Introduced 3 mechanics · Ultima Online
Ultima Online
A shared world with a real economy, real theft, and real consequences — the medium's boldest experiment.
Mechanics this game introduced
These are recorded as first appearing here. Each links to a full history of where the idea went next.
World Systems · 1997
Crafting From Gathered Materials
Crafting from gathered materials lets players convert raw inputs collected in the world into finished equipment and go…
Origin: Ultima Online
Multiplayer & Social · 1997
Persistent Shared World
A persistent shared world runs continuously on servers whether or not any particular player is present, so thousands o…
Origin: Ultima Online
Multiplayer & Social · 1997
Player Guilds and Clans
Player guilds and clans are formal in-game organisations with names, membership rolls and ranks, letting groups of pla…
Origin: Ultima Online
Mechanics it built on
Ideas Ultima Online inherited rather than invented — each traceable back through the ontology to a root.
Directly influenced
The Ultima series in this dataset
1997
Ultima Online this page