'We learned about player behavior like no one else learned before us,' said Vogel. 'We had the ugly side of human behavior come out big time in this game.'
But it didn't launch like that. UO was rushed out by EA, when the developers felt it needed more time in the oven, and so its launch period turned into a battleground. The developers were both trying to get the game to a more stable place, and dealing with the consequences of how people behaved in the world they'd built."The biggest problem we realized after we launched was it was an open world PvP sandbox," said Vogel.
"We learned about player behavior like no one else learned before us," said Vogel."We learned how toxic players can be when you have no boundaries [...] no consequences. We had the ugly side of human behavior come out big time in this game. We said 'no boundaries' when we launched. There were systems in the game that were designed actually to cause griefing. There were assistants, like pets. You could kill someone's pet, skin it and give it to them.
Other discoveries were perhaps less surprising: Like how long it took the average player to type out certain words in chat."Time to penis is one minute 23 seconds standard in the game," said Vogel."We actually counted that, we all kind of looked around, okay, how long is it gonna take for someone to do that? Yep, great.
Vogel discussed the horrific crunch conditions the team worked through at the time, and made the remarkable claim that a team of around 64 was, after around three months of the post-launch deathmarch, at one point down to eight people working on an MMO that was generating around $30 million a year in revenue. The turnaround from the unstable launch happened as the team was also working out how to deal with these behaviours that hadn't been predicted.
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