The candles burn out for you; I am free

Posted by wtf_dragon On August - 17 - 2010 4 Comments   Discuss in the Forum 

You know how badass you are when you can summon two more demons to rip a demon apart!

Yeah, I know, there’s nothing particularly -related about ‘s series of games. At the same time, I would be remiss if I did not point out that the Dragon Age toolset is ludicrously powerful and would, I think, be well-suited to developing an Ultima adventure in.

And hence, I’m reporting this, because as I previously noted, my goal was — and continues to be — to expand ‘s scope somewhat to serve as a kind of developer connection for people wanting to tell an Ultima tale. Keeping abreast of available engines and toolsets is a big part of that.

And who honestly doesn’t think that won’t have a wicked toolset? Update: I have been informed by JasonNH that Dragon Age 2 will not have a toolset. Which, frankly, sucks.

(via Joystiq)

Posted by wtf_dragon On August - 3 - 2010 2 Comments   Discuss in the Forum 

I was just reading about the new expansion for , the principal new feature of which is that “[f]or the first time in the game, heroes and villains will be able to switch sides with an interesting set of morality quests.”

Morality — and its consequences on the game world — have been a growing trend in games for a number of years, and one can in particular point to any number of games to illustrate the example. featured a fairly simple derivation of the “karma” system common to earlier games (various titles included, to a degree). Games like and boasted more complex morality systems that moved beyond the somewhat Pelagian basis of the karma counter, tracking good and evil on separate scales rather than allowing past evils to be undone or smoothed over by later good deeds.

Indeed, in many such games and game series, the moral choices made in one game are — or can be — carried over to the next entry in the series, reshaping the game world and playthrough experience in ways both small and large. (And yes, I’m totally stoked to see what does with this notion. In fact, I’m saving up my “True Renegade”, “kill all potential ally species” playthrough for its release.)

Now, no Ultima title that I can think of ever really implemented a formal morality system, in the sense of something that the player could track (certainly, nothing so apparent in-game as e.g. Mass Effect’s Paragon and Renegade score bars). At the same time, a rudimentary morality system was in place in many of the Ultima titles. Stealing when a shopkeeper was present brought the guards down on your head; attacking someone in the presence of witnesses could mean a similar guard-delivered beat-down. Some Ultimas also presented you with situations to challenge your Virtue. Supposedly, there was actually a more evolved karma system than this in some of the Ultima titles, but I never really noticed it…even when I tried to play through the game in the most asshole-like manner possible.

Indeed, about the worst that would happen is that the people I stole from or pushed around would stop speaking to me…for about a day, maybe two. After that…why, yes, they would gladly sell me that two-handed sword.

Now why, you might ask, am I musing about this at all. Probably, you’d rather I get off my fat butt (okay, it’s not that fat) and get those downloads restored. And yeah, I probably should do that as well. However, I’ve twice now been asked by a certain Mr. Paul Barnett, who has been “looking to collect thoughts and views that fans have about Ultima.”

So in the absence of my ability to contact him in return, I’ve decided to launch something of a new feature here at the site: I’d like to collect everyone’s feedback about aspects of the Ultima games. And this is the basic format that such outings will follow: I’ll open up with some musing about something or other, and then invite comments.

Leave your thoughts and tell your friends!

Posted by wtf_dragon On July - 9 - 2010 4 Comments   Discuss in the Forum 

I ask, because I just got this message, from reader Rodrigo, by email:

I am a fan of games and I have followed this site for a long time.

Maybe you know about this, but there is a recent new mod for 1:
www.systemshock.org/index.php?topic=1719.0

This mod allows better resolution and mouselook. These things totally change the game play for better.

Anyway, I was wondering why can’t this happen to since both titles are very similar to System Shock. But I am no programmer.

Maybe you can make a post asking if someone can adapt the mod for UW.

First, let me just note that I was in fact totally unaware of this mod for System Shock; I don’t follow that community all that closely, even though two Ultima titles use its excellent (for the day) engine.

