The Ultima 6 Project Interview
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Q: Do you have any timeline for its completion and release?
A: Our best estimates, given our current pace, is that we'll have something that's fully playable by late 2009. Now, if we suddenly get a lot of world-building volunteers, which will cut that time frame considerably. We're hoping to have at least the majority of the overworld sketched out by early '08, so that will give us a better idea.
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Q: What are the major 'selling' points of the game?
A: The original Ultima VI (6) had a rich storyline full of lessons about prejudice, and how misunderstandings can often lead to uncontrollable violence. I personally think this is directly relevant to today's world, and probably will remain relevant for the foreseeable future. The game itself is incredibly immersive; even with the small piece that is available today, you can have comprehensive conversations with residents of Britannia, play games with them, solve their problems, and watch them go through their daily lives. I think we have approached the level of complexity and realism in an RPG that hasn't been seen since Ultima VII (7). We have a weather system, a day/night cycle, and even an economy system. We also have a lot of cool dungeons to explore. Essentially, it's a huge world with a lot of great stuff in it.