I played Ultima Online ("UO") from early 1999 (prior to the PvP/non-PvP facet split) through early 2003, and though I canceled all my accounts I still keep in touch with my friends who continue to play, as well as peruse the various UO community boards at least once a week. Although it's certainly down from its peak, the last estimate I saw a couple of months ago indicated that UO has approximately 175,000 paying accounts. And I wonder and wonder and wonder how on earth UO keeps such a large subscription base . . . .
Let's see how UO stacks up in the major areas players look for these days in MMORPGS:
Graphics
Let's put it charitably and call them "First Generation" graphics. The game debuted in 1997, and with but one ill-fated and indeed ill-conceived attempt to overhaul them with "3-D" graphics, they have remained the same ever since. I wouldn't elevate the game's graphics by comparing them even to anime. At best, the graphics rate one star out of five.
Character Customization
ALL characters are human. No races. None. Zero. Nada. The only character customizations are hair length and color (and mustaches/beards for male characters), and dyes for clothing (not armor, just clothing). One star out of five. Tops.
Combat System
Up until UO rolled out its Age of Shadows ("AoS") expansion, combat was quite intriguing, and relied heavily on players' ability to know which special attacks/spells to use and when. With AoS all the combat mechanics changed and became almost entirely "object" based. If you have uber equipment, you just point at a beastie, click, and sit back and sip a drink while you watch the beastie die. Same goes for PvP--the guy with the most uber equipment wins. Forget tactics. One star, maybe two, out of five.
Crafting System
For blacksmiths and fletchers, your business--shoot, your whole rationale--went to hell in a handbasket with AoS. What player in his right mind would want equipment a player makes when you HAVE to go loot uber equipment just to survive against beasties, much less PvP'ers? Crafters were still useful for making house decorations, but that was about it. One star out of five.
Multiclassing
Depends on your point of view on the merits of multiclassing characters. If you hate the concept, then you'll love UO. And the converse is true. Each character is limited to about 2.5 classes given all the abilities you must master to max out a particular class. I won't rate this aspect due to the differing views on multiclassing.
The Level Grind
UO doesn't have "levels" per se. Instead, you must master abilities (e.g., swordsmanship, blacksmithing, etc.) by using that ability over and over and over again. Like making literally hundreds of thousands of swords to master blacksmithing. It's the same old "leveling"grind most MMORPG's have, just thinly disguised. Two and a half stars out of five.
Uber Loot
You want uber loot? You got tons of it in UO. Along with the camping and crafter minimalization that inevitably goes with it. If you love uber loot, you'll like that aspect of UO a whole lot. If you don't like the notion of tons of uber loot, then you're REALLY not gonna like UO. Again no rating given the differing views on this design concept.
Player/Developer Interaction
Forget it. There isn't any. If you're actually lucky enough to have a dev speak to you (via email or IRC or some such route), just keep in mind that he's a GOD and you're a slimey peasant. I was one of a couple hundred players who beta'ed AoS before its launch. A closed board was set up for us to comment on the changes. And boy did we! Almost all of us repeatedly advised the devs that the massive changes which would be wrought by AoS would NOT be "appreciated" by the veteran player base. And we were told--almost literally--to shut up and just look for bugs. UO even shut down its official boards, which provided the only player/developer interaction that there was. Zero stars out of five.
Content
New "content"--which primarily consists of either fixes from the last patch screwups or small additions or changes--come in about every three to four months. New lands or critters are introduced only through expansion packs that must be purchased to experience them. World Master events occur about as often, and last a few hours at most. Even a casual player can max out a character within a month or two of rolling it, and hit just about every hunting ground in the game within a month thereafter. No quests to speak of. So after about three months you either make your own content or you roll another character. One star out of five.
Community
Outside the BNet Kiddie online games, I've never seen more jerks and griefers per square inch than in UO. If you hunt more than ten minutes at any of the more popular hunting grounds, you can be assured of being KS'ed until you give up and move on. If you go to any of the popular banks, count on having at least two to three strangers begging you to give them gold. And trash talking you if you don't. And if you're foolish enough to accept a challenge from some jerk to duel on the PvP facet, just realize that he'll be waiting along with 10 of his closest jerk buddies to gank your arse. And you'll get to hear some of the worst testosterone-overdosed trash talking while they gloat over your corpse. Go read some of the posts on the UO Stratics shard forums and you'll get a pretty good flavor of the "community" UO attracts. Sure, there are more than a few really good folks on each shard, but by 2003 they were outnumbered 10 to 1 by the idiots. One star out of five.
Lag
It's about as bad as it gets. When I canceled in 2003 I had a machine with a Pentium 1.8 GiGhz processor, a GeForce video card with 68 megs of RAM, 1.2 gigs of RAM on the machine, and a cable modem. And I would lag to desktop anytime more than 30 mobile characters (any combination of players and beasties/NPC's) were on screen at the same time. And I could count on lag death anytime I hunted--even solo--anywhere near a group of houses. One star out of five.
Fluff
Now this is where UO shines--eye candy abounds in this game. Plants, paintings, busts, and all sorts of nifty house decorations. Yearly rewards for players which get better and better with the age of the account. Exterior and interior house customizations. Five stars out of five.
All in all, I wouldn't give UO a second look beyond even a five-day free trial. So how does UO keep and/or attract a 175,000 subscription base? I've thought about it for some time now, and I truly do not have the slightest idea. But I do believe that if there is an answer, it should be bottled and every MMORPG ought to buy a case of it.