Ultima Online 2 is nog steeds een van de games die online gaming echt door zou moeten laten breken. Lead Programmer Jeremy Gaffney schreef een aardig stuk over de binding van mensen in online werelden en contactvormen. Daarnaast heeft hij het ook even over verschillende classes binnen een RPG.Social experiences like this are a unique brand of fun you just can't find anywhere else. In offline games, it's just not an option, and in short-term (Quake type) games, it's tough to create the bonds that you do in a longer-term game, with more opportunity for chatting and talking as opposed to constant frenetic action. Even in the real world, there aren't many places you can go where social interaction is something that happens naturally - it takes a big effort to overcome shyness, possible lack of interest from your potential friends, and all the other hurdles involved with meeting people if you're not naturally extroverted. Those same hurdles exist on the internet, to greater and lesser extents, but as game developers, we get to help out some by finding the best method to get people interacting in positive ways. In dit artikel wordt niet erg veel informatie vrij gegeven, maar is toch zeker aardig om even te lezen.