Mortal Online
The eve of a new fantasy MMO.
A sandbox fantasy MMO seems an unlikely prospect in today's landscape. And it is. Nevertheless, Mortal Online has wandered over the horizon without a second glance at current trends. It's an open-ended fantasy MMO where player interaction - not PvE - is at the forefront, powered by Unreal 3, talking about the good old days. It's a strange sight.
To understand this oddity you have to look a little further back in the mists of MMO history and realise that it's an attempt to build on former glories. The main protagonist in this earlier epoch was called Ultima Online, which was the first of the great MMOs. It's still going today, albeit much diminished from its original finery. Unlike the lineage of online RPGs that followed EverQuest, including good old World Of Warcraft, the original vision of Ultima was to allow players to mess around in an open world. The idea was to give players various tools in this virtual world and see what they got up to. That meant few constraints on PvP, player-built housing, bits and pieces of clever emergent activity, and lots of crafting.
This was, for many gamers, a freedom the like of which they had seldom seen in any game, never mind a multiplayer one. It was, however, a slow, time-consuming experience, and unforgiving on solo players. MMOs are complex and time-hungry at the best of times, but UO demanded a different level of commitment, precisely because it modelled so much of the world. The Ultima design philosophy hasn't found much traction in MMOs that have followed, with only games like EVE Online, and now Mortal Online, stooping to pick up that heavy gauntlet.

Combat is fairly chaotic, and, when you are just in your pants, tends to end in death.
Mortal, being developed by Swedish studio StarVault, is focused on creating an experience that lives up to the legacy of Ultima Online: returning to that philosophy of freedom and player co-operation while at the same time carving out its own niche with modern tech. Mortal Online is powered by the Unreal 3 engine - employing a new landscape engine to create an immense terrain - and is played with a first-person camera. While StarVault has evidently been galvanised by the Ultima way of doing things, its game has a look and feel of its own. You might be able to grind up resources like in UO, but exploring a 3D world is quite a different experience.
StarVault's community manager, Alexander Politz, is careful to balance expectations in his description of this synthesis of new and old: "A lot of our systems are following UO very closely. We had to bring them to the 'next gen' of course, and augmented them where we had to. Already a large part of our player base are what you would call UO-vets and we're getting very positive feedback from them. That does not mean that we are simply copying UO of course. There are a lot of things that make Mortal Online unique but yes, we like to think of our game as a spiritual successor to Ultima Online in some ways."
This means creating a game that has astonishing scope. A huge selection of diverse skills, dozens of possible interactions, and possibilities for all kinds of crafting, trade, and co-operative combat. "We are building a true sandbox game in the spirit of the first true sandbox out there," says Politz. "I would say the biggest thing we are emphasising in the game is immersion. That's why we went with first-person view and all game systems are built in a way to give a more realistic feeling. That being said, it all comes down to player interaction."
Player interaction seems like an easy buzz-phrase to throw out there, but play a bit of Mortal and you realise StarVault are not joking. This is a very serious attempt to do things differently. You simply can't expect to solo your way to victory. You need to make weapons from scratch, and you will soon realise that buying them from a specialist, while you make money some other way, is the best way to succeed. This process reminds me, in some ways, of the early days of EVE Online, with a lot of clueless people arriving in a world that has still got a long way to go. Those who overcame their inhibitions and started learning to work together began to make progress.
Like EVE, or Ultima, Mortal is fairly daunting to beginners. You're thrown into the world with just a hand-axe and a cheap smock to your name, and you're going to have to work hard to develop your many skills if you want to make any progress at all. Domestic pigs are terrifying, and experienced players in armour seem like gods. All this means that when you do start to progress, it's doubly exciting. Not least because, like Ultima and EVE, the world is so threatening. You might get some protection from the guards in certain towns and villages, but stray into the wild and you're all alone.

That Unreal 3 engine scrubs up okay, I suppose. Moody landscapes aplenty.
Politz explains: "Mortal Online is a free-for-all, full loot game. In essence that means you can attack anyone everywhere - even NPCs. There are no PvP zones and thus no real safe places - there are however places that are safer than others." The optimum way to ensure safety, of course, is to learn to fight for yourself. That takes practice and many trips to the local priest to resurrect yourself.
This is a tough game, doubly so because there's an element of skill involved in combat. You're moving in real-time, which suggests some worrying possibilities for lag-death in the future. "Gear is a factor in a fight but not as big as in most other MMOs," says Politz, who points out how much skill factors into a first-person game with real-time weapon actions. He also explains that the PvP system will depend on a flagging procedure that will represent the kind of violence you are likely to deal out to people. There are always repercussions, however, and the likelihood is that a reputation for naughtiness will mean violence is dealt out to you. "If you kill, plunder and steal, you better be a hell of a fighter or fast on your feet because players (and some NPCs) will deal out justice the hard way if they catch you."
