What do you do in a game where you can do anything?
Over the past two decades, millions of players have inhabited the virtual world of Britannia inside the Massively Multiplayer Online (MMO) PC game, Ultima Online.
Wes Locher’s Braving Britannia: Tales of Life, Love, and Adventure in Ultima Online and Braving Britannia: Tales of Melancholy, Malice, and Peril in Ultima Online are the first nonfiction books to collect interviews with more than 60 of the game’s players, volunteers, and developers, revealing what they did, where they adventured, and how their lives were shaped and changed through experiences in Ultima Online’s shared persistent world.
Released in 1997 by developer Origin Systems and publisher Electronic Arts, Ultima Online is known as the grandfather of Massively Multiplayer Online games. At its peak, more than 300,000 people from around the world played simultaneously.
In a fantasy world of limitless potential, the only thing players seem to enjoy more than playing the game is talking about it, and yet, the true stories behind the avatars have largely gone unpublished for the past twenty years.
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