one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

parts

11 mechanics, as Ultima Online does them

core · 3

agents & behavior

Agent skills

Progression is skill-based with no levels or classes; skills improve as the character uses them, so a character's abilities record what the player has practiced.

resources & production

Hand crafting

The economy is craft-based: players gather materials and craft the weapons, armor, and goods other players buy.

multiplayer & persistence

Persistent shared world

Shards keep persistent player houses and goods; unrestricted PvP at launch was split in 2000 into a consensual-PvP Trammel facet and an open-PvP Felucca facet.

supporting · 8

space & construction

Building placement

Players place houses on open land in the shared world.

control & automation

Direct avatar control

risk & failure

Loss on death

A dead character leaves a corpse that other players can loot; item insurance, added in 2003, keeps chosen items for a fee.

multiplayer & persistence

Modding API

Player-run free shards on server emulators such as RunUO script new content in C#.

multiplayer & persistence

Player organizations

Player guilds such as Shadowclan formed persistent communities.

multiplayer & persistence

PvP security zones

The 2000 Renaissance expansion split the world into Trammel, where player-versus-player combat is consensual, and Felucca, where it is open.

social relations

Reputation

Criminal acts against other players carry consequences whose rules changed over the game's life.

resources & production

Resource extraction

core loop

practice skills by using them -> gather resources and craft goods -> trade with other players -> build and furnish a house -> fight monsters or other players -> recover from death and re-equip

design notes

Ultima Online tried to simulate a world rather than a set of classes: skills grow with practice, goods come from player crafting, and houses persist on the map. Its planned artificial-life ecology, in which animal behavior responded to ecological events, was removed during beta because players killed creatures faster than they could spawn. Unrestricted player killing at launch led to the 2000 Trammel and Felucca split into consensual and open PvP facets, an early rule-zoned world (proposal pvp-security-zones); fans later reverse-engineered it to build server emulators.

appears in

the paper, 3 sections · 3 chapters
paper

3. The catalog

linked in this section of the paper

paper
paper

5. The structure of the design space

linked in this section of the paper

paper
paper

Appendix A. Game catalog

linked in this section of the paper

paper
catalog

The catalog

listed with its year, developer, subgenre, and number of mechanics

book
ch 3

Chapter 3. Old parts

linked from the text

book
ch 4

Chapter 4. Families

linked from the text

book
ch 9

Chapter 9. Vacant lots

named in the text

book

sources

1
Wikipedia contributors (2026). Ultima Online. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gicatalog
2026-10-25
reviewed2026-10-25-contributor-readinessmaintenance