"What do you do in a game where you can do anything?"
FANDOMFARE GAMING That's the question author and journalist Wes Locher sought to answer in his new nonfiction book, Braving Britannia: Tales of Life, Love,
"As I played Ultima Online from 1998 until 2003, I always wondered who these other players really were and what they did for fun when they logged in" Locher said. "I made it my mission to find them, unmask them, and help them share their remarkable stories. This is the book I've always wanted to read, and I was tired of waiting for someone else to write it."
Released in 1997 by developer Origin Systems and publisher Electronic Arts, Ultima Online is considered to be the grandfather of MMOs and the game's systems influenced countless other MMOs that would follow it over the next two decades, including World of Warcraft, EVE Online, and Star Wars: The Old Republic.
Locher kicked off the project in the fall of 2017, and after eight months of interviews, research, and writing, the 320-page book is available for purchase.
"Braving Britannia provides a shot of nostalgia for those gamers who love Ultima Online, but anyone with a passing interest in MMOs, RPGs, or video game history will enjoy this book." Locher said. "These are stories of the human condition and how an online game changed the course of people's lives in some amazing and unexpected ways."
In a fantasy world of limitless potential, the only thing players seem to enjoy more than playing Ultima Online is talking about it, and yet, the true stories behind the avatars have largely gone unpublished for the past twenty years.
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