As to whether or not this mod would work, or could be made to work, with the Underworld titles…I suppose my reply would be that there’s no reason that I could see that it couldn’t be, though of course it doesn’t necessarily follow that the mod will work with either Underworld title without modification. is built on the engine, but I doubt I could get a mod for Unreal to work with ‘s sci-fi epic. The same general principle applies here.

I can’t explicitly ask anyone to do anything, of course, but I can put up this news post and bring this mod to the attention of other Ultima fans, some of whom may even be interested in picking up this idea and running with it. There are still a few Underworld remakes and ports being worked on out there, after all.

Posted by wtf_dragon On April - 3 - 2010 No Comments   Discuss in the Forum 

Back when I was still actively working on , I wrestled with various “morality” systems that I might want to work in to the game…the default approach that had featured in precious Ultima games didn’t particularly appeal to me. Taking a hint from , even without having played I devised a system of virtue and anti-virtue scores, based on the seven cardinal and theological virtues of the Catholic . What I came up with was a bit more than just a multiplication of KOTOR‘s morality system (which is still just basically karma). Indeed, it was rather more like the system in Mass Effect…but with fourteen counters instead of just two. Moreover, I devised a system whereby the Guardian — or, rather, those who server or were enslaved by him — gained power if the player racked up high anti-virtue scores.

Not that I intended for there to be overt in Lost Sosaria, mind you. But it seemed quite reasonable to use a system of virtues in the mod that could in various ways be related to the Britannian virtues without actually using the Britannian virtues. (See also: .) at the same time, I wanted to experiment with just how extensible, beyond the boundaries of the practice of the Christian faith, the virtues really were.

And so faith, hope, love, temperance, prudence, justice and fortitude were to be the virtues of the land of New Sosaria.

Obviously, I never got to experiment with my idea that much, owing to the fact that I had to set the project aside to meet the demands that a new and growing family placed on my already-limited free time. However, I held on to the idea, and thought about how I might adapt it to another story or game plot idea I had a while ago. That idea was much more sci-fi in nature, and wouldn’t have been related to Ultima at all…and would have pitted the player against two different categories of enemies: corporeal opponents who were either willing servants or slaves of some evil entity, and supernatural foes that grew in power as the player racked up the tallies of the anti-virtues. Worse still, the acquired bonuses were permanent; there were no corresponding reductions in enemy power for high virtue scores, nor did the player himself gain any combat bonus against his foes.

I shelved parts of that idea after I realized that it would make enemies in the game almost impossible to defeat by the end, except in very small groups. But I also realized that in a way, that was probably the point. Which is to say: if there is any supernatural effect caused by human wrongdoing, we are — or would/will be — powerless against it.

We are very amazing creatures, fearfully and wonderfully made…but we are also very limited creatures. That’s one of the reasons I’ve been enjoying Mass Effect so much: though a Reaper is still a corporeal foe that can be individually defeated with much struggle and effort, the Reapers as a collective are beyond both the ability of mankind (or turiankind, or hanarkind, or what have you) to understand or defeat.

Despite living in , and despite knowing a few people at BioWare, I don’t have any inside details on how will play out…but I suspect that any lasting victory over the Reapers in that game will not come about by way of force of arms. Especially not after seeing both how high the cost of defeating one Reaper was in Mass Effect, and then seeing how many Reapers there actually were at the very end of . Against such a multitude, none could prevail…not by force.

If there is to be a victory for the Council races in Mass Effect 3, it will come about by some unexpected means, which will likely require great sacrifice.

It is this ability for — and inclination toward — sacrifice that really sets man apart from other creatures. Not that other creatures will not lay down their life on behalf of kith and kin; many animals (man included) do just that. But where man is unique is, I think, in his willingness to risk life and limb on behalf of complete strangers, in ways and for reasons that go far beyond notions of altruism or “reciprocal” altruism. In like manner, man is unique in his ability to forgive wrongs done against him — any other animal would opt not to stick its nose where it hurt once before. But we humans are willing to forgive one another, even if we disadvantage ourselves and risk further or repeated abuses by so doing.

is concerned with such concepts as these, as are the philosophical disciplines which concern themselves with the concept of . That said, obviously not all of you who read this site are wont to observe Easter in a religious or particularly philosophical way.

