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Posted by WtF Dragon On August - 27 - 2011

I have a bunch of research and article preparation to do over the next few days, and I am going to be devoting as much of my time as I possibly can to that. What that means, in practical terms, is that I won’t be updating the site as much — if at all — over the weekend and into next week. What I will be doing, however, is frantically scouring every dark corner of Google, YouTube, Flickr, and every other major content aggregation site I can think of looking for material related to certain Ultima games.

Because, yes, I want to have a dozen different things to post about the first four Ultima games ready to go for next Tuesday.

To be honest, I could certainly use any help, both in terms of researching content and drafting articles. If you’d like to assist, drop me a line and I’ll see if I can come up with an assignment for you.

In the mean time, I’m going to leave this up as an open thread, with a few hastily-researched-but-hopefully-interesting articles for you to mull over and discuss.

new-open-thread

How do you like the new open thread graphic, by the way?

Eric Schmidt, chairman of Google, condemns British education system

He laments what he views as the UK’s failure to “capitalise on its record of innovation in science and engineering” in favour of “a drift to the humanities”; he encourages them to “look back to glory days of Victorian era”.

By 2016, all smartphones will feature touchscreens.

Or, well, nearly all of them. At least that’s what a broup of analysts thinks.

Full Disk Image of Earth Captured August 26, 2011.

Hurricane Irene is fully visible in the image, and is bloody massive.

Speaking of hurricanes…

..there is a particular bird who may have survived flying through Irene.

Coordinated, global ATM heist nets millions for its perpetrators.

Stolen pre-paid debit cards, it seems, were the catalyst here; the attackers obtained a couple dozen cards and managed to increase or remove the withdrawal limits on them before using them at ATMs around the world.

Anyone else curious about the Amazon tablet?

I know I am.

Razer’s “future of PC gaming”: the Blade laptop!

This 17″, $2800 powerhouse does boast some impressive specs, a keen design, and a fantastic UI.

But does the gaming PC need saving, as Razer’s marketing campaign boasted. Gizmodo, at least, argues “yes, and then some!

PC gamers will have to wait for Skyrim DLC.

As if to prove Gizmodo’s point…

BioWare’s “Dr. Ray” on The Old Republic and Dragon Age 3.

Essentially, BioWare is testing the living crap out of their upcoming MMORPG.

Torchlight 2 will cost just $20!

If it’s anywhere near as enjoyable as the last one…it’ll be money well spent.

Apple has hired — as an intern — another iPhone jailbreaker.

This time, it’s Nicholas “Comex” Allerga.

categories: Featured, Site News
Posted by WtF Dragon On August - 26 - 2011

Uncharacteristically for Good Old Games, who usually are quite jealous in guarding the names of titles they are about to release, news has broken and/or leaked out (I’m not sure which) that the next releases at GOG.com will be Ultima 1 through Ultima 4.

pc-gamer-u1-4

iPhone screenshot of the PC Gamer article, just in case.

That’s right, Dragons and Dragonettes: come Tuesday, August 30th, Good Old Games will release the first three Ultima games as a bundled trilogy priced at $5.99. Ultima 4, meanwhile, will be released for free! (EA must have really gone to bat for Ultima fans in order to make that happen, methinks.)

So…Wing Commander fans had their day, and now we Ultima fans shall have ours! Mark your calendars, Ultima fans; the Ages of Darkness begin anew next Tuesday!

categories: Featured, Site News
Posted by WtF Dragon On August - 25 - 2011

To celebrate the launch of Wing Commander and Wing Commander 2 on Good Old Games today, I went through and dug up a series of YouTube clips from a series called The Gaming Standards, which looks at the history of the first Wing Commander, the man (Chris Roberts) who created it, and the things that influenced its development:

The Gaming Standards, Part 1

The Gaming Standards, Part 2

The Gaming Standards, Part 3

The Gaming Standards, Part 4

That’s about it for Wing Commander-related material, Dragons and Dragonettes; hopefully you’ve been checking out all the tasty morsels at the Wing Commander CIC and have enjoyed those too. And if you haven’t already, head on over to GOG and grab yourself a copy of the games!

