Criticism of Ultima Online - Player Dispersion

Player Dispersion

Ultima Online debuted with three game servers and a much smaller amount of playable space than is currently available in the game. This caused a higher density of players and subsequently more interaction between them.

To cope with Internet latency, additional servers were quickly added to distribute the load. New servers were occasionally added with the additional intent of allowing players to start over in an unspoiled world, where the long-term effects of bugs could not be felt, and where there were few high-level players with whom to compete. This was even done as a marketing tactic with the introduction of Asian servers, where only Asian players could connect for the first few months of their existence. Rarely, additional servers were added to allow for different play styles, such as "Siege Perilous", some being temporary like "Abyss". The number of servers is now in the dozens.

In addition, with every expansion came additional land to be explored, in the form of additional worlds. These greatly added to the amount of land, and thus dispersed players further. The addition of Trammel also further dispersed players, though most migrated to Trammel exclusively. When you multiply the number of worlds per server by the number of servers, it is clear to see that the amount of landmass available per active player is much higher than at initial launch, making the likelihood of meeting other players, even in traditionally popular areas (which isn't always the same area per server), unlikely and most of the unpredicted player interaction has been lost. As players bought houses, that also removed their need to be in towns, and so further dispersed player populations.

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