So…if it is the good reader’s way to make such reflectionsas these inside of a church on this day or those that immediately follow it, well and good. If not, perhaps the good reader could nevertheless be encouraged to reflect upon the inclinations toward sacrifice and forgiveness which would seem to be a part of the fabric which makes up a human being. And perhaps we might all reflect on those things we have done, recently or some time ago, which we might one day like to be forgiven for.

And regardless, thanks for indulging a young Dragon his annual Easter reflection. Have a great weekend, hopefully in the company of family and friends.

Posted by wtf_dragon On May - 19 - 2009 No Comments   Discuss in the Forum 

Well, the video card issues seem to have been resolved, and then in a way that allowed me to hold on to the Sapphire Radeon HD 3850. which is good; this new idea I’m chasing will need as much video performance as possible.

Of course, getting things to work was something of a task. It ultimately required removing all ATI software and drivers from the system, running a program to clean up any driver “remnants,” and then installing new Catalyst drivers (version 8.7) from a hotfix I managed to unearth from the Sapphire website.

Of course, that was only most of a solution.

Neverwinter Nights isn’t exactly a new game, and so does not require or support some of the newer graphics features that modern video cards can deliver. In most cases, of is easy to correct for this; in the case of an ATI card, using Catalyst’s control center to set all the advanced 3D features to be “application controlled” (where possible — “off” where necessary) will typically do the trick.

So I did this.

Neverwinter Nights started up just fine, loaded the test module just fine (a good sign: the module loading process had been where I’d been having issues) and displayed the scenery graphics just fine. But: no character models were visible.

Frak.

A bit of Googling turned up a solution I wouldn’t have expected, however. It seems that with this video card and driver set, it is the case that the Catalyst A.I. is apparently necessary to run in its advanced mode. That struck me as unusual when I first read it, but making the change worked…the characters were visible during the next test run.

Apparently this also has something to do with a setting in the game concerning environmental mapping onto character models; since I had this mode enabled (it maps “real time” reflections onto metallic surfaces on each character’s armour or clothing), that may also have had something to do with the missing models.

Eh, whatever. It works now, which was the goal. ATI drivers have never really played nice with BioWare titles, so I’ll probably have to monitor the situation like a hawk in the future. And there is this pesky issue with the mouse cursor’s repainting that I still have to sort out.

But it works!

I hate being beaten by a computer problem, so it’s nice to have put this one to rest.

Posted by wtf_dragon On May - 15 - 2009 No Comments   Discuss in the Forum 

So I have a conundrum.

Suspecting that the source of my Windows computer’s instability might be the existing video card (a Radeon 9600 XT), I went and picked up a Sapphire Radeon HD 3850 — pretty much the most powerful AGP graphics card in existence today. (ATI has always been my preferred brand.)

Anyhow, I installed the card and its drivers, and proceeded to test out Neverwinter Nights. That’s where the trouble started: NWN crashed, every time. I did some digging, and found a few hints in various places that the issue may have something to do with ATI’s Catalyst software — certain versions of the control center application evidently conflict with NWN, for example.

Things got worse when I tried to switch Catalyst versions (Sapphire ships the card with what I believe is Catalyst 8.4). Reverting to Catalyst 7.11 (apparently a very stable version) was no help: the driver didn’t support the card. Installing the Omega Drivers — which use Catalyst 7.12 — didn’t work, and for the same reason.

Installing the Catalyst 9.4 update/hotfix from Sapphire didn’t improve things any. And to add insult to injury, the Cayalyst drivers that can be downloaded directly from ATI’s website actually don’t support the card in question (it’s a relatively new card from Sapphire: AGP support and 512 MB of DDR3 memory).

