[color:"green"] [color:"red"] So this is from the Beta area of WISH. [/color] ******
There was an attempt to create an open class and combat system much like UO. Along with live event. heck I remember last year during game creation that I ran through a town with someone yelling dye your clothes here chants, and seeing an orge mine. This is just an FYI [/color]
Why should Wish interest me?
Ultima Online was launched to create a wonderful RPG experience in a massive online world where the focus was on the experience and not the mechanics. Since that time, there have been a slew of games, such as EverQuest, that have diverged from these original ideals. As in Ultima Online, Wish creates a world where the focus is on the experience and not the mechanics behind the game. No one plays single-player or pen-and-paper RPGs just to level up, and the same is true in Wish. We have created an interesting and social experience that, in the spirit of Ultima Online, sends players into a world where the gameplay, the world and the story are what is most important.
Tell me about your open skill system.
We learned many lessons from Ultima Online and our open and usage-based skill system reflects that. We took what we learned from UO and have taken it to an entirely new level. Our system has been designed to ensure that players are able to play together from any level and meaningfully contribute from day one. We do not believe in a mandatory two month grind before the real game begins. This is achieved through a very flat power curve, which means that a player with 50 skill is less than five times better than a player of 10 skill.
Wish boasts a wealth of skills:
Melee combat: Swords, shields, polearms, two-handed weapons, maces, flails, staves, and much more...
Magic schools: Necromancy, sorcery, druidic magic, and holy magic.
Bards: They play a wide range of authentic medieval instruments with sound from our Oscar and Emmy award winning Sound Designer Mike Kimball.
Rogues: A real rogue experience, where the focus is on thievery and crime, not a light-tank support class.
Crafting skills: Every single item in the game can be crafted through a myriad of skills.
Resource gathering: Mining, foraging, lumberjacking, fishing and many more...
I remember GM Events from UO, is this Live Content like that?
Live Content is an evolution of traditional GM Events. With GM Events, the live story team interacts with players on a frequent one-on-one basis. However, it is impossible to entertain a large number of players using that approach. Live Content has a much broader scope, in which the Live Content team directs a wealth of interesting and unique encounters, challenges, and quests towards the playerbase. This creates a world with multiple evolving plots where the players are the focus.
When I started in Ultima the world felt so alive. I have not been able to recapture that feeling. How can Wish help me?
The problem in the genre since Ultima Online has been the allure of the EverQuest model. EverQuest created a static world full of static quests, static spawn zones and cookie-cutter classes.
Wish not only ignores EQ's example, we openly rebel against it. In Wish, you will not see the same type of creatures located in the same areas of the world every day. Instead, Wish employs a technique called "natural spawns". Creatures also are not limited to a spawn zone, but enter the world based on climate, level and terrain. Each time you venture out into the world of Ganedan, you'll find a different adventure awaiting. Creatures drop logical items (no horses with fishing poles here!), and illogical static quests do not exist.
These and other advances make your playing experience a process of discovery and adventure, rather than a boring trek towards some far off reward. Wish's world makes sense and is designed to allow you to have fun and be immersed from day one.


"Whats bred in the bone, cannot be bred out" - Robertson Davies