Article View: comp.sys.ibm.pc.games.rpg
Article #360Re: Ultima 9 - What Do >You< Want to See?
From: n... Nicholas Demetrius Athanas
Date: Tue, 15 Nov 1994 03:40
Date: Tue, 15 Nov 1994 03:40
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There is a LOT that I could say about this, but I will try to keep it down to the most important points. 1) ULTIMA IS AN RPG. When I play an Ultima game, I want to play an RPG. Not an action game. Not a Sierra-type adventure game. An RPG. That is how Ultima started and how it gained its huge following. However, starting with Ultima 7... Maybe even Ultima 6, Ultima has been getting away from the RPG and moving towards an adventure game, or if Ultima 8 is any sign, and adventure-arcade hybrid. What do I mean by this? Well, in recent Ultimas, most of what you are doing is running around from point A to point B trying to find the right person to give you the needed item or that necessary clue so you can get to point D. Your characters don't improve very much over time... They gain a few hit points and attributes, but not much. Combat is almost an afterthought (I will get into this later). Optional side-quests are rare. Magic is of little use except when the plot calls for a certain spell. And in U8, you don't even have party members!!!! In an RPG, I want to see my characters getting better with time. I want statistics to show it, maybe even skills, like Wasteland. I want combat to be a major part of the game. I want magic to be a major part of the game. I don't want to be led around by the hand from point A to point B to point C. 2) REAL-TIME COMBAT SUCKS In U7 & U7.5, combat was a farce. You press 'c' and watch all your party members run over to the enemy and start hacking away until it dies, then they run 6 miles south to butcher a poor little deer. You have no control over your members, and if you give them a missile weapon you risk becoming a pincushion. Until computer AI advances to a much higher level, real-time combat as it is done in U7 and U7.5 is worthless. Tactical, turn based combat, like we had in U4-U6 is the way to go. Or perhaps something like in Darklands, where you can stop the action whenever you want to give orders, and then watch the battle unfold before you. But,if it is done right, tactical combat can be really fun. If you make most combats unique (remember the dungeons is U4 & U5?), they can each be a tactical problem with different solutions. You can still have a few "wandering monsters" for atmosphere, but they should be kept to a minimum, and if I KILL SOMETHING, IT DAMN WELL BETTER STAY DEAD!!! I really hate having to kill the same things over and over again just because the game engine is too poor to remember. Oh, and another point... magic is an important part of combat. In U7 & U7.5, magic was pretty much useless becomes things were happening too fast. I liked it in U4 & U5 when combat spells were essential, and you could find mages as NPC's to help you out. 3) THE PLOT IS PARAMOUNT The essence of any good RPG is the plot. The plots of most Ultimas have been reasonably good, but it is time to pull itself to a higher level and do what has not been done before... A dynamically branching plot. Give the player choices and have the plot accomodate them. And not just little choices, MAJOR choices that affect the very outcome of the game and of the subplots of the game. You want to talk about non-linearity... well, this is the very essence of it. Do not force me to do something I would never want to do in order to progress the plot. This really only happened in U8, but it was inexcusable. At least give me a choice. I want the populace to notice what is going on around them. If I did something for them, I want them to notice, and to thank me. If I did something to piss them off, I want them to hate me or fear me. The characterisation of your companions is VERY important. I want my companions to have personality. I want them to make comments, and act according to there natures. U7 and U7.5 made some progress here, but it could have been better. There were times in U7.5 where I was nearly yelling at Shamino to show some sort of reaction to the events in the northern castle. Your companions shouldn't follow you around like dogs. Dupre would get really bored interrogating the entire city of Britain... He should go off and spend the afternoon at the pub. Shamino might go off to hunt for dinner. Iolo might stay with you to help out. Or, on a long hike in the wilderness, the characters could tell stories without any prompting, or Iolo could sing a song. Things like that give the characters much more personality. I could go on, but I have things to do, so I will leave it at this. I think it is great that Origin is asking the people who play the games their opinions. I trust that you will make U9 a masterpiece. And if so, I can pretend that U8 never even existed... Best of luck, Nick
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Path: mbox-mo1.pugleaf.net!nntp.gmd.de!xlink.net!howland.reston.ans.net!gatech!bloom-beacon.mit.edu!uhog.mit.edu!news.mathworks.com!news.duke.edu!convex!bcm!newsfeed.rice.edu!rice!spacsun.rice.edu!nda From: n...@spacsun.rice.edu (Nicholas Demetrius Athanas) Newsgroups: comp.sys.ibm.pc.games.rpg Subject: Re: Ultima 9 - What Do >You< Want to See? Date: 15 Nov 1994 03:40:25 GMT Organization: Department of Space Physics and Astronomy, Rice University Lines: 84 Message-ID: <3a9aj9$9kt@larry.rice.edu> References: <bmartin.22.008C1B19@origin.ea.com> <39u936$kq2@mojo.eng.umd.edu> <3a8g49$c2r@canopus.cc.umanitoba.ca> NNTP-Posting-Host: spacsun.rice.edu MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit