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VOLUME II

Braving Britannia: Tales of Melancholy, Malice, and Peril in Ultima Online

For more than 20 years, millions of players have lived, loved, and lost in the medieval fantasy world of Britannia within the PC video game Ultima Online. Originally released in 1997 by developer Origin Systems and publisher Electronic Arts, Ultima Online is widely considered to be the grandfather of Massively Multiplayer Online games.

This second volume of the Braving Britannia series collects interviews with 30 more of the game’s players as they share treasured memories of slaughtering the weak, protecting the innocent, founding successful roleplaying communities, meeting future spouses, bonding with family and friends, decorating expansive castles, or just causing trouble for everyone around them. 

Meanwhile, the author returns to Ultima Online for the first time in more than 15 years, hoping to discover whether the game is as special as he remembers it, or if his feelings are merely rooted in nostalgia.

It’s time to brave Britannia. Again.

Available in Paperback and Kindle formats!


VOLUME I

Braving Britannia: Tales of Life, Love, and Adventure in Ultima Online

Available in Paperback, Audiobook and Kindle eBook formats!

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 is the first nonfiction book tocollect interviews with 35 of the game’s players, volunteers, and developers, revealing what they did, where they adventured, and how their lives were shaped, changed, and altered through experiences in Ultima Online’s virtual 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to enjoy more than playing the game is talking about it, and yet, the true stories behind the avatars have largely gone unpublished for the past twenty years.

Until now.

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