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Remember Ultima7?

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tigerone
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Joined: Mon Jan 08, 2001 11:00 pm
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Remember Ultima7?

Post by tigerone »

Hi, I noticed that the main news page of this site likes to refer to Ultima 7 at times when alluding to graphical innovation. I still remember when I coaxed this and its full-priced "expansion pack-wait-standalone" sequel to run on my 386SX by adding more RAM up to 12 MB! and I had an amazing time! My only introduction to games before that had been Ultima 6 (*another nice game) and King's Quest VI, and so I was very impressed with Ultima 7.

It's true that it was a technological leap for graphics (VGA was in the midst of being exploited at this time, and Origin seemed to have success with their strategy of making "elite" games that ran well only on top-of-the-line systems. We all know how this bombed later on with Ultima 8 and 9). I loved Ultima7 for its scope, mystery, and nonlinearity, and despite the fact that its dungeons were a bit small and disappointing (compared to Ultima 6!) it also introduced a modern take on party elements and on NPC interactions. Subjectively I actually liked Serpent Isle (Ultima 7.5), but that's because they cleaned up the engine, and had better paper doll graphics.

Why I mention this is that I pick up and play a computer game once every 5 years or so because my computer tends to lag in power behind the times. I have most recently played Baldur's Gate 2 (not the prequel though) and I am amazed how overall its engine resembles in spirit that of Ultima 7. Of course the scripting language is immensely more powerful now, and there are now random interactions between party members, but everytime I see the little subtitles above people's heads, or the bustling of a city town that recollects the atmosphere of Brittania's own denizens, or even the top down "isometric" view, I'm reminded of Ultima 7.

Of course, there are things where Ultima7 differs in their philosophy of NPCs. They had jobs, they actually had homes, and they actually slept in them. You could invade houses and steal items while hoping they wouldn't wake up, and depending on the time of day or night, they would be either at one place or another. It even had an Awaken spell for those characters who were too sound of sleep! And of course you could make items, ring bells, manipulate items, make swords, not of which the least being a loaf of bread Image At the time it was emphasizing "world object interactivity," and Origin's logo was once "We Create Worlds." It was not unreasonable to just sit back and claim an unused cabin in the forest as your own, while doing whatever you wanted.

And the story was entirely immersive and engrossing. A murder mystery that evolved into identifying an unknown powerful threat. Questions of the power and good of religion and the political machinations that can pervert it. Stomping through old familiar grounds and observing how they had changed over the two hundred years your character had been away. Choices of NPCs to seek and to join your party. Interesting side quests, the majority of which were actually very relevant to the plot as you chased the mysterious murderers from town to town. The nonlinear approach to the game.

I wax nostalgia because as much as technology drives the future of games, even rpgs to full 3D, I hope there is still a place for 2D games with a powerful engine that can be exploited with innovative uses of scripts and a powerful story. These I still remember fondly of both Ultima 7 the Black Gate and 7.5 the Serpent Isle.

Thanks for reading, and I hope others have a fond time recollecting some of the past gems in RPG's history.
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