categories: Featured, Site News
Posted by WtF Dragon On August - 25 - 2011

To celebrate the launch of Wing Commander and Wing Commander 2 on Good Old Games today, I went and dug up a YouTube clip which compares the introductory sequence of Wing Commander 2 as it sounds on a SoundBlaster to how it sounds on a Roland MT-32:

Wing Commander 2, SoundBlaster vs. MT32

More videos coming later!

categories: Featured, Site News
Posted by WtF Dragon On August - 25 - 2011

To celebrate the launch of Wing Commander and Wing Commander 2 on Good Old Games today, I went and dug up a handful of YouTube clips of the introductory sequences for both games…plus the add-on missions for Wing Commander 2:

The Wing Commander 1 Intro Cinematic

The Wing Commander 2 Intro Cinematic

The Wing Commander 2 Special Operations 1 Intro Cinematic

The Wing Commander 2 Special Operations 2 Intro Cinematic

And just for fun, here’s the scene that plays if your character gets killed in action in Wing Commander:

Wing Commander 1...your funeral.

More videos coming later!

categories: Featured, Site News
Posted by WtF Dragon On August - 25 - 2011

Well, it turns out that I was wrong in my prediction; Good Old Games did not release the Ultima 4-Ultima 6 trilogy today. What they did release, however, is only slightly less awesome; today, at GOG.com, you can find available for sale Wing Commander and Wing Commander 2 in a two-for-one combo pack, as well as Dungeon Keeper 2!

wing-commander-1990

Come and get it!

No doubt there will be a lot of fine articles posted to the Wing Commander CIC today, accompanied by much fanfare and celebration on the #Wingnut IRC channel; do be sure to check in at both places to take in what they have to offer.

I’ll be posting a few bits of Wing Commander-related content later today as well, though probably nothing as spectacular as what the CIC will have to offer.

categories: Featured, Site News
Posted by WtF Dragon On August - 25 - 2011

Or, well, one of them does…which, frankly, is awesome news. You can never have too much Ultima 6.

agentorangeguy’s Ultima 6 Mod for Exult is now known as the Ultima 6 Remake for Exult, and has moved away from its MySpace-based website over to a subdomain of Zygon Dragon’s Realm of Ultima website. As yet, no downloads have been posted for it, although there are a few new screenshots to take a look at which demonstrate some of the progress made on the remake since last we heard from it.

Recent news for the project includes a general update detailing some of the changes made since the last time we heard from the project (which I believe was in December, 2010):

  • Minoc is structurally complete – all buildings finished. Working on npc’s for Minoc currently.
  • Working on moving everything over on the new map. The new map is somewhat complete but still ‘raw’ in many areas, but the structure is there. Some areas such as forests, grasslands, water etc. need randomization.
  • Planning a new side quest with a few new npcs that will tie in some loose ends or inaccuracies in the storyline (such as those who were said to have associated with Mondain in U6 as “Mondain’s henchmen” or an adversary of Mondain)

…as well as a worldbuilding update:

…finished moving Britain and Cove onto the new foundations and fixed the foundations for Jhelom,Trinsic, and Buccaneer’s Den, just have to move those (buildings and such) onto the new foundations. I have Serpent’s Hold foundation done, I just have to build the houses and put the NPC’s there now which will probably be my next job after moving the old stuff onto the new foundations

But most importantly: the team could use some additional help. Specifically, they are looking for people proficient in the use of GIMP or the coding of usecode. Interested parties should contact agentorangeguy directly.

categories: Featured, Site News
Posted by WtF Dragon On August - 24 - 2011

Over at The Digital Lycaeum, Browncoat Jayson has published a series of articles — which I am assuming are part of an ongoing series that he hasn’t yet finished — which explore the various details and considerations that would-be developers of Ultima games and fan projects should be aware of. Some of his articles also explore extant resources which may be useful in creating such projects.

Here’s the list of articles he has published thus far, in chronological order (you can also see his explanatory article for a list):

Additionally — because I don’t know if I’ve yet made mention of this — he has contributed the first two assets to the Lycaeum: 2D art assets for the Britannian moons of Trammel and Felucca.

So…a big “thank you” to Jayson for grokking the idea of The Digital Lycaeum and really getting it off to a good start! Here is hoping that the site can continue to develop and grow along the excellent path that he has started it on!

Also: Be sure to check out his short review of Ultima V: Lazarus!

categories: Featured, Site News
Posted by WtF Dragon On August - 23 - 2011

The news at Good Old Games this morning should be exciting to every fan of Origin Systems:

Back in June, when we announced that Electronic Arts joins GOG’s DRM-free Revolution, we made a promise. After releasing couple stunning classics like Dungeon Keeper, Crusader: No Remorse and Sid Meier’s Alpha Centauri, we took some time off from EA releases, but promised to bring back more great titles from this publisher in late summer. The time has come to say farewell to the summer and take you all gamers back to the Old School with the release of more EA classic games. Be sure to check back this Thursday to see for yourself what the next batch from Electronic Arts and GOG.com brings!

Now, I don’t know for certain that the games they’ll be releasing on Thursday will be from the Orign portion of EA’s rather large catalogue of grand old titles. I suspect this will be the case, and in fact I’m going to stick my neck out and speculate that we’ll see a trilogy of Ultima titles — Ultima 4 through Ultima 6 — when we all check out GOG on Thursday morning.

But ultimately, I don’t know for sure…so don’t come complaining that I was wrong if they release something like Westwood’s Blade Runner instead (not that it wouldn’t be cool if they did that, of course).

categories: Featured, Site News
Posted by WtF Dragon On August - 23 - 2011

Let me begin by answering Dino’s question about the latest Deus Ex game, Human Revolution, first: no, Warren Spector had nothing to do with the game.

That doesn’t mean, however (if reviews can be trusted), that Human Revolution does not recapture the magic of the original game in the series, getting everything right where the second installment in the series got it wrong.

Ars Technica’s review of the game is almost glowing, praising nearly every aspect of the title…but from the sound of it, the praise is deserved. The game seems intent on forcing you to make hard decisions and to live with the consequences, in both minor details (like inventory management and weapon upgrades) and major details (plot points, who lives or dies, etc.). The action in the Human Revolution is apparently quite intense, and requires no small amount of tactical skill to survive. And the story, though it apparently gets a little too thick with its conspiracies by the end, is nevertheless supposed to be quite gripping.

Oh, and it’s evidently an utterly gorgeous game, especially if played on a DirectX 11-capable PC:

deusex6-4e4d3a5-intro

Just. Look. At. The. Lighting.

I haven’t played it yet, and probably won’t get around to doing so for a while, so if any of you Dragons or Dragonettes have a go at it before me, please feel free to share your thoughts here.

Posted by WtF Dragon On August - 23 - 2011

Iceblade sent me an email outlining some assitance he needs from the Ultima fan community:

I will be needing some help from the community to figure out what common denominators cause three major bugs.

I need system specs and view distances as well as any additional details regarding the crash/bug.

View distances are found in the options.ini file with the titles: FarClippingPlaneDistance and MiddleClippingPlaneDistance.

The major bugs/crashes are the following:

* First is the common problem with the Sigil and Rune remaining in the air after cleansing. I really need some more precise details about what causes this.

* Second is the major crash bug with Tydus where when Tydus shows you the supposed location of the Staff of Wisdom, the game will crash seconds later.

* Third is the major crash problem when piloting Raven’s Bird using the bird’s eye mode.

I will need a lot of data to get a clearer picture of the problem. Thanks for your assistance.

So, if you still have your copy of Ultima 9 kicking around, consider installing the latest Forgotten World patch, and keep an eye out for these bugs! If you encounter them, record your details and report them to the Forgotten World team!

categories: Featured, Site News
Posted by WtF Dragon On August - 23 - 2011

Dino links to this post on Facebook by Cody Ellsworth, who wanted to bring to the attention of all Ultima fans his work-in-progress effort: an Ultima 5-inspired tile-based RPG for the iOS platform.

He even provided a short video showing off what he has managed to build so far, after a cumulative total of perhaps 20 hours of work:

[media id=63]

Ultima 5 stylings!

Download the original video:
* Ultima V-Style RPG

At present, he’s just pitching his work thus far to the community in an attempt to gauge interest in the project. Judging by the responses on Facebook, he would probably do well if he kept at it. I would encourage you to leave your thoughts here, if you have not already voiced them!

categories: Featured, Site News
Posted by WtF Dragon On August - 23 - 2011

In a pair of posts over the weekend, Fearyourself announced that he had begun work on implementing characters in Skara Brae; later that same day, he announced that all the basic NPCs for Skara Brae were implemented. In other words, the guy works fast!

Naturally, he posted a pair of videos demonstrating this, his latest progress:

Work in progress...

...and, done!

As usual, I am awed by the rapid development pace that Fearyourself is able to demonstrate when he sets about implementing a new feature in his Ultima-inspired game engine. You should be too!

categories: Featured, Site News
Posted by WtF Dragon On August - 18 - 2011

We’ve heard Ultima creator and private astronaut Richard Garriott’s “three eras of gaming” keynote speech before, so his reworking of it for GDC in Cologne this week certainly won’t shock regular readers with its content or thesis. Garriott looks over the history of gaming and splits it into three broad eras: the single-player era, the MMO era, and the social/mobile era (which we are presently in), and notes his achievements and experiments with each paradigm.

His GDC keynote, though, is worth remarking on for how much focus it puts on the Ultima games, particularly Ultima Online; Tabula Rasa doesn’t even merit a mention in the quotes that Gamasutra took from Lord British.

On single-player gaming, Garriott had this to say:

“One thing that I really lucked into was creating storylines with what I will call ‘social relevance’,” he said, pointing to the moral choices inherent in the Ultima games.

The “save the kingdom” story of the original games in the series is no longer enough, though it still has traction in the industry, he said. “The first Ultimas were very simple stories… And if you look at most games today they still are. Personally, I don’t know about you, after I told that story a few times I was done with it.”

“That story has no value in the future. It’s the antithesis of what I try to do and what we as a development community need to do,” said Garriott.

“I have found that it’s much more challenging and much more successful for a long period of time, if you can a find a storyline to embed into a game that speaks to current contemporary social issues, but cast in a storyline that is appropriate to the style or fiction of the world that you have created.”

He also cautioned audiences to not miss what he considers “an essential element” of games — “a visual style is easily identifiable and easily memorable, and thus easily able for you to recall.”

And the Ultima games certainly delivered on that last point, especially from Ultima 6 onward.

Moving on to MMORPGs, Garriott revealed a few details about Ultima Online’s history:

When he launched the Ultima Online project, EA’s “faith in the team and faith in the project was so low,” he said, that “projected sales were 30k lifetime.”

“Sales and marketing were not in favor of us working with the game,” he said. “It wasn’t until we put up a prototype and put up a web page… 50,000 people signed up to be beta testers in the first couple of weeks. When it finally did ship it was the fastest selling PC game in origin and EA history at the time. Within about two years had outsold all of the other previous Ultimas combined.”

Even so, he said, “Despite the success, lots of people were not convinced that this was a good future for gaming in general.”

This is because the game had dated graphics and a lack of story — putting it behind the current state of the art of single player games. “When a new era starts with graphics that are five or 10 years behind the state of the art, very quickly that changes.”

MMOs quickly caught up. In fact, new era games — while behind the times at first — “catch up and supersede the era… Which is a very important message when you talk about the third era” of social and mobile games.

Of course, we know that Ultima Online went on to quite a bit more success than that…but it did start from behind. And it’s worth noting that MMOs today still have the tendency to lag behind graphically when compared to single-player games. Then again, that’s not really a surprise; MMOs run for years, and their visual feel stays constant for most of that duration.

Moving on to social gaming, Garriott had this to say:

“I am now much more of a gamer than I ever been been in my whole life, but the vast majority of the gaming I have played has been on this machine,” Garriott said, while holding up an iPhone.

“I’m a devout believer that this is the current and near-term future of games.”

The key points of this era, according to Garriott, are:

- Games are free or very cheap to acquire
- Simple to use without instructions
- The people who you meet at first are the people you know really well in the real world
- The ability to engage your friends asynchronously

“The combination of these features have scaled the market tenfold… Crossing the threshold of hundredss of millions of players in each game,” he said.

“Just like with MMOs, [detractors] are not recognizing the power of the new era, and how they can not only be great contributors to this era, but even as players how much you will enjoy this new era.”

People — both developers and players — used to say about MMOs, “the graphics aren’t very good, there’s no story.” Today, the same groups say that social and mobile games have bad graphics and unappealing gameplay. But watch out, said Garriott: things are rapidly evolving.

As I noted previously: I agree with Garriott’s assessment in general. Regular readers of Aiera will no doubt have noticed that I’ve been quite open in voicing my belief that social and mobile games — despite the relative fluffiness and primitivity of the current crop of social/casual titles — are a field in which there will be explosive growth (both in terms of the number of games available and the quality/engagingness of these games) in coming years.

My first mobile was a primitive little Samsung flip phone, with some version of Solitaire and a primitive little driving game installed on it. And these were, admittedly, terrible games, and very poorly implemented. Now, though? I’ve got Infinity Blade (an Unreal Engine 3-powered game) on my iPhone. And Galaxy on Fire 2.

That’s exactly the sort of revolution that’s about to take place in the social gaming space. And Garriott will likely be at the forefront of it.

Extra Reading: UO Journal links to this interview with Garriott at Soulrift, in which the father of Ultima goes into even more detail about the three eras, and about Ultima Online in paticular.

categories: Featured, Site News
Posted by WtF Dragon On August - 18 - 2011

As has become the norm for “help wanted” notes, I am posting this separately from the other Back to Roots news running today.

Fearyourself feels, at this point, that Back to Roots is stable and mature enough for him to branch the project out a bit with the addition of additional people to the projec team. As such, he is looking for a few good people, both programmers and non-programmers:

I believe what is most lacking is most likely:

Non programmers:
- A writer to add some content, some Npcs, etc. into the world
- Some 2D art for the menus, new tiles, etc.

Programmers:
- I haven’t got a clear picture of what is needed really here. One could say everything but I’d like to open this side of the project much slower than the non-programmer side. However, any good programmer is always a plus in a project such as this, it would be appreciated.
– For example, a Windows programmer who would like to try to port the code to Windows and we can merge the changes into a single project could be nice

So, Dragons and Dragonettes…if you want to jump on board with another promising game engine project (with an Ultima bent, naturally), leave a comment either here or at the Back to Roots project site and make yourself known!

categories: Featured, Site News
Posted by WtF Dragon On August - 18 - 2011

Naturally, the Wing Commander CIC was all over this news, and I’m sure most of you have heard it by now as well. For those that haven’t, here’s the skinny: G4TV recently interviewed former Origin Systems producer Chris Roberts (the man behind the Wing Commander games). In the course of that interview, he expressed his desire not only to return to the world of game development…but to the Wing Commander series as well:

“I definitely want to do another Wing Commander, and I have a very specific vision for it,” Roberts said. “I’m looking at the games being made now and I go ‘Yeah, they’re really cool, and there’s some really great stuff,’ but I think I could come back and push the boundaries of cinematic storytelling again. I’m looking at some of the stuff that’s been done and it’s sort of, in my eyes anyway, falling short, and it’s not because of the technology. It’s falling short because of how it’s been done.”

“I made Wing Commander because it was the game I wanted to play,” Roberts told me. “I didn’t make Wing Commander because I said ‘Oh, this is something that’s going to sell a lot of units,’ or ‘there’s a gap in the marketplace,’ it was just ‘I want this experience.’ The time where I could feel like I’m ready to engage in something is always when I have a personal feeling that ‘Okay, I want to go and make a game that gives me this experience.’ I feel re-energized, and I think I can come back… and push forward parts of the industry in terms of narrative and cinematic storytelling.”

The full interview is available here.

What do you think, Dragons and Dragonettes? Do you think Chris Roberts can come surging back into the wide open world of cinematic game design and wow us all with another amazing title…maybe even something that continues the Wing Commander story?

categories: Featured, Site News
Posted by WtF Dragon On August - 17 - 2011

A few people have brought it to my attention that well-known old-school gaming blogger The CRPG Addict has started his playthrough of Ultima 5 recently.

Just for the record: yes, I have in fact heard of the Addict and his one-man mission to play through “every PC role-playing game ever released”. I’ve been following him since he did his Ultima 4 playthrough a little over a year ago. For those unfamiliar with the scope of his undertaking, see his post explaining the rules he operates by in determining which games to play, and how to play them.

Anyhow…it’s true; the Addict is playing through Ultima 5 now. He didn’t get very far into the game (I gather it’s his first playthrough); his party was mauled by pirates and then wiped out by an encounter with a band of skeletons. Still, he seems very much sold on the games, and his thoughts on both his joy at returning to the Ultima world (“It feels like coming home.”) and his praise of the fact that the core of the series was set in Britannia (“You would think that it would be boring to play a series of four games (Ultimas IV-VII) in the same game world, but instead I find it enormously rewarding.”) will resonate with every Ultima fan.

So, take a moment, check his site out, and bookmark it; he’ll be posting a lot of Ultima 5-related content over the coming days and weeks!

(You might also want to check out the Addict’s playthroughs of other great — and not so great — Origin Systems games, including: Ultima 3, Ultima 2, Ultima 1, and Times of Lore. He skipped Akalabeth, for the most part.)

categories: Featured, Site News
Posted by WtF Dragon On August - 17 - 2011

Courtesy of commenter MicroMagic, here are three videos — the E3 2011 live demo footage, actually — of Kingdoms of Amalur: Reckoning gameplay…presented by none other than Ian “Tiberius Moongazer” Fraizer of Lazarus fame. And unlike much of the advertising coverage the game has received, these videos are more focused on the game’s RPG elements.

Here’s the first one:

I almost -- no, I do -- get the feeling I will enjoy this more than Dragon Age.

Takeaways from the first video: the game will feature full NPC schedules and a very impressive inventory management system (I particularly like the junking feature). The crafting system — including the ability to dismantle items for enchanted components and then reassemble or add those components into other items — is also pretty slick. Reckoning, like the Elder Scrolls games, will feature an “open world” exterior map (although cities and interiors are on separate maps and require a loading screen). And like those games, you won’t necessarily have to follow quests in order; walk to the right point at any time and you’ll be able to pick up and continue the plot (or side quest) from there. That’s nice to see.

And really…did you all love the “calling the guards” bit? I loved that. Ultima 6, all the way.

It is a very pretty game.

Killable farm animals? You have my attention, Tibby. But I wonder…can I kill random NPCs as well? (Update: Tibby says “yes“.) That would be a neat feature to see come back to RPGs; who didn’t love the ability to accidentally kill off the person you next needed to talk to in pretty much every Ultima game, thus rendering the remainder of the plot impassible?

The idea of your character in the game having a “sound output” level, which is affected by stealth and which affects the ability of enemies to detect you — even, apparently, across large areas — is a pretty neat concept that I haven’t encountered in another game that I can think of. Which, note, is probably more of a commentary on how many games I haven’t played than it is on the number of games that lack a particular feature.

Here’s the third video:

Questions and answers.

The destiny system is, admittedly, an interesting feature, since it doesn’t lock you in to any one class (unless you want, of course). The fact that the fundamental game mechanics shift in response to changes in your destiny is also pretty cool. And let’s face it…those destiny cards look darn familiar, don’t they?

And damn, does the world sound cool…and large. And you get a house that you can customize…I wonder in what ways? Also, for those of you who have had it up to somewhere with the romantic subplots that have come to characterize BioWare games…Reckoning has none of that.

Anyhow, I am getting more and more stoked for this game all the time, with every bit of additional content that leaks out concerning it. And now I see that they have added a digital download pre-order option to the game on EA’s Origin service.

categories: Featured, Site News
Posted by WtF Dragon On August - 16 - 2011

I am looking forward to this game — which, I can’t point out enough, has as its lead designer Ian “Tiberius Moongazer” Fraizer, who lead the Lazarus project team — more than ever after reading a couple of different articles over the weekend.

The first is a Gamasutra feature, The ‘Long And Crazy Tale’ Of Kingdoms Of Amalur’s Creation. It’s an interview with Tibby, actually, and it covers the history of the game from its inception at Big Huge Games (under the working title Crucible), through the days when THQ owned Big Huge Games, and up to today, where the game is being produced by 38 Studios (an independent company founded by former baseball star Curt Schilling).

This part of the article may appeal to Ultima fans:

Playing a key role in guiding the team through its challenges is RPG veteran Ken Rolston, lead designer on Bethesda Softworks’ The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion. He has an office at Big Huge and plays Reckoning regularly, giving feedback to the team.

“He’s not like writing dialogue as a general rule, he’s more playing quests and looking for what doesn’t work, seeing how we can we make this more ‘open,’ what we can do to support the freeform play style,” Frazier explained. “As an example, recently we have a lot of quests in the game — we had over a hundred side quests between faction lines and stuff, and generally we expect that’s what people are going to do. But Ken played the game for, I think it was three or four days straight without a single save, and didn’t do any quests. He was deliberately avoiding quests.”

“He was just wandering around, killing things and crafting stuff, and that’s it,” said Frazier. “He was going out of his way to not do any quest content, just to see what that would feel like, and how quickly he would advance, and what the XP looked like for a character that doesn’t do quests and so on. Then he just gives me a dump truck of feedback on that experience and then we can tune things to make that a good experience.”

“Ken’s office is actually across the hall from mine, which is good because we have squirt guns that we’ll attack each other with from time to time.”

Open world? Freeform play style? You read that right, and Tibby confirms those details in this Q&A session at the Reckoning forums:

Reckoning’s structure is extremely open. The main quest and each of the six factions contains a mostly-linear narrative you can follow, but you can veer off and pursue hundreds of different sidequests at any time. Even if you choose to ignore all the quests completely, the world is ripe for exploration, with all manner of rewards to find (both hand crafted and systemic) for the explorer.

The game is being marketed almost like a God of War clone, which is kind of unfortunate; it may well incorporate lots of action elements and combat, but it obviously also goes a lot deeper than that, into the territory that we have come to expect from an RPG. But then, with Tibby leading the design of the project…is that really a surprise?

categories: Featured, Site News
Posted by WtF Dragon On August - 12 - 2011

Courtesy of former Origin programmer Bill Randolph, and thanks to the tireless efforts of Joe Garrity of the Origin Muesum, Ultima Aiera is pleased to present fifteen documents — which have been broken out into over 130 images — which discuss some of the technical details of an early version of Ultima 7.

Specifically, the documents — all of which appear to be internal documents from Origin Systems — discuss the conversation syntax of the game and its technical implementation, the object design of the game, the in-house map editor that Origin developers used to construct the Ultima 7 game world, and much more! The most interesting detail about all of these documents, however, is that they are in fact focused on a very early version of the game, which is different in several ways from what was finally shipped.

There is some truly fascinating stuff to be found within these pages, at least for those who enjoy getting a look at the technical foundations of software. And, of course, many of the documents are heavily marked up with notes and on-the-fly edits.

Anyhow…the images in the gallery, in JPEG format, are lower-resolution extracts from PDF scans of the original documents. They are legible, but not of particularly high quality, and thus are not recommended for printing; download the PDF files for that purpose.

Most importantly, though: enjoy! Pull up the images, download the PDFs, and pore over them. Search out every little detail, and enjoy a fascinating glimpse into the nuts and bolts of how Origin crafted a truly ground-breaking RPG. Ultima Aiera is indebted to Joe Garrity for providing these documents, to Bill Randolph for releasing them and making them available for us to see, to John Watson, and to everyone who worked at Origin Systems.

categories: Featured, Site News

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