Ultima (2012)
filfre.net
filfre.net
Later I realized that I was telling him I loved his game which was unreleased and already being copied illegally.
I was pretty obsessed with learning enough Apple IIe assembly to reproduce the tile graphics of ultima but never got close. These days... there's a community dedicated to reverse engineering the source code for Ultima and fixing bugs: https://xu4.sourceforge.net/ and even a team that made a modern Apple IIe Ultima-like (https://www.6502workshop.com/p/nox-archaist.html)
Another thing I realized, playing Nox archaist, is that much of the modern game mechanics already existed at that time: it was key to pay tons of attention to arming your fighters and using the right spells by your cleric and magician. I never knew I was supposed to optimize my builds when I was a kid, so my teams always ended up wimpy and dying. I learned how to hex-edit my player's disk sectors to give them 99 HP, which made the end game much easier.
but also for sale in a hardcover (not sure if they're all sold)
It really is comprehensive.
Instead I got all the spoilers for Starflight from Usenet and finished it.
The ranking they give is:
1. Ultima VII: The Black Gate
2. Ultima IV: Quest of the Avatar
3. Ultima V: Warriors of Destiny
4. Ultima VI: The False Prophet
5. Ultima VII Part Two: Serpent Isle
6. Ultima Underworld: The Stygian Abyss
7. Ultima III: Exodus
8. Ultima Underworld II: Labyrinth of Worlds
9. Ultima Online
10. Ultima I: The First Age of Darkness
and then 5 more, including Akalabeth.
I never played VII at all, but I did play II, III, and IV, and I agree with the relative rankings here.
Apparently a sequel to both was released in 2018 but was considered, charitably, "unfinished": https://en.wikipedia.org/wiki/Underworld_Ascendant -- What an ignominious ending to a well-loved series.
It's more than clear that old school gaming pioneers have completely ran out of ideas and are taking advantage of a nostalgic playerbase in order to keep the cash rolling in (I hear Garriott's latest NFT game has vanished), cratering their reputation in the process.
They are not the ones to push the medium further. Fresh ideas will require fresh, young, unknown visionaries.
I'll comment briefly on this as someone who spent a couple of years trying to build an Ultima-esque tile graphics game on the Apple II. Ken had a clever insight that eluded me completely: "Don't try to draw the tiles one at a time, dummy."
Ken's code was fast enough to be useful in an interactive fullscreen game because it drew an entire row of 280 pixels at once, then went back over the same row of map data, reusing the indexes for the next 14 lines in that row of tiles. There was less indirection and practically no overhead compared to drawing individual 2-byte-by-14-row block shapes.
Conversely, anyone trying to draw one tile at a time would have ended up with a low update rate, or would have been forced to draw the map in a small window. Either way, a worse gameplay experience would have resulted, especially if you were (as I was) comparing your work to Ultima.
Neither Wolf3D or Doom used Mode-X, they're both 320x200 "Mode-Y" games IIRC.
Mode-X was an annoying video mode to actually make use of without a performance hit. So despite its highly desirable combination of square pixels and 256-colors, it didn't see much use in games from the DOS days. 13h (320x200x256) was far more common because of its contiguous, linear frame buffers. Mode-X needed annoying bank switching where the first bank had pixels 0,4,8... and second bank pixels 1,5,9... and so on. The VGA was such a PITA.
And it's not even just RPGs, literally any game with the concept of experience points and levels ultimately owes some small debt to Gary and Dave.
Put all the games in a git repo, scripts to launch the games in Dosbox, all the game-files and documents installed from GOG (originally the ones from the old Wizworx CDROM). Version-control is great, since there is a limit to number of saves in the game. And keeping notes of every thing I do, every time I load or save, really helps keep my sanity in the branching alternative time-lines that are created when savescumming through a CRPG.
Western RPGs focused on the player character aspect, offering a lot of freedom and very little characterization. You are the adventurer and this is your story. The downside, compared to tabletop RPGs is that the story is limited as computers can't react to every situation like human GMs can.
Japanese RPGs focused on the storytelling aspect. Trading freedom for a much better developed story. You are not a player character anymore, you follow another character in a story.
What they have in common is the combat and XP system, though the D&D connection is usually made more obvious in the Western RPGs. For example dice rolls are often made explicit, whereas in Japanese RPGs, you may only see the final result of your actions.
Of course you could also say screw that, rip off the blind reagents vendor and make cheap fireballs to kill everyone in town and take their gold, but you then couldn't win the game or even get the best weapons - the mystics.
Even today the 8 virtues are probably still a halfway decent ethics system to follow IRL, though you'll never be able to whack your enemies with a mystic sword.
https://news.ycombinator.com/item?id=33174386
I just felt I'd share this, as I feel it really hits the nail on the head.
I do like the Ars Video on how they spent all this time on the "ultima online ecosystem" only to have it not work out..
That way it'd be very rare that monsters would spawn in our path and we could travel across the map really quick.
That trick wasn't working in Ultima IV anymore.
As a sidenote, I find this one mindboggling: an Apple ][e with a MIDI interface which Ultima V supported back in... 1988. The Apple ][e is hooked to old Roland gear. It looks and sounds georgous, amazing stuff (skip to 12m to hear a demo):
Yup: they'd form a protective wall that monsters couldn't cross!
A single KB too much in a mouse driver and you were unable to start the game. Oh you want sound? Roland MT-32 or Soundblaster Pro? But how will you load all those drivers in those first 640K of RAM?
Shivers...
https://ultima.fandom.com/wiki/Ophidian_Virtues#:~:text=The%....
Forces of Order and Choas and concept of balance is just outstanding in how it is presented in the texts and gameplay.
The c64 with Ultima III and IV brought my D&d dreams to the screen. Was a wonderful thing to pursue during summer vacation.
It’s an interactive story and not a CRPG but there is a goal.
https://www.filfre.net/2011/12/lord-british/
I mean, the name doesn't even have a bearing on the game's genre, let alone its plot. I'd say Ultima was a space shooter if I'd only heard its name.
If so, I definitely agree. Actually sounds way more dope as a space shooter, tbh. Like the "ULTIMAte" fighter spaceship. Would also explain why even a novice pilot with an NES controller can still annihilate 100 other ships before going down.