Article View: comp.sys.ibm.pc.games.rpg
Article #380Re: Ultima 9 - What Do >You< Want to See? (REPOST)
From: dkn... Arthur L Wilson
Date: Tue, 15 Nov 1994 22:32
Date: Tue, 15 Nov 1994 22:32
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8953 bytes
I have watched this thread with a large amount of interest because, like most of you, I have become dissatisfied with the Ultima series of late. I miss the "Ultima Trance" which kept me going past all need of sleep, social life, or food in order to get just "one more" mini-quest done. I think my favorite Utlima was either 4 or 5 (can't decide which) mainly because they had such good plot lines and becuase the game play was so much better than anything else out at the time. By watching this thread and doing a lot of thinking on my own, I have come up with the following list of what I would like to see in U9. Some (many?) of these have been said before. If so, take them as just another vote towards that possibility. -party -multiple characters -some short-term, mostly long-term -NPC spellcasters/mages!!! -combat -turn based or stop-action (Darklands) -intelligent NPC's and monsters (no more worrying about being hit by your own guys except maybe rarely if they critically miss) -each character should be able to be operated by the user or act independently (i.e. computer controlled). This should be an option on each character's stats sheet and changeable at any time. -no more ARCADE-like sequences! We can do those on our Nintendo's. I know this has been said many times so far. I can only reiterate it and hope you listen. :) -characters -many different classes -skills! -let the number-crunchers among us have some fun! Provide the tables and charts we want to make our characters "good" and "efficient." -Make it into something that might actually be a good paper-and-pencil RPG. -Characters should be "importable" from earlier Ultima's. They should be able to start at their previous abilities, but should be able to go up from there. This makes the game somewhat more epic and powerful, but is there anything wrong with this? -Stats & virtues -I liked the idea of "popularity", but also visible stats for virtues (again, an option?). The avatar should have to WORK to stay the avatar. If (s)he steals, (s)he should have to repent somehow. Pay the person back later 2 or 3 times the amount stolen, visit the honesty shrine and sacrifice an equal amount, etc. -Magic -LOTS of spells, though all should be useful in at least a few situations. -reagents, etc. are great, but a reagent bag is also a necessity for them. -different classes should have different spells available to them. -the Avatar should have ALL spells available. He IS the Avatar, after all. -gathering reagents can be fun, but also tedious if it has to be done too much -look in Rolemaster, AD&D, or any other paper-and-pencil RPG for good spell examples. Computer spells should be DIVERSE. At the very minimum, a "fly" spell should be included. I HATE it when games don't have one. -equipment -better inventory system -no more food like in U7. Characters should feed themselves automatically if food is available. Only complain if there is none available, or maybe a slight mention if food is "low." -make a way to add personalized "labels" to all equipment. I want to be able to label each key as to where it should go to. -transportation -more modes. Bring back the magic carpets, balloons, grappling hooks, etc. -bring back the moongates!! U6 had a REALLY nice system with the red moonstone. -plot line -lots of side-quests for XP and enjoyment. Not boring ones either. -non-linearity is really nice. Again, if I want totally linear plots like U7.5, etc, I'll play my Nintendo. -I am not a dog who fetches things for people, nor a message boy for two lovers to send notes. Some people find these kinds of quests enjoyable, so keep them in, but it should be pretty obvious that they are not essential to the game. Perhaps this should be an option (see below). -I should NOT need a hint book to solve the game. This makes for VERY frustrating experiences and linear plots. Half the fun of the old ultimas was being one of those to write a good walk-through or hint sheet. If you must buy a clue book to do this, it takes the fun away, IMHO. -land -make it HUGE (fill the CD!) -don't make it so empty...A huge land is nice, but travelling endlessly without anything interesting happening is very boring. -random encounters should happen only a moderate amount, not every step your character takes. However, there should also be enough for some interest and XP. The later Ultimas seemed to already have this balance figured out fairly well (U6 was best for this, I think). -I personally LOVED the way u5 did land in 2 scales -- outdoor, and dungeon/city. Please bring that back. The way the maps are currently laid out, it seems like the land is TINY because the cities take up most of it. Very unrealistic. -Dungeons -first person perspective, like Ultima Underworld. Perhaps a series of add-ons using the UW engine that could interface directly (character transfers, etc) with U9 would be EXCELLENT. -being able to see monsters before they attack us would be nice. U6 dungeons were good, but needed to be 1st person perspective. -time -scheduling is great, but can also be a pain. Make an item that can tell you the location of any character in the game (by name) unless purposely "hidden." (no tracing bad guy locations...:) ) -adjustable time rate would be an EXCELLENT solution to the problem of waiting for NPC's to show up at certain times, etc. -sleep should be a necessity, but not a terrible inconvenience. All abilities should decrease from lack of sleep. -interaction -some people (like me) like typing what they want to say rather than clicking on a sentence. Some don't. Yet another option. -game and interface customization -let the user customize how he wants the interface to be. If they like full screen, let them have it. If they like only half the screen being world-map, a quarter being an automap, and the other quarter being character(s) status bars, text screen for conversation, etc, let them do it. I happen to know this is NOT that hard to do -- just takes some initial thought and preparation in the coding. -in Dungeon Hack, you could choose which options you liked in the game -- i.e. whether there were undead, secret doors, etc. This was WONDERFUL! Let the configuration screen in the beginning of the game do things like decide whether they want food or not, whether they want full or abbreviated conversations, etc. It would be best if these options could also be changed in the middle of the game. -configurable hot keys are a necessity (with a default configuration, of course). -take advantage of the CD. CD's are HUGE and you should fill it up with conversation text, soundtracks, more graphics, cinematic sequences. The actual game engine should be quite small in relative size to this data. However, that does NOT mean skimp on the game engine, for in the end, the engine is FAR more important. -Graphics -Nice, but ultimately superfluous to a good RPG. These should take last place compared to playability, plot, interface, etc. -also, don't let graphics ruin speed of the game. Give users options of which graphics they should use for their game. Those with P5/90's want the high-end, detailed graphics, and those with 386's want something simple and fast. I know that Origin is focusing on high-end graphics, but don't lose the customers who don't necessarily have the money for hardware upgrades. -if possible, there should be an SVGA mode for 1024x720 graphics. At the very least, a 640x480 mode. -a choice of overhead, perspective with view rotation, etc. views should be allowed. -tele-playing. -perhaps a modem version should be made that allows multiple players to interact in the same environment. This could also be done (easier) through networks. --
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Path: mbox-mo1.pugleaf.net!nntp.gmd.de!newsserver.jvnc.net!darwin.sura.net!howland.reston.ans.net!gatech!ncar!newshost.lanl.gov!dknight From: dkn...@c3serve.c3.lanl.gov (Arthur L Wilson) Newsgroups: comp.sys.ibm.pc.games.rpg Subject: Re: Ultima 9 - What Do >You< Want to See? (REPOST) Date: 15 Nov 1994 22:32:31 GMT Organization: Los Alamos National Laboratory Lines: 180 Distribution: world Message-ID: <3abctv$n9a@newshost.lanl.gov> References: <bmartin.22.008C1B19@origin.ea.com> <Cz2yqx.JH@ecf.toronto.edu> <Cz2z9F.1H0@ecf.toronto.edu> <39urpe$av1@news.duke.edu> <Pine.OSF.3.91a.941115131107.2691C-100000@christa.unh.edu> NNTP-Posting-Host: avia.c3.lanl.gov Originator: dkn...@avia.c3.lanl.gov MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit