Ultima IV: Unplayable
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They had five days to play U4, and I asked them to make as much progress as they could in that time. When we gathered to debrief in class, a few students explained how they'd overcome some of their difficulties, but the vast majority was utterly flummoxed by the game. As one of them put it, "I'd say for gamers of our generation, an RPG like Ultima IV is boring and pretty much unplayable." After removing the arrow from my chest, I asked them to explain why.Owtch, indeed.
It mostly came down to issues of user-interface, navigation, combat, and a general lack of clarity about what to do and how to do it. I had supplied them with the Book of Mystic Wisdom and the History of Britannia, both in PDF form, but not a single student bothered to read them. "I thought that was just stuff they put in the box with the game," said one student. "Yes," I replied, "They put it in there because they expected you to read it." "Wow," he responded.For follow up reading, try indie RPG dev Jay Barnson's reaction.
Some of their difficulties must be chalked up to poor teaching. I should have done a better job of preparing them for the assignment. I resisted holding their hands because in the past I've found it useful to plop them down in Britannia and let them struggle. Figure out the systems, grok the mechanics, and go forth. Ultima IV may be a high mountain to climb for a 19-year-old Call of Duty player, but it's well worth the effort.
At least that's what I used to think. Now it seems to me we're facing basic literacy issues. These eager players are willing to try something new, but in the case of a game like Ultima IV, the required skill-set and the basic assumptions the game makes are so foreign to them that the game has indeed become virtually unplayable.
And as much as I hate to say it - even after they learn to craft potions, speak to every villager, and take notes on what they say - it isn't much fun for them. They want a radar in the corner of the screen. They want mission logs. They want fun combat. They want an in-game tutorial. They want a game that doesn't feel like so much work.
While it was largely an accident borne of technological limitations, I think that these games demanded a level of investment on the part of the players. You couldn't just (jump into) the Wizardry dungeon for a quick 15-minute session. You would get lost. You would die. While an experienced player could maybe make a quick foray without adequate preparation, to actually have a prayer of medium-term success you needed to commit to the game. You needed to invest a chunk of yourself into it. You needed to take action outside the pressing of buttons on the keyboard. You needed to grok the manual. You needed to map. You needed to take notes. You needed to plan.
But here's the thing I keep calling it an (investment) for a reason. As players, we got out of it what we put into it. Our investment into these games made them (real) in some small ways. We willed them into an existence beyond the monitor and floppy drive when we committed to studying up on flight maneuvers and what all those switches, dials, and gauges in the cockpit meant and how to use them. We gave them life when we drew out our maps on graph paper, and wrote up notes and connections of clues by hand like a real-life mystery. And we didn't have an Internet full of spoilers to do all the work for us, either.