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The Challenges of Bringing Ultima Online to Life
We were creating a new category. There had not been large scale, well funded, commercial online worlds available through the gaming market. The internet up until around 1995 was still very much a niche kind of a thing. So we were essentially writing this wave and that meant changes all over the place. A lot of the things that we wanted to do design-wise to meet the needs of the online gaming audience dovetailed nicely with the kinds of things in the ultimate games.