Nothing seems to make NWN work. Which is a pain, as I’d hoped to start work on a new idea that would have greatly benefitted from the enhanced performance the HD 3850 promises.

A bit more searching today furnished me with downloads, from Sapphire, of Catalyst 8.7 through 8.9, and I’m hoping one of these will do the trick. Failing that, I plan to try reinstalling NWN, to see if that could somehow be the issue. I’ve already tried the critical rebuild patch for NWN 1.69.

Failing THAT, I’m thinking of maybe trading the card in for an eVGA nVidia GeForce 6200 LE and another 1GB stick of DDR RAM (this doubling what the system is currently equipped with).

nVidia cards apparently play nicer with BioWare games in general, although the 6200 is not as powerful, by a fair bit, as the HD 3850.

In the end, though, raw power is less important to me than that NWN runs, preferably at a frame rate in excess of 30 at a resolution with at least 600 pixels vertically (720 preferred) on a 16:9 monitor.

Thoughts? Should I even waste time on the HD 3850, or should I just swap it for the 6600 and the RAM? Has anyone else had this issue before and resolved it successfully?

Posted by wtf_dragon On September - 16 - 2008 No Comments   Discuss in the Forum 

I’ve been working on a bunch of stuff in proper, but the site design was getting on my nerves (am I ever happy?), so I opted to shift to something I found to be a little more…pleasing. And old-timey.

Also, I’ve changed the gallery component there away from , and over to something a little more -integrated. Among other things, it adds some nice magic to image-viewing, but also allows me to display gallery sections here on the site without having to redirect the Reader to a gallery sub-site.

1.69 was just released; this is the final patch plans to release for the game. It introduced a bunch of new tilesets and graphics changes, so some of the tilesets I’m using will be adapting to those changes in the near future; look for such changes to be reflected here on the site as they happen.

Posted by wtf_dragon On August - 19 - 2008 3 Comments   Discuss in the Forum 

I will believe it when I see it, but there is a hopeful note sounded in ‘ latest publishing decision. I’m not much for the horror genre of games, but the decision by to publish a horror title from / is interesting, to say the least. That’s more than a little outside of EA’s usual paradigm.

The latest signings bode well for the company’s new “studio-focused philosophy,” which EA Partners general manager describes as “giving the world’s best independent developers access to EA’s global publishing resources, letting them focus on what they do best — making great games.

Perhaps there’s hope for ‘s Dragon Age yet!

Posted by Withstand the Fury Dragon On October - 12 - 2007 11 Comments   Discuss in the Forum 

While my friend Myles assures me, via his contacts within , that this is a good thing, I for one look upon the pending purchase of BioWare/ by as a death-knell for a promising studio.

I’ll be happy to be proven wrong, of course…but ‘s track record of turning effective companies into wrecks and producers of poorly-executed, buggy, narratively weak games has been pretty consistent since the days of Ultima VII Part 2: Serpent Isle.

REDWOOD CITY, Calif. – Electronic Arts Inc., the video game developer known for titles such as “Madden NFL” and “The Sims,” said Thursday it will acquire two software studios from Elevation Partners in a deal worth up to US$860 million.

The studios, BioWare Corp. and Pandemic Studios, have a total of 10 games under development. Elevation owns their parent, VG Holding Corp.

Together, the studios employ about 800 people in Los Angeles and Austin, Texas, as well as in Canada and Australia.

I guess we’ll see if Dragon Age gets rushed out the door now, or (worse) cancelled.

You can read the official press release from BioWare here.

Update: Further thought…

EA lolcat

 
Posted by Withstand the Fury Dragon On March - 30 - 2007 10 Comments   Discuss in the Forum 

Catchable fatal error: Object of class WP_Error could not be converted to string in /nfs/c03/h03/mnt/55109/domains/ultimaaiera.com/html/wp-content/plugins/EmbeddedTagThing.php on line 72