UO - Past Dev Team Members - Gordon “Tyrant” Walton

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>> List of Past UO Developers

aka: Tyrant
Name: Gordon Walton (Sometimes listed as C. Gordon Walton)
Years Working on UO: 1998? - 2002? (Also Ultima IX: Ascension)
Position(s):
Worked On:
- Ultima Online: The Second Age V.P. of Online Operations
- Ultima Online: Renaissance - V.P. of Online Operations
- Ultima Online: Third Dawn - V. P. of Online Operations
- Ultima IX: Ascension (Listed in credits as a “special thanks to”)

Interviews/Comments on UO
- Interview - RPGVault - Gordon Walton Online Worlds Interview - March, 2005 , this is a very extensive, informative interview.

Where Are They Now?
- Currently working on an unannounced MMORPG for Bioware in Austin (TX) with Richard “Dupre” Vogel

What Else Did They Do?
- Star Wars: Galaxies - The Total Experience (LucasArts)
- Star Wars: Galaxies - Jump to Light Speed (LucasArts)
- The Sims (Electronic Arts Inc.)
- The Sims: Online (Electronic Arts Inc.)
- Numerous other games - see MobyGames.com link below.

Other/External Sites:
- MobyGames.com - Biography/Games
- Entry at Wikipedia

Notable Quotes:
- (From RPG Vault interview listed above, in regards to proudest achievements) Working on Ultima Online and growing that franchise dramatically was very exciting - a real career high point….

- (From RPG Vault interview listed above, on changes he’s seen in MMOs) At first these games were made by a handful of geniuses. They had to be because we couldn’t afford a lot of people and the number of skill sets required meant we needed supermen and superwomen to cover all the bases. Next, we started getting bigger teams, and then we ran into the enormous communication and control problems that come with that scale. Then came the era of “rules”, where everyone was just following the formula - either the EQ or UO formula in most cases - and building games that were just improved clones of a previous one. Now, we are in the post-City of Heroes era, and I credit that game for reminding us that players don’t have to suffer for their advancement, and that we should be making games that are fun first and foremost.

- From Austin Game Developers’ Conference (2006) - I’ve done that. I’ve made bad decisions … many more times than most people here in this room … I think the challenge here is, are we agents of our lives, or are we victims? We’re talking about, oh, it’s going to come from the top down. Well guess what, if nobody will work for those schmucks, it’ll come from the bottom up. … What are they going to do? They don’t know how to put it on a disc. …

Notes: