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* TheWikiRule: The [[http://wiki.ultimacodex.com/ Codex of Ultima Wisdom]], Wikia [[http://ultima.wikia.com/wiki/Main_Page Codex of Editable Wisdom]], [=UOGuide=] [[http://www.uoguide.com/Main_Page Ultima Online Encyclopedia]], and UO.com [[https://uo.com/wiki/ultima-online-wiki/ Ultima Online Wiki]].

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* TheWikiRule: The [[http://wiki.ultimacodex.com/ Codex of Ultima Wisdom]], Wikia [[http://ultima.wikia.com/wiki/Main_Page Codex of Editable Wisdom]], [=UOGuide=] [[http://www.uoguide.com/Main_Page Ultima Online Encyclopedia]], and UO.com [[https://uo.com/wiki/ultima-online-wiki/ Ultima Online Wiki]].----
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* WhatCouldHaveBeen:
** ''Ultima Online 2'' would have been a 3D "2nd generation MMORPG" to compete with games like ''VideoGame/{{EverQuest}}''. Its name was changed to ''Ultima Worlds Online: Origin'', and was planned to have been released around 2000-2001.
** ''VideoGame/TabulaRasa'', code named ''Ultima X'', was intended as a SpiritualSuccessor to Ultima. The first version was going to be a fantasy MMORPG, then was scrapped to make a second fantasy MMORPG, then it was scrapped entirely and made into a completely different MMOFPS.
** ''Ultima X: Odyssey'' would have been an MMORPG set on the world of Alucinor, continuing where ''Ultima IX'' left off. It would have featured more colorful graphics and a virtue system.
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* ScrewedByTheNetwork - As the first game of its kind, marketing estimates for the 'Multima' concept, as it was originally called, were based on pre-internet multiplayer games, a niche hobby, at best (even generous marketing estimates predicted only 30,000 sales over the lifetime of the game). After pitching the game for a year and a half and actually refusing to leave the boardroom until he got funding for the project. They gave him a quarter million dollars and all the developers nobody else wanted. They ran out of money before they could print beta copies of the prototype, so EA's first web site asked $5 for anybody who wanted to be in the beta. After that sold 50,000 copies, Ultima Online became AdoredByTheNetwork, while every other Origin product got screwed.

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* ScrewedByTheNetwork - As the first game of its kind, marketing estimates for the 'Multima' concept, as it was originally called, were based on pre-internet multiplayer games, a niche hobby, at best (even generous marketing estimates predicted only 30,000 sales over the lifetime of the game). After pitching the game for a year and a half and actually refusing to leave the boardroom until he got funding for the project. They gave him a quarter million dollars and all the developers nobody else wanted. They ran out of money before they could print beta copies of the prototype, so EA's first web site asked $5 for anybody who wanted to be in the beta. After that sold 50,000 copies, Ultima Online became AdoredByTheNetwork, while every other Origin product got screwed.screwed.
* TheWikiRule: The [[http://wiki.ultimacodex.com/ Codex of Ultima Wisdom]], Wikia [[http://ultima.wikia.com/wiki/Main_Page Codex of Editable Wisdom]], [=UOGuide=] [[http://www.uoguide.com/Main_Page Ultima Online Encyclopedia]], and UO.com [[https://uo.com/wiki/ultima-online-wiki/ Ultima Online Wiki]].
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* ScrewedByTheNetwork - As the first game of its kind, marketing estimates for the 'Multima' concept, as it was originally called, were based on pre-internet multiplayer games, a niche hobby, at best (even generous marketing estimates predicted only 30,000 sales over the lifetime of the game). After pitching the game for a year and a half and actually refusing to leave the boardroom until he got funding for the project. They gave him a quarter million dollars and all the developers nobody else wanted. They ran out of money before they could print beta copies of the prototype, so EA's first web site asked $5 for anybody who wanted to be in the beta. After that sold 50,000 copies, Ultima Online became AdoredByTheNetwork, which every other Origin product got screwed.

to:

* ScrewedByTheNetwork - As the first game of its kind, marketing estimates for the 'Multima' concept, as it was originally called, were based on pre-internet multiplayer games, a niche hobby, at best (even generous marketing estimates predicted only 30,000 sales over the lifetime of the game). After pitching the game for a year and a half and actually refusing to leave the boardroom until he got funding for the project. They gave him a quarter million dollars and all the developers nobody else wanted. They ran out of money before they could print beta copies of the prototype, so EA's first web site asked $5 for anybody who wanted to be in the beta. After that sold 50,000 copies, Ultima Online became AdoredByTheNetwork, which while every other Origin product got screwed.
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*ScrewedByTheNetwork - As the first game of its kind, marketing estimates for the 'Multima' concept, as it was originally called, were based on pre-internet multiplayer games, a niche hobby, at best (even generous marketing estimates predicted only 30,000 sales over the lifetime of the game). After pitching the game for a year and a half and actually refusing to leave the boardroom until he got funding for the project. They gave him a quarter million dollars and all the developers nobody else wanted. They ran out of money before they could print beta copies of the prototype, so EA's first web site asked $5 for anybody who wanted to be in the beta. After that sold 50,000 copies, Ultima Online became AdoredByTheNetwork, which every other Origin product got screwed.

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