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    Ultima Online (UO) is one of the first massively multiplayer On-Line Role Play Games (MMORPGs) launched on September 30, 1997 by Origin Systems. It was once one of the three most played MMORPGs in the world. The game is set in a universe similar to the other Ultima series games in a medieval setting. Ultima Online was originally developed to contain children's character graphics. These graphics were present in the Beta version, but were withdrawn before the final release because of concern that players would not accept the game if it was possible to abuse the children in some way, even if they had no fighting animations, the possibility of attacking or causing any harm to a childlike figure has caused his final withdrawal. The image continues to circulate on the internet, in a modified version of the verdata file (file containing the game graphics), sometimes these children appear on free servers as part of a quest figuration.

    UO: The creator of Ultima Online is Richard Garriott, known as Lord British. Same creator of Ultima VII The Black Gate, Ultima VIII Pagan and Lineage II. Richard stopped participating in the creation of the latter from 2000, when the development of Ultima Online 2 was vetoed by EA. From then on a conflict of interest became clear, and Garriot created another gaming company, along with his brother, who later came to join Ncsoft. Through the long history of Ultima Online, there have been many game releases, in stores and virtually. Multiple strings were in development but were canceled and expansions were released regularly. Two sequels were planned by Electronic Arts, but both were canceled during development so that there could be more focus on the original game. Ultima Online 2 (UO2), later renamed Ultima Worlds Online: Origin (UWO: O) was announced in 1999. It should add steampunk elements to the fantasy scene, in a world where Sosaria's past, present, and future were merged by an error committed by Lord British in an attempt to merge the fragments of the Gem of Immortality. Todd McFarlane (Spaw) was hired to draw monsters and original regions for the game as well as help shape the story. It was canceled in 2001 before its launch, citing the competitive nature of the MMO gaming market - Electronic Arts feared the sequel would hurt Ultima Online's subscribers. Some of the monsters and art made for the game were later used in Lord Blackthorn's Revenge expansion. Ultima X: Odyssey was a new MMORPG to be set in a world called Alucinor, created by Avatar after the events of Ultima IX: Ascension. It was canceled in 2004 when Electronic Arts closed Origin. The UXO team was invited to move to the Bay area to end the game. However, only a small number of UXO staff accepted the transfer. In the end, UXO was canceled because the development team disbanded. Expansions have been released regularly, all with new content in the form of scenarios, art, missions, items or game mechanics.

    UO Updates: Ultima Online: The Second Age (October 1, 1998) New areas of the game called Lost Lands, also a Chat system and new creatures. Known as T2A this version was released with in two different boxes with different designs. Ultima Online: Renaissance (April 3, 2000) The world has doubled in size, a copy of the map was made. The Felucca and Trammel worlds were introduced. Trammel's world does not allow players to kill each other, Felucca does. Felucca also has a more "dark" style. Ultima Online: Third Dawn (March 7, 2001) The biggest change in this version was the addition of the 3D client. Unique areas of Third Dawn, called Ilshenar, were also created, only being accessible from the 2D client in the Lord Blackthorn's Revenge version onwards. Ultima Online: Lord Blackthorn's Revenge (February 24, 2002) brought "a new dark world based on new characters from Todd McFarlane" to Ultima Online with improved artificial intelligence, in-game help system, and improved character-creation. Ultima Online: Age of Shadows (February 2003) Also known as AOS, has brought large expansions of land in the world of Bags with lots of space for homes, two new classes of characters (Paladino and Necromancer) and the possibility of customizing the construction of houses . The armor resistance was subdivided into five types and many new properties were added, directly affecting the battles in the game. Ultima Online: Samurai Empire (November 2, 2004) Introduced Asian mythology and folklore in the game, two new classes (Ninja and Samurai), plus new lands, the Tokuno Islands. Ultima Online: Mondain's Legacy (August 30, 2005) [Initial client 4.0.11c] New breed, Elves, and a new ability, spellweaving. Ultima Online: Kingdom Reborn (2007) [Initial client] 10-year commemorative version of the series, which instead of just adding new monsters or items, will also have the premise of performing a "full plastic" in the game, , a graphical reformulation in the more than nine thousand pieces of art that form the game. Despite this sudden change, EA said that users who decide to migrate to the new version will have their items, progress and progress perfectly preserved. Ultima Online: Stygian Abyss (September 8, 2009) features a new playable race, the Gargoyles; additional areas and three new skills: Imbuing, Mysticism and Throwing. Stygian Abyss also features significant improvements to the Kingdom Reborn client, which has been renamed to Enhanced Client.