As I wandered around Mortal I began to see a bit of what StarVault is up to. This early development version of the game - StarVault is still preparing for a proper beta - has blank areas that are clearly intended to be filled in by player activity. Just as EVE created the blank slate of its galaxy and slowly burned in the details through a mixture of player actions and developer patches, so Mortal is a world waiting to be furnished by the partnership with players. Politz explains a bit more about this idea: "You start as a nobody, one out of many. It's totally up to you if you become a well known crafter or the best duellist on the server. Players in Mortal Online will have the chance to shape the game world - truly shape it.
"Just for example: our 'boss-mobs' don't respawn, if you kill the mighty dragon, it's dead and stays dead. This will alter the course of the world, and thus make history. You and your guild managed to start a rebellion and kill the emperor of Tindrem? Gratz, you just changed the world for ever. Things like this, actually shaping the world, the lore, the future history of the game is what players can achieve - if they want to. It's all about choices and consequences."
Choices made by StarVault are, of course, going to have consequences of their own. Right now Mortal Online is a big barrel of potential, but how that gets meted out into gaming experience will depend on the decisions StarVault makes for its players, especially those design choices made in the coming weeks as the game approaches release. "As we will release with our core systems in place, we really have our work cut out for us," says Politz. "Polishing those systems until they are (nearly) perfect is the vital step for the next weeks. After that the world will become more lively and even more immersive. For example, the day/night cycle and closely following the dynamic weather system are things at the first spot on the list post-release. We are listening closely to our great community, so our fans and followers also make up for an important part in Mortal's development."

Bambi II: The Reckoning.
It's what happens to that community, as they make their home in the game after release, that will really dictate the lifespan of the game, of course. StarVault is following a route not unlike that taking by CCP with EVE Online. "Future expansions (which will be absolutely free) will first of all give the players more land, meaning more continents. I don't want to go into too much detail at this point but it boils down to: a lot more sand, shovels and toys in the sandbox." Whether players will take the time to figure out how to use those toys and build their castles in the sand remains unclear, but, for once, I'm feeling pretty optimistic.
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Comments (30) Latest comment 2 years ago
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Fantastic. This is what kills practically every single MMO for me: nothing I do stays done. I get given a mission to, say, rescue someone. I go and queue up behind someone else who is rescuing them, I rescue them, and then when I run past later there they are. Still being rescued.
It's incredibly un-immersive, to the point of being slightly creepy in a Groundhog Day sort of a way, and not so much massively multiplayer as single player with a load of other people running round in it.
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That said I don't necessary feel like these games have no place - they're fun, in an incredibly stage-managed sense, and that's what a lot of people look for in games. We desperately need two genres where we currently have one. That way we can stop complaining about the decline of the MMO and start complaining that no MMOs - other than EVE - are actually getting made.
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Plus the website is very good, I can usually tell a lot about whether an mmo will be worth it by how the site looks
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That said, it could still end up as Darkfall 2, depending on the playerbase.
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So there is a group of Ensidia/Nihilum like guys on your server (who don't go to work, eat or sleep until the new boss is dead). Awesome, now you can NEVER experience game content, because there is no gradual conversion process from the 'hardcore' mode (newly released) to the 'casual' mode (out for a while, everyone geared up).
Sounds like the kind of game that will be 'hardcore or GTFO' and if there is ONE thing that the MMO industry has learned, is that this is a recipe for disaster.
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That makes it more real tho, like someone had said, people lining up to kill the same mob over and over kinda shatters any illusions of "reality" WOW has changed the MMO world, for the worse in my opinion and I don't hate WOW, played if for 2 years, but I think it has made people not really understand what an mmo is anymore, to me, MO sounds like an MMO and I applaud them for at least trying and hope the results match the ambition!
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Sounds like a total gankfest. No thanks.
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I don't see why the caffeine and benefits crowd should stop me from doing that.
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I doubt this game has the resources to pull that off.
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You're correct if you assume that people's gameplay objectives are going to be the same as they are in WoW, which is to get the best loot because there is nothing else worth doing. Like PlugMonkey says, many players want a way of determining their own criteria for success - building up a village, owning a successful business, etc - without having goals prescribed to them by the game. It's only 'Hardcore or GTFO' if you see dragon killing as the only part of the game with any meaning to you.
