144 lines
7.4 KiB
Plaintext
144 lines
7.4 KiB
Plaintext
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/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
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|:= =:|
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|:= The Ultimate Ultima =:|
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|:= ~~~~~~~~~~~~~~~~~~~ =:|
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|:========================================================================:|
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|:= Disclaimer: This file is an informative file and not aimed =:|
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|:= at infringing upon the original author's rights or anyone =:|
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|:= related to the making of this file. =:|
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|:========================================================================:|
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|:= Call these lines: =:|
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|:= =:|
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|:= Sands of Egypt BBS/AE.........205-979-8409 =:|
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|:= Twilight AE - No Pass.........305-687-4742 =:|
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|:= Atlantic Alliance BBS/AE......201-879-2693 =:|
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\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
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As taken from A+ Volume 5 Issue 5
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Typed by: City Slicker of ]:-> 4th Protocol <-:[
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"Lovers of fantasy/role playing games, stop making those summer plans, and
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gamesters if every stripe get ready for some tips."
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======================================
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THE ULTIMATE ULTIMA?
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======================================
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Poke holes in the rubber raft. Put those exotic European tanning gels back
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into the medicine cabinet. Figure on using your beach towel to wipe off your
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palms. Summer 1987 is scheduled to be the summer of Ultima V.
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After nearly two years of work and a dramatic increase in the size of his
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Origin Systems staff, designer/programmer Richard Garriott, aka Lord British,
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is preparing to release his latest, greatest, and biggest Ultima yet.
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"Up until this Ultima, I always did all the development myself," Garriott
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explains in a telephone interview. "The problem is that each Ultima gets much
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larger and more technologically different than its predecessor. Therefore,
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they take longer and longer to produce. So this time we have a team of six
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people, including myself, working on it."
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By eyeing the competition, inventing new features, and receiving (and
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personally responding to) mail from Ultima fans, Garriott and company have
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added significant enhancements to Ultima V. "The technical improvements in
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Ultima V over Ultima IV are much greater than they were in Ultima IV over
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Ultima III. There's a much bigger gap technologically between them," Garriott
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says.
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Enhanced graphics are the most striking improvement, according to Garriott.
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Ultima V has eight times as much graphic variety as the original Ultima and
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twice as much as Ultima IV.
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"When you go into towns and castles, the amount of detail has increased
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substantially. I've got things like built-in bookcases and fireplaces and
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tables and chairs, plates of food on tables. People can sit down in front of
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tables and eat food, and there's animation for eating food." Dungeon graphics
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have also been hand-drawn and bit-mapped to simulate brick walls, wooden beams,
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or craggy caverns.
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The better looking Ultima world will also be a larger Ultima world. Though
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the surface map remains the same size as in Ultima IV, it has twice as many
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cities to explore, some of them five levels high. "There's also an entire
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underworld," reveals Garriott, "a below-ground world. Not only are there
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dungeons, but at the bottom edge of the dungeons they connect to this huge
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underground chasm."
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Garriott also realizes, though, that bigger and better-looking isn't
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necessarily better. So many of the game's new features are aimed at making
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Ultima V's universe more realistic.
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"Something I think is unique about all the Ultimas compared to any other
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fantasy/role-playing game, even those being done today, is that Ultima is a
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simulation of an entire world. You have an entire world to explore; you've got
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people to talk to; you've got places to go and things to do beyond the aspect
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of just building up characters and fighting," he explains.
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The inhabitants of cities and castles who "just kind of moved around and
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bumped into walls" in previous Ultimas now follow a daily schedule: traveling
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to the office, eating lunch, returning home to bed. When those cities clear
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out at night, unscrupulous adventurers can do untold mischief under the cover
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of darkness, but watch out for fireplaces and street lights that can cast a
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pool of luminous visibility around your thievery.
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In response to Ultima players who've criticized the combat system, Garriott
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has added more substance and strategy to the battle sequences.
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"In all of the early Ultimas," says Garriott, "the combat systems required
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brute force. In Ultima V, on the other hand, we've designed a combat system
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that was play-tested for balance even on paper before we ever put it into the
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game ." Adventurers can now carry and use more than one weapon, more than one
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piece of armor. "For instance, you can wear a helmet and breastplate and hold
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a sword in one arm and a dagger in the other--but, if you have a two-handed
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sword, you can't use anything else." A newly added feature provides a cross
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hair in combat sequences that allows combatants to take aim at any on-screen
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character in any direction, not just the north, south, east, or west of past
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versions.
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One of the most notable and controversial developments of Ultima IV was
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Garriott's sudden attack of morality. In place of the lie, cheat, and steal
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scenarios of the first three Ultimas, the game required players to quest for
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virtue and wholesomeness . Ultima V will also revolve around moral issues but
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in quite a different way.
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"Ultima V was my first serious attempt to put together an intricate,
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interconnected story line with some meaning to it," recalls Garriott. "Ultima
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IV is the first one about which I said, 'Hey, we're going to put more into
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these games than just Go and Fight the Bad Guy. We're going to have a real
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story with real meaning so people can enjoy the total environment of both the
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story and the world.'
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"Ultima V has some of the same philosophical overtones as Ultima IV did, but
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it's from a different angle. In Ultima IV, you're personally going out there
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to prove yourself as this glorious and virtuous person--and all of the towns
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and villages are preaching or at least expounding on the virtues. Ultima V
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shows the dark side. It takes on the fact that people can become
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self-righteous and take these virtues too literally and too far. You and all
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your friends are going to become Robin Hood-ish outlaws. The whole system of
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virtues has kind of gone amok."
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How long can Garriott maintain his momentum with the Ultima series? As long
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as he can improve the play system and as long as the games continue on their
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best-selling track (each one has outsold its predecessor dramatically), the
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Ultimas will keep coming.
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After eight years of designing Ultimas, however, Garriott has a few other
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game ideas. With the completion of Ultima V, he plans to split his six-person
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team into two groups. One will move on into Ultima VI, and the other will
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begin a new non-Ultima game. "It will still be a fantasy/role-playing
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project," Garriott confides, "but of fairly different overtones and genre. My
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intent is to start a second game line in addition to Ultima, and that way we
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can also start staggering them so that they come out every year instead of
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every two years."
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Uh-oh--there goes the summer of 1988!
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=====================================
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End of file.
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Total Characters: 8068
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Total Words: 1139
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