    The Game: Ultima Online's foundation is to provide a virtual and persistent world where hundreds, even thousands, of people interact simultaneously, and can be just about anything through a system based on specific skills. Basically it is a third person game, with isometric vision, the player controls the movement of the character with a click of the mouse, and types messages for the other players. Initially all commands, such as wielding a gun or opening a door, were done only by the mouse, after some tests the players complained about the infinity of commands and clicks, being some very repetitive (like clicking an enemy or opening a bag), so the Macro was born. The game is considered very complex by some people and by others very simplified, it is important to remember that the last online is not a simulator of fact (of type Sims or Sim City), is a fantasy game, in which each player controls a character (avatar's). It is possible to take them to the adventures, to collect objects, to buy houses etc ... Its great success opened the doors for a new generation of MMO games. Because it is persistent, your character is not lost when you unplug it, which means you will not have to start all over again when you move, and you can access your character by entering a game from another PC, for example. Unlike other games like Diablo, the dynamics of the game is much more focused on the interaction between players, or between groups of players, than in the simple killing of beings controlled by an artificial intelligence. In contrast, there are currently several shards or last online servers, each server is created a new account, and from it one or more characters can be created. However, the skills and items accumulated by a character on one server can not be transferred to another character on another server. This was not exactly planned so the initial idea was to concentrate all players on a single server, but the number of players was underestimated, it was seen that it would not be possible (at the time) a server alone support all players. Some servers were created, still under the control of Origin Systems | Origin. But after 4 years of OU, the first Free Shards appeared, which were free servers, that is, they did not require any fee on the use of the service. Another very important factor of the last online is the freedom given to the player, he does not have a small limited map, he can walk through an extensive world (and even travel to others) without worrying about getting on an edge. There is also no obligatory story, just like many RPGs of the time (in which the character had a mission to fulfill), on the contrary, in the UO (abbreviation of Ultima Online) is encouraged the exploration of resources and the possibility of following different directions. There is no end, end or end as Diablo and etc., the game allows the character to live forever, there are some limitations of their abilities and accumulated assets, which vary from server to server. Whether as a great adventurer or a simple farmer, including dressmakers and blacksmiths, among many others, Ultima Online is popular with people of all ages. Over the years the game has gained new expansions, with items, scenarios and other improvements. With the release of the Ultima Online: Age of Shadows expansion, many veterans have stopped playing, looking for new MMORPGs, or have gone to free servers, or just abandoned the game. The heyday of Ultima Online was out in early 2000, after the number of players fell dramatically. There were about 250,000 in July 2003 and at a last count a year later it was only 160,000. Currently Ultima Online continues to lose players, less than 150,000 (according to Mmogchart.com), in part because of the limitations of the game, its competitiveness with other MMORPGs and total lack of marketing. In Brazil UO has never had a strong marketing, Origin has not invested in this market, but Brazil is still one of the countries where Ultima Online is most played.

    The Worlds: The game has several worlds with different landscapes, monsters, scenery and properties. Unlike other games, each server, or shard, is not a world, but a different dimension. In some worlds it is not allowed to attack other players, some monsters and items are unique to each world, varying according to shard. Britannia is the name of the universe where the last online is happening and not exactly a world. Lost Lands: Also known as T2A, the world was introduced with the launch of The Second Age OU (hence the abbreviation T2A in English), allowing for combat between players. In this world there are only two cities, Delucia and Papua. Mostly settled, inhabited by strange creatures. There are secret passages and place with teleportation to arrive at this world, since it is not accessible through the known gates, making the world a little more isolated. There are 3 main areas, the forest, the desert and the icy lands to the north, the cities are in the forest. Two antagonistic "dungeons" are found in this world the Fire Dungeon and Ice Dungeon, being the first in the desert. Felucca & Trammel: After the UO Renaissance, the world was split in two, Felucca and Trammel, named from the moons of Britannia. Both worlds are almost identical. The big difference is that Felucca allows the player to attack. player (PVP) and is the world's oldest. In Trammel there is a certain peace and there are more flowers in the scene, being impossible to defer any damage to another player (PVM only). In both the scenery is diverse, with great ocean and some islands. Another difference is that Trammel offers Haven, which is where all players start by default as "Young". Ilshenar: Added to the 4th expansion of Ultima Online, Ilshenar is an immense land that hides several secrets in its ruins, monsters and beasts can be found in their adventures and also a new way of seeing the world: 3D. This world is basically only used for PvM (Player vs Monster) and with this getting better items and artifacts (One of the ways to evolve in the game). Bags: Floating in space, Bags is a sponsored land, divided into three main areas, or islands, linked by bridges. It has only two cities, Luna and Umbra. In this world originally the entrance of assassins PK is prohibited (Some FREE SHARDS allow the entrance of PKs). Because it's a small world, with a moongate on the bank side, Luna is the busiest city in the game. Also in Bags, is the Dungeon DOOM Gauntled, where it is possible to acquire artifacts killing the Bosses. Tokuno Islands: In the expansion of the Samurai Empire game, was added 3 islands, Makoto Jima, Homare Jima and Isamu Jima. In Makoto Jima, is the city Zento. Ultima Online has undergone many changes in its team and in its servers and systems. With few previously released MMORPGs, UO had little to learn from others. The team behind the game was breaking new ground and had to solve large-scale problems of complexity that had never before been faced on such a large scale by a commercial game. The understanding of psychology, social interactions, and economics has become very important in understanding the complex social behavior of the game. In the beta version of the game, well balanced, with realistic and socially structured economy, was the secret of success. Although not nearly all of the planned gameplay options have been incorporated in this release, developers have left players in control of how they would interact with each other and with the world itself.

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