If they do this right there won't even be a 'gameplay' reason for killing a dragon: it'll be a prestige thing, in which case, it'll go to the people who want it the most. That seems fair to me.
The notion that everyone has to be able to see all the content is what leads to stale, prescriptive gameplay, in this and any number of other genres. The appeal of multiplayer games, for me, is that the experience is emergent, not scripted, even if the game has to be rough around the edges to make it possible. That's the reason I've gone from being someone with 2+ MMO subs at any given time to someone with none in the space of five years. I've no interest in paying monthly for a theme park if the rides are going to be the same every time I go.
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No, the mobs won't be recycled. An Epic Mob is a one-time only thing. Played by SV staff - once killed it's dead.
Since the Epics are tied into the world itself players will have to face some tough decisions. One group of players might want to use the Epic for their own plans, others see it as a god and again others just want to kill it to craft truly unique items from the resources gained from the body (think Dragon scale armor, Dragon horn spears, unique reagents for really powerfull spells, etc.).
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the concepts described here are ideals , and not based on anything thats actually been implemented.
if i read this without having known or played MO , I would be well up for purchasing it , but the article is misleading , I appreciate it generates some interest in the game , but what you will be paying for at this stage is an alpha , an empty world , an update system that will useually have you downloading the entire game again, destinct lack of support , there are people in the "beta" who have not been able the thing running and they have been there for months.
It has some great ideas , and yes would be fantastic if it works , but the approuch is amature, and if you pay for this game , make no mistake that you what you are actually doig is funding the development , and not purchasing a product.
An example would be if you purchased the boxed version ( @ £65 !!! ) , you would have recently received a tin case with a nice logo, inside no manual , nothing , there is a dvd inside that contains an out of date , completly useless beta client, you will need to download the entire client aroung 5gb ( not update) , so some of the money you paid went into burning and pressing& posting accross europe and the US MO DVD's and that are essentially land fill ands serve no purpose, whatsoever
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They didn't like the way that monsters just spawned. So they developed a system that allowed monsters to 'breed' and multiply in a more 'organic' manner.
Unfortunately, they didn't take in account the way players behave. Very quickly all the creatures were killed and made extinct. And once the mobs were gone, it meant no more drops or xp.
Needless to say they very quickly dropped the 'organic' system.
So if you're going to have a MMO with anything like real persistence, you need to know exactly what you're doing - otherwise it will turn into a complete diaster.
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'You're correct if you assume that people's gameplay objectives are going to be the same as they are in WoW, which is to get the best loot because there is nothing else worth doing. Like PlugMonkey says, many players want a way of determining their own criteria for success - building up a village, owning a successful business, etc - without having goals prescribed to them by the game. It's only 'Hardcore or GTFO' if you see dragon killing as the only part of the game with any meaning to you.'
This is all well and good until the clan of players who 'like to kill things and take their stuff' come across your village or business and then kill you and take your stuff! And you have to start again and again and again.
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After the Ed Zitron Darkfall review fiasco where the reviewer only played the newbie area for 2.5 hours before writing his review, I ought to have known that EuroGamer has little to no journalistic credibility when it comes to MMOs.
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Then your village will need a Watch, defending the smithy from marauding bandits. Maybe eventually you can build town walls, and a keep. I like this game already.
I hate all the hand-holding and friendliness of WoW-like MMO worlds. Why should the game tell me which NPCs I can and can't attack? Is it so poorly designed that it would break if players were free to do what they wanted?
That organic mob breeding system sounds fantastic, just needs to be a little more robust. It could lead to situations where a particularly valuable creature is over hunted, leading a crafting guild to hire mercenaries to protect a herd so they don't become extinct. Or maybe the animals could be caught and bred within a town, while the wild populations die out. The towns that owned these animals could become rich from the rare resources, or the target of attacks to get at them.
Oooh, the possibilities!
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Yes. You clearly underestimate player behaviour.
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When you do come across a group a people guess what they are doing?LOL yep ganking each other.I tried getting some help a few times but got ignored.Its strange since across their forums they say learn how to play yet how can i when i cant see anything?(night time)Or when folks are speaking Russian?LMAO!
Im sorry but i just think its hilariously poor attempt to bring back skill based MMOs.Without content ,yes thats means PVE ,no MMO will last.Spellborn uses the same engine as MO and its 3 years old.
This reminds me of folks bragging about creating SWG the way it was supposed to be and that failed also.I cant even rate MO because i havent played it yet!LMAO!
Uninstalling it now.Good luck in the future MO ,your going to need it.
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