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Starr Long: Creating Ultima Online

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Manage episode 408960562 series 1017289
Content provided by Amy Jo Kim. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Amy Jo Kim or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

Long before World of Warcraft, there was Ultima Online, the first MMO. How did this highly innovative & influential game come to be? And what can we learn from its successes and failures?
Starr Long is a game designer and producer who directed the team that built Ultima Online, the first popular Massively Multiplayer Online game. In this in-depth interview, you'll learn how a theater major became a game designer, how Ultima IV blew player's minds, and the shocking things players did early the development of Ultima Online.
Check out the video here: https://youtu.be/nzlNq_yiO2Y

  continue reading

Chapters

1. Starr Long: Creating Ultima Online (00:00:00)

2. Introduction (00:00:20)

3. How a Theater Major became a Game Designer (00:01:35)

4. Video Game Testers Wanted (00:04:50)

5. But Actually, I want to Design Games (00:07:29)

6. Producing Richard Garriott's Haunted Houses (00:09:24)

7. Let's Make a Multiplayer Online D&D (00:10:05)

8. Assembling the Team (00:11:47)

9. How Ultima IV Blew Players' Minds (00:12:59)

10. How Players tried to Hack Ultima Online (00:17:56)

11. Take the Time to Test and Tune Games (00:25:07)

12. People Remember Quality, not Ship Date (00:26:40)

13. The Importance of Reducing Scope (00:27:17)

14. Reduce Complexity, not Features (00:28:56)

15. How Starr & Richard Garriott Mesh (00:31:24)

16. Lessons from Shroud of the Avatar (Ultima Sequel) (00:38:20)

17. The Surprising Lesson from Kickstarter (00:40:35)

18. Common first-time game designer mistakes (00:47:50)

19. Balancing intrinsic & extrinsic rewards (00:49:16)

20. Tuning In-Game Economies (00:50:01)

21. Who to Listen to When You're Innovating (00:51:33)

22. Data are Useless When You're Innovating (00:52:40)

23. Trends to Watch: Games Built Inside Games (00:54:08)

24. Trends to Watch: Generative AI (00:56:48)

93 episodes

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Starr Long: Creating Ultima Online

Getting2Alpha

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Manage episode 408960562 series 1017289
Content provided by Amy Jo Kim. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Amy Jo Kim or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

Long before World of Warcraft, there was Ultima Online, the first MMO. How did this highly innovative & influential game come to be? And what can we learn from its successes and failures?
Starr Long is a game designer and producer who directed the team that built Ultima Online, the first popular Massively Multiplayer Online game. In this in-depth interview, you'll learn how a theater major became a game designer, how Ultima IV blew player's minds, and the shocking things players did early the development of Ultima Online.
Check out the video here: https://youtu.be/nzlNq_yiO2Y

  continue reading

Chapters

1. Starr Long: Creating Ultima Online (00:00:00)

2. Introduction (00:00:20)

3. How a Theater Major became a Game Designer (00:01:35)

4. Video Game Testers Wanted (00:04:50)

5. But Actually, I want to Design Games (00:07:29)

6. Producing Richard Garriott's Haunted Houses (00:09:24)

7. Let's Make a Multiplayer Online D&D (00:10:05)

8. Assembling the Team (00:11:47)

9. How Ultima IV Blew Players' Minds (00:12:59)

10. How Players tried to Hack Ultima Online (00:17:56)

11. Take the Time to Test and Tune Games (00:25:07)

12. People Remember Quality, not Ship Date (00:26:40)

13. The Importance of Reducing Scope (00:27:17)

14. Reduce Complexity, not Features (00:28:56)

15. How Starr & Richard Garriott Mesh (00:31:24)

16. Lessons from Shroud of the Avatar (Ultima Sequel) (00:38:20)

17. The Surprising Lesson from Kickstarter (00:40:35)

18. Common first-time game designer mistakes (00:47:50)

19. Balancing intrinsic & extrinsic rewards (00:49:16)

20. Tuning In-Game Economies (00:50:01)

21. Who to Listen to When You're Innovating (00:51:33)

22. Data are Useless When You're Innovating (00:52:40)

23. Trends to Watch: Games Built Inside Games (00:54:08)

24. Trends to Watch: Generative AI (00:56:48)

93 episodes

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