Misc

Stuff that doesn’t quite fit anywhere else.

  • New stuff on the site

    I really have been neglecting the blog lately. But that doesn’t mean I haven’t been adding content to the site all along. I figured it might not hurt to do a little summary of items that have been added over the last year and a half or more. The last talk I posted up was my GDC talk from 2024!

    So, here’s a bit of a catalog…

    For folks who are interested in the history of Ultima Online, I finally gathered up the various snippets I have posted about why exactly the original ecology system didn’t survive to release. There’s a theory out there that it happened because players were like locusts and killed everything and caused it to collapse, and that’s not quite correct. Players were like locusts. But the ecology system came out of the game for economic reasons and for performance reasons. So if you’re curious, you can read the answer to “did players destroy the UO ecology?” here.

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  • Site updates

    It’s been quite a while since the site was refreshed. I was forced into it by a PHP upgrade that rendered the old customizable theme I was using obsolete.

    We’re now running a new theme that has been styled to match the old one pretty closely, but I did go ahead and do some streamlining: way less plugins (especially ancient ones), simpler layout in several places, much better handling of responsive layouts for mobile, down to a single sidebar, and so on.

    All of this seems to have made the site quite a bit more performant, too.

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  • Mailbag: Parts of an MMO

    Hello Mr. Koster! I have a school project that requires the input of an expert like yourself. I know you usually don’t reply to students, but hopefully you’ll reply to me. I am currently working on the concept for a open-world MMO and wondering if you can help me out. I know your major works are Star Wars Galaxies and the Ultima series, but my game is still a MMO. It’s just more like DC Universe Online. Basically, I’d just like to know what major things should be included in MMos and Open-World games. Do you have any knowledge that might help?

    I spent about an hour doing a quickie list off the top of my head. It’s not exhaustive, just stuff that occurred to me as I ran down a mental checklist. I know it’s not exhaustive because in past years when I’ve done similar outlines (which I can’t lay hands on now) they were twice as long.

    But maybe this will be helpful, and convey some sense of the scale of what you need to worry about. Important note: I didn’t even get to the stuff that only lives on the client. This is only the stuff that lives on the game server side.

    You might want to look at Insubstantial Pageants, a book I started and never finished on MMO design, and of course Dr Richard Bartle’s Designing Virtual Worlds[affiliate link] has an exhaustive amount of material on the subject.

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  • Micael Priest

    Portrait of Micael Priest by Sam Yeates

    Really broken up over the news that Micael Priest has passed away. Such a sweet man, so ridiculously talented and totally a symbol of an Austin that has faded away.

    He did the early art — like, most of it in the early days before we had an art team — for Ultima Online. He was a famed poster artist for Armadillo World Headquarters, rendering inked versions of Zappa and Willie Nelson and countless others in a detailed, hatched and stippled, bold cartoon style.

    He was colorblind — I still remember when he thanked us for letting him know that he had made green people for UO by accident. I remember when he defended us during the run up to alpha, when Richard came to complain about the artwork in the game that Kristen and I had put in as placeholders until we got the real work, and Micael said “it’s not programmer art… it’s designer art! So it’s better!” I also remember walking into his office one day and being surprised by the presence of Peter Yarrow (of Peter, Paul, and Mary fame); I fled in the presence of one of my heroes, and he told me after, “you should have stayed, I’d have introduced you!”

    I thought of him often, but we had lost touch, because I am lousy at staying in touch with people. He wasn’t active online, and these days notifications are what passes for friendships. During UO crunch we all lived in each other’s pockets for months on end, and then… distance, and time.

    It’s hard to imagine such a vital presence gone, but he leaves behind so much work, such a stamp on Austin culture. There was even a Micael Priest Day declared by the mayor, long ago.

    Today also comes the news that Threadgill’s World Headquarters is closing; Micael’s art hangs all over the walls. Everything becomes ephemera, I suppose, to be auctioned off. We are left with the memories of smiles and warmth, of talent, and the unmistakable twinkle in his eyes.

  • 2017 Year in Review

    As usual, I’ve promised to post more on here, and as usual, what used to become blog-length posts instead become a bunch of individual and usually shallow Tweets instead. Twitter, what hast thou wrought?

    Tiny Castle

    But here’s a little bit of contemplation of the year anyway.

    Almost everything I have worked on this year has been other people’s projects that I cannot tell you about. Which has been a bit concerning to me, honestly — it’s been quite a while since something of my own went out there for people to play. That’s something I plan to fix in the new year. Doing consulting, in particular, has taken up a lot of the creative bandwidth and space to think and work on things.

    Board games

    A lot of my project time has gone towards tabletop games. This year I only worked on four and finished one, which is a slowing pace for me. Over the last few years I have been making new abstract strategy games at a pretty steady clip. The new one that is actually reasonably finished this year is currently nicknamed Tiny Castle. It was originally a “tiny game” using only 16 tokens, but I took it in a bit of a sculptural direction; two players build a castle together, trying to satisfy one of several victory conditions. It’s a small game, with a decent sized possibility space, and it’s very bite-sized. I got to show it to Tim Fowers and he suggested skinning it with the Town Musicians of Bremens. I kind of like the castle though, as I suspect four stacks of animals may not really look as appealing as it seems on first blush. Read More “2017 Year in Review”