Ultima VIII: Pagan - The Digital Antiquarian
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This week’s entry on The Digital Antiquarian blog is dedicated to Origin Systems’ Ultima VIII: Pagan, the game’s noticeable departure from the well-established at the time Ultima formula, the reasons for such a departure, as well as the game’s overwhelmingly negative reception. If you wouldn’t mind knowing what exactly went wrong with Ultima VIII, you should check it out.
A couple of sample paragraphs to get you started:
Tens of thousands of eager Ultima fans, some of whom had been buying every installment of the series for ten years or more, rushed home from their local software stores with Ultima VIII: Pagan in their hot little hands. An hour later, they were one and all sitting there scratching their heads and asking themselves what the hell had happened. Had they bought the wrong game entirely? No, it said “Ultima” right there on the box!
For the past quarter century, Ultima fans have continued to ask themselves that same question: what the hell happened with Ultima VIII? It stands today as one of the most bizarre would-be series continuations in gaming history, such a colossal failure to meet its players’ expectations that, alone and unaided, it killed dead at a stroke the most venerable franchise in computer gaming. No, really: Origin couldn’t have shot Ultima in the head more efficiently if they’d tried. And so we ask ourselves again: what the hell happened? What the hell was Origin thinking?
In seeking to explain the seemingly unexplainable, Ultima fans have tended to hew to a simple, naturally appealing narrative that paints Electronic Arts — gaming’s very own Evil Empire — as the unmitigated villain. After acquiring Origin in late 1992, so the story goes, EA forced them to abandon all of the long-established principles of Ultima in order to reach the mass market of lowest-common-denominator players to which EA aspired. Richard Garriot — a.k.a. “Lord British,” the father of Ultima and co-founder of Origin — has embraced this explanation with gusto, part and parcel of a perhaps too prevalent tendency with His Lordship to lay his failures at the feet of others. From Garriott’s 2017 memoir:
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This classic passive-aggressive apology — “I felt awful that I had let down so many people in my effort to be loyal and learn from EA” doesn’t exactly ring out with contrition — isn’t even internally consistent; if the development team loved their game so much, why was Origin’s management forced to devise stratagems to keep them from going home out of the fear that they wouldn’t come back? Nevertheless, it does contain a fair amount of truth alongside its self-serving omissions; one would be foolish to deny that the EA acquisition played a major role in the Ultima VIII debacle. And yet the discussion should perhaps be framed rather differently. It might be more accurate to see Origin’s acquisition by EA and the eventual Ultima VIII as mutual symptoms rather than cause and effect, both being the result of Origin trying to negotiate trends that seemed to leave Ultima with less and less space to be what it had always been.