Ultima Online

Ultima Online (UO) is a graphical massively multiplayer online role-playing game (MMORPG), released on 24 September 1997,[2] by Origin Systems. It was instrumental to the development of the genre, and is still running today. The game is played online, in a fantasy setting similar to that of the other Ultima games that preceded it.

The success of Ultima Online opened the door for the creation of many new massively multiplayer games. Ultima Online is a fantasy role-playing game set in the Ultima universe. It is online-only and played by thousands of simultaneous users (who pay a monthly fee) on various game servers, also known as shards. It is known for its extensive player versus player combat system. To maintain order in the online community, there are Game Masters who resolve player disputes, police the shard for terms of service violations, and correct glitches in the game.

Since its release, it has added eight expansion packs, a booster pack and dozens of free content updates. The release of Ultima Online: Kingdom Reborn in 2007 brought a new game engine with a newer visual experience.

Ultima Online was "The first MMORPG to reach the 100,000 subscriber base, far exceeding that of any game that went before it".[3] Since Ultima Online's prime in 2003, the overall subscriber base has seen a steady decline. Subscriber numbers peaked at around 250,000 in July 2003, and in 2008 sat around 100,000 subscribers.[4] As of April 2008, Ultima Online held a market share below 0.6% of the massively multiplayer online game subscriptions.

History
Ultima Online is the product of Richard Garriott's idea for a fantasy game involving several thousand people who can all play in a shared fantasy world. There were a number of prior games that allowed hundreds of people to play at the same time, including Habitat (beta-tested in 1986), The Realm Online, Neverwinter Nights (the AOL version), and Meridian 59; however, Ultima Online was intended to be a significant improvement over the previous games, both graphically and in game mechanics. The initial team was composed of Garriott, Starr Long, Rick Delashmit and, a bit later Raph Koster, who became the lead designer for the project.