishermen, and people had more fun to fish. And it is proof that such statistics and matrices can not only "bad" use, so find out how to elicit free-to-play customers most effectively the money. But it can be used for good, by the players gives exactly the experience they want.

GamersGlobal: Let us come back to the big picture: Over what time frame we're talking with your new big project: From a game that need the next ten years, until it is finished?

Richard Garriott: No, we are already working. But my plan is not to poke five years and $ 50 million, only to see if anyone wants it or not. We started from zero, thus had no large code base, we could build on. Our strategy is therefore as follows: First, we have made some casino games finished (Port Casino Poker and Blackjack). One wonders, of course, everyone: Why is Richard Garriott involved in a company that offers casino games? I'll tell you why: It is not about the casino games, this is simply a working social media genre without any game design risk. What it is: It allows us to get our accounting system to the series, our back-end data, we as a test server on and off, install our customer service-probes to find out if things go wrong. So all the stuff in the background, which also needs a bigger online game. And this is now. The next step is a game where it goes around the gathering. (This game was announced on 7.12 as the "Ultimate Collector":.. Garage Sale It should appear in the first quarter of 2012 on Facebook and later in the year on other platforms). Because we believe that in all these farmers and Cafe and animal play is basically about gaining something. It's always about collecting ingredients and combine them into something new. And then the people are enjoying it - until now only because it so their friends can not see - as their new, large farm looks or her glittering café.

GamersGlobal: And after the game collection brings her a dungeon crawler, and then comes the next step, and then the next, and eventually the new Ultima is there?

Collector with the game we already have avatars and player housing.
Richard Garriott: You're basically right, but it will be very few steps. Collector with the game we already have avatars and player housing, as well as synchronous and asynchronous games. So concepts that mean for the old "Ville" a deepening of the game-player concept that they know and love. After that we will very quickly collect these principles and in the Ultimate RPG together.

GamersGlobal: Ultimate RPG Has this been a final name?

Richard Garriott: Not yet. Something in the direction of "Lord British's Ultimate Role Playing Game". Or call it "New Britannia".

GamersGlobal: And when it is now so far?

Richard Garriott: After the collector game that appears in the first quarter of 2012, there will probably be an interim step, and then shall New Britannia.

GamersGlobal: Sounds like after 2013.

Richard Garriott: It could probably get there.

GamersGlobal: Finally something else entirely. You have a very long time successful company co-founded Origin. You flew into space, were the sixth civilian visitors to the International Space Station. You are not poor. Why do you want back into the gaming business, why do you want to spend all the time in a new project? Why do not you just after your hobbies, about the shooting?

Richard Garriott: Why should I make it no fun to create games?

GamersGlobal: Because you are doing for so long? Because the risk of failure for you is much greater today than when you started with Ultima? You have more to lose, including your reputation?

Richard Garriott: Each step in the business is a major risk dar. And it's not like that I would not do anything else: I was in space. I was twice in the Antarctic. I was four times on deep-diving missions. I'm going down the Amazon in a canoe. I was now on three safaris in remote regions of Africa. These are all things that inspire the creative process. Think back to the Haunted Houses that I have held earlier, yes you've visited. The tangible-making virtual worlds. When it comes to game development, I am not immune from criticism or doubt. I would even say that I have been delivered in such situations, my best work. I see that you went with grave doubts in this interview!

GamersGlobal: I have only one or two questions.

Nobody believed in Ultima 4, when I worked on it.
Richard Garriott: Even if it is not your own doubts, so there are still doubts the traditional gamer. They doubt whether this new era of computer games they will be interested in personally. And I had these doubts in the beginning itself I was one of the first people who believed that MMOs are the future, but I was not one of the first people who believed in social games. But now I believe. When I look back, the first few Ultimas were nothing more than Dungeons & Dragons for the computer. Ultima 4 was my first original game. And no one believed it when I was working on it! When I did the other was in my family and the development team, she said: "What is the only Richard People like RPGs, because they run around and kill everything you And you want to make a game where it comes to morality.? where is the game, where's the fun? " Besides, I took two years for this Ultima 4 in a time when games programmed in three or four months. I got as much headwind, I got that night, home, doubt: "I am programming a disastrous flop here?" But I went ahead with it and felt accordingly confirmed, then when it came out and was successful. The same thing I experienced with Ultima Online. Exactly the same! Also, because there was much criticism during the development: "We can not solo play experience easy to leave!" Or, "Will you tell no more stories?" Or: "Why does the graphics look so bad?" And so on and so forth. I experience it not for the first time that I am doing something that many people see the critical. But I think I'll pass through this minefield, find the right answers.

GamersGlobal: What is the correct answer to the basic free-to-play problem of having to take money that is ostensibly a free game without angering the players?

Richard Garriott: The answer is: not upset him! Just do it not. Be fair. But of course, much work lies ahead. The answers are not obvious. But they do exist.

