it comes in a preconfigured dosbox
Ultima is to this day the single most impactful RPG ever made in terms of its influence on future games, it seems nothing new has been done since, almost.
Ultima 6's keyword-based dialogue is in my opinion superior to today's dialogue trees, some of the keywords would be highlighted in the conversation, but some you would have to come up with on your own from your adventures.
Ultima 7 has a much more detailed world than even the modern Elder Scrolls games, its breathtaking how full that world is; Elder Scrolls is still playing catch up almost 30 years later, insane!
Ultima Underworld was also tremendously groundbreaking, it's real, texture-mapped 3D (in 1992!) and does all the things you'd expect from a modern RPG, which is why I am excited that "the band is back together", so to speak, making Underworld Ascendant (no Ultima branding, Underworld was originally not an Ultima game, but was rebranded and reworked for marketing reasons)
I could ramble for hours about these old games. But I'll stop here, go and play, people. :)
When text-to-speech algorithms approach real voice acting, game world depth will start to notch back up.
It's the feature I miss the most in modern RPGs, specially in the "total freedom, sandboxy" subgenre.
I remember it in Morrowind. It was daunting at first, coming from more traditional RPGs. But then it clicked. The ability to ask anyone anything is, may I say it, realistic.
As @mratzloff said, voice acting killed this. It is also my opinion that voice acting impoverished dialog in RPGs greatly.
I remember plotting dungeon maps for hours on graph paper. For the gold box D&D games you had to translate things with a decoder wheel.
In the case of Ultima IV you had to had to actually converse with people or they didn't give you any information. For those that don't know what I'm talking about you basically have to say:
- name - job - <virtue like humility>
to everyone in town. If your lucky they will lead you into another piece of conversation that you have to find 'tag' words in to ask about.
Games like Zork (which literally had NO graphics) had to reel you in on the story alone.
There was always the urban legend that if you said just the right thing to a wisp, good things would happen...
So ahead of its time, that game. And so unable to evolve to become relevant after most of its groundbreaking ideas were dropped because, for 1998, they were unattainable.
In some respects, it was a victim of its own success...
I think it's because the target audience was "bored kids who live in the suburbs." For all intents and purposes, it was like living on your own island, and you had a ton of free time.
Nowadays though we have the Internet, as well as smartphones, much more variety on TV, and many more things competing for attention. Most gamers today are casual gamers, therefore most games are pretty shallow.
VII was indicative of what followed after.
Both mattered in their own ways.