The History of ORIGIN Systems and The Legend of Escape from Mt. Drash
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Notably, however, Ultima III is also the first Garriott design that doesn't simply try to pile on more stuff than the game before. Whether because he knew that, what with his family and friends all counting on him, this game needed to be both good and finished quickly or just because he was maturing as a designer, with Ultima III he for the first time showed an ability to edit. Garriott was never going to be a minimalist, but Ultima III is nevertheless only some 60% of the geographical size of Ultima II, the only example of the series shrinking between installments prior to everything going off the rails many years later with Ultima VIII. Also gone entirely is the weird sub-game of space travel, as well as for the most part the painful stabs at humor. Yet it's safe to say that Ultima III will take the average player much longer to finish, because instead of leaving huge swathes of game entire planets! dangling uselessly in the wind Garriott this time wove everything together with an intricate quest structure that gives a reason to explore all those dungeons. In fact, there's a reason to visit every significant area in the game.
Viewed from the vantage point of today, Ultima III is perched on a slightly uncomfortable border, right between the simple early Ultimas that predate it and the deeper, richer works that make up the heart of Ultima'˜s (and Richard Garriott's) legacy today. I don't know if any other game in the series sparks as much diversity of opinion. To some it's just a long, boring grind, while a small but notable minority actually name it as their favorite in the entire series. Personally, I can appreciate its advances but take issue with many aspects of its design, which strike me as cruel and rather exhausting. My favorite of the early Ultimas, the one that strikes me as most playable today, remains Ultima I. But I'll talk about Ultima III at much greater length in a future post. For now let's just note that it gave CRPG players of 1983 exactly what they wanted a big, convoluted, epic experience that pushed the technology even further than had the previous game without the bugs and other issues that had plagued Ultima II.
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Ultima collectors are a hardy and dedicated lot, not only authoring web sites but even huge books on their passion. An oddity called Ultima: Escape from Mt. Drash has for years been rivaled only by the original hand-assembled Akalabeth as the Holy Grail for these folks. Drash, a game for of all platforms the lowly Commodore VIC-20, trickled out of Sierra in the spring of 1983, achieved miniscule distribution and miniscule sales, then vanished from history. For some years there was reason to wonder whether it had actually been released at all, rather than only being something that came and went from a single advertisement (as shown above, from the July 1983 Compute!) and a few product catalogs. Only in 2000 was a working copy of the game finally found, (at the bottom of a cliff in British Columbia) amidst a pile of other old, unsold software apparently dumped long before by a retailer or distributor.
As befits a Holy Grail, a legend sprung up around Drash that consisted of a few known facts woven together within a tapestry of conjecture. Drash, the story went, was an attempt by Sierra to make a quick buck off the Ultima name by releasing a slapdash game to the VIC-20 market, terra incognita to Richard Garriott, without his knowledge or consent. The implication is that someone at Sierra eventually got nervous about this dubious scheme and buried the game in some versions of the story literally, by dumping remaining copies into a landfill in a tale that echoes the (itself likely exaggerated) tale of Atari's dumping of millions of E.T. cartridges into a New Mexico landfill that same year. It's a glib story which seems to explain much about the game's obscurity while also investing it with a nice dollop of the nefarious, a plus for collectors of an industry that, let's face it, isn't exactly rife with the sort of dark secrets and forbidden fruits that their pals who collect, say, vintage records get to enjoy. Yet it's also a story that doesn't stand up to scrutiny, to an extent that it's hard to understand how so many bright people could buy into it. There are two serious objections, either of which would make it highly improbable. Together they make it impossible to believe.
We should first of all take note of the author of Drash: Keith Zabalaoui. Zabalaoui was a member of what I somewhat facetiously called Garriot's (entourage) in my previous post, one of his old high-school running buddies who hung around with him in Houston and helped from time to time with his various projects. It could only have been through Garriott that Zabalaoui came into contact with Sierra in the first place. So, the legend requires us to believe that Zabalaoui met the folks at Sierra through Garriott and sold them a game, then agreed with them to secretly release it as an illegitimate knockoff of his friend's work. Finally, after publishing the game and receiving at least some sort of royalties he continued to keep the whole affair a secret from his buddy. That's behavior that borders on the sociopathic. There are also some serious plotting problems to this little narrative; didn't Richard ever say, (Hey, Keith, whatever happened to that game you were working on for Sierra?)