GamersGlobal: Maybe at the end: I think differently than you do not, that there are "eras of computer games." I like solo games. I'll let them continue. I like some MMOs. I would like maybe once a Social Game. I think we just talk about different aspects of the same thing. Last week, I have an old Infocom adventure game played on my iPhone ...

Richard Garriott: And I've recently played Monkey Iceland second But see it this way: In the film industry, there are some movies that appeal to virtually everyone on earth. Lord of the Rings or Harry Potter, maybe. But there are also movies that appeal to men only. Or women only. And that everything is okay. What distinguishes the new era for me: We can now finally reach every person on Earth with computer games. Men and women, all ages, in all countries. That does not mean that suddenly every game now has to address every human being. This is not guaranteed to happen. But some games are more or less be the Titanic movie, the game industry: romantic enough for the women and adventurous enough for the men, with high production values ​​and creative mastery of the developer. I think, to target such a wide audience as possible is not a bad goal. To exploit this potential, it's me, and that there is now for the first time

Interview by Joerg Langer for GamersGlobal

Additional information about "Ultimate RPG: New Britannia" (working title): Portalarium-bottom


Please note, I didn't read through the entire article before I posted it here. If there's any errors in translation, it's not my fault.
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Re: Richard Garriot Interview ( and UO Second Age comment)

Post by Atraxi »

And Myrcella's comment (butchered by Google):
Myrcella (unregistered) 17 January 2012 - 18:36 #

Anyone who wants to experience the best time of Richard Garriot Ultima Online again,

which should be free at Freeshard: Ultima Online Second Age

Register!

Derrick there has to actually create the UO geschaft time around 1999 with only Feluccia!

So googling ultima online second age hard and free again experienced Richard Garriot previous peak at the new players on popular today!
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Re: Richard Garriot Interview ( and UO Second Age comment)

Post by LudKrud »

Sorry for the attempt at humor.....I keep forgetting it doesnt do well over teh interwebz...

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Atraxi
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Re: Richard Garriot Interview ( and UO Second Age comment)

Post by Atraxi »

LudKrud wrote:Sorry for the attempt at humor.....I keep forgetting it doesnt do well over teh interwebz...
Hey, considering how fast people are to troll around here (I, myself, have been guilty at times), are you at all surprised that someone automatically assumed you were trolling? Maybe that says something abt the forum community here.
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Re: Richard Garriot Interview ( and UO Second Age comment)

Post by Downs »

the fact that he mentioned farmville 10x makes me soooooooooooo sad...

is "UO 2" on its way to being an annoying facebook game?

"Downs just found 3 black pearl and is offering you some! Click Here to accept his gift!"

No thank you....
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Re: Richard Garriot Interview ( and UO Second Age comment)

Post by Pirul »

Atraxi wrote:And Myrcella's comment (butchered by Google):
Myrcella (unregistered) 17 January 2012 - 18:36 #

Anyone who wants to experience the best time of Richard Garriot Ultima Online again,

which should be free at Freeshard: Ultima Online Second Age

Register!

Derrick there has to actually create the UO geschaft time around 1999 with only Feluccia!

So googling ultima online second age hard and free again experienced Richard Garriot previous peak at the new players on popular today!
This is pro!! Thnx Myrcella
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Re: Richard Garriot Interview ( and UO Second Age comment)

Post by Atraxi »

Downs wrote:"Downs just found 3 black pearl and is offering you some! Click Here to accept his gift!"
"Ignoring all app invites means you will not see any app invites Downs may send you in the future."
[Okay] [Cancel]

*clicks Okay*
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Re: Richard Garriot Interview ( and UO Second Age comment)

Post by Light Shade »

I think Downs is secretly hoping for what he's openly against! That's how cA thinks!

Anywho, I think Richard Garriot's ideas for a new UO are going to be vastly disappointing to me. Perhaps he'll get a lot of people to play it, though.

-L/S

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Re: Richard Garriot Interview ( and UO Second Age comment)

Post by Atraxi »

Light Shade wrote:I think Downs is secretly hoping for what he's openly against! That's how cA thinks!

Anywho, I think Richard Garriot's ideas for a new UO are going to be vastly disappointing to me. Perhaps he'll get a lot of people to play it, though.

-L/S

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He wants to be one of the 1st players on UO2, so he can make Chumbucket & Associates, Trammel-edition [cAt]
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Re: Richard Garriot Interview ( and UO Second Age comment)

Post by Downs »

i was testing the waters with that comment. you guys are on to me!

I can't wait for UO:Facebook edition

I'd like to believe he's gonna make a leet game, but i just really really doubt it'll be good
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Re: Richard Garriot Interview ( and UO Second Age comment)

Post by Light Shade »

Downs wrote:I'd like to believe he's gonna make a leet game, but i just really really doubt it'll be good
Agreed.
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[10:00] <@Derrick> hax


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Re: Richard Garriot Interview ( and UO Second Age comment)

Post by Roser »

Someone who has read this, please highlight or quote the part where he talks about UOSA.

I don't wanna sift though all that :P
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