Article View: comp.sys.ibm.pc.games.rpg
Article #411Re: Ultima 9 - What Do >You< Want to See?
From: bro... Keith Brown
Date: Mon, 14 Nov 1994 14:52
Date: Mon, 14 Nov 1994 14:52
179 lines
10231 bytes
10231 bytes
In article <3a3sn5$i...@cs.ubc.ca> v9f...@ugrad.cs.ubc.ca (Ho Kiu Lee) writes: >Subject: Re: Ultima 9 - What Do >You< Want to See? >From: v9f...@ugrad.cs.ubc.ca (Ho Kiu Lee) >Date: 13 Nov 1994 02:12:53 GMT >Thanks for giving us the chance to say something I'd like like to see for the >next Ultima. I've been playing Ultima since Ultma IV and essentially I'd say I >grow up with Britannia. The best Ultima I've played so far is probably Ultima >VI, with Ultima IV slightly behind it, and Ultima VIII if not for all the very >frustrating arcade actions. >So here's my wish list: >I. Game Interface and Game Play >1. No more arcade actions. Please. This is an RPG game, not an action game. >Don't try to blur the lines between different kinds of games. A new idea is >nice, but put it into other non-traditional Ultima series, like the 1st person >3D combact system in Ultima Underworld. >2. Bring the keyboard back. Make use of hotkeys. Mice are nice, but they are >slow. Typing C is a lot easier than bring up the inv menu and click on the >combat mode icon. It's much faster that way too and adds so much to the replay >value of the game. I don't know about the others, but I hate to pay some 80 >bucks for a game and it only lasts for 1 week or so. >3. Give us back the command window like the one in Ultima IV to VI. Let us know >what is happening when the sword hits the monster. How much damage has been >inflicted? Just how many hp are left for the monster before it dies? We're given >no clues of this in Ultima VII and VIII at all! We just click, click, and click >faster. >4. In Ultima VII, all I do in combat is hitting the 'c' key. In Ultima VIII, all >I do is clicking. You call this real-time combat? I prefer the combat system in >Ultima VI: you have a choice to control your characters or not. A turn-based >combat system will be nice. I personally like the combat system in >1st-generation AD&D (like in Champion of Krynn) best. >5. Bring back solo mode. In Ultima VII, I have to talk to all 7 party members, >digging deep into the menu with clicking and clicking and clicking (darn, but >why can't I just press Y for Yes?) in order to get into solo mode. This is >annoying. I remember in Ultima VI, all I have to do is pressing 1. >6. Make the NPC more live-like. Say, when the Avatar wants to do something, Iolo >will give a suggestion. Then Durpe will argue with Iolo, and Avatar then turns >to Shamino for his advice. If Avatar takes Iolo's suggestion, Durpe will get >mad. It comes out that Iolo's suggestion doesn't work and Durpe will laught at >him. This is what an interactive game should be, instead of just putting live >actors into 256 colors. >7. Make the world BIGGER. And give us the chance to freely wander around. I >don't know about you, but for me, the first thing I want to do in an Ultima game >is to visit every city and find my old friends. In Serpent Isle and Ultima VIII, >I can't do that at all. I want places to go to, NPCs that I can talk to and the >like. The world should be big enough for me to get lost (I remember how much >time I spent just to find the logger in Yew in Ultima VI.) >8. Sub-quests. Many of them. In some way, I think the idea of virtually >unlimited missions in Privateer may get into work. Maybe you can make up some >random character that wants people to help them, like finding his husband, >rescuing his son and such. These quests should have nothing to do with the main >plot, and all it affects is your 'popularity' (See below). This adds so much to >the replay value of the game. >9. Aside from those physical stats like Strength, Wisdom and such, the Avatar >should also have a 'popularity' stat. The popularity will change whenever the >Avatar accomplish a quest, or do something to the neighborhood in Britannia. >(Like stealing should lower his popularity, and killing a tiger that constantly >theathen the lives of the villagers will increase it.) Popularity should be >directly tied to how the NPC reacts and speaks to him. This is discourage people >from stealing in the game. Come on! You a >re the Avatar, with all those 8 virtures. You should not steal in the game! >10. Give a stats on the weapon and armor. Just plain saying that plate armor is >better than chain armor but is heavier in the manual is not enough. I remember >Ultima VI wasn't like this. >11. Make the clothing and weapon change reflect in the Avator's picture. Sure, >it kinda works in Serpent Isle and Pagan, but the little moving figure >representing the Avator is always like that. >12. Bring back the portrait. I love seeing them and that give me a little idea >what kind of person I am talking to. >13. Give the NPC a personality. Some NPC should not give you any information >until you threathen him, and some will only give you information when you >befriend him. What kind of tone I choose to speak in should matter. >14. Jumping and Climbing are nice, but don't make that arcade action type. Say, >in a house the door is stuck, the only way you can get in it is to climb and >drop through the hole on the roof of the building. And, make the 'use the sword >tho break the door' in Ultima VI back. It's a lot more fun than picking the >lock. >15. Please bring back the party. I enjoy having my old friends on my side. >16. Let the Avatar do something evil. Discourage stealing, but give us the >option. Let us say something naugthy to Gwenno so that Iolo will get mad, and if >the Avatar continues to do so, Iolo will leave the party. If it gets to the >point that Iolo really hates the Avatar now, make it that Iolo and Gwenno will >hate you so much that they will try to assassin you until they are dead. Now >this is interactive. >17. Continue with excellent graphics and sound, but don't sarcifice speed. >Ultima IX should still be playable comfortably on a 486. Don't make us upgrade >everytime we get a new Ultima! >18. Some NPC should start the dialogue first. Say, when you get to Lord >British's dining room, Lord British will say 'Hello Avatar, want to have dinner >with me?' And you can say Yes or No. You can choose where you sit beside, and >where you are starring at. Normally you should look at LB when he's talking to >you, but it should also be possible to have the Avatar looking the pretty maid >behind him instead.... >19. Give a love theme to the Avatar. And a complete love theme. This has given >Wing Commander II a great plot, and it will certainly make Ultima IX a more >enjoyable adventure. >20. Make the world real. Inflation and money supply should put into play. Rich >people should really be rich, and when you kill them, even their clothes can >sell for some 500 gold pieces. This gives players the incentive to do evil >things, so that Avatar will be as real-person as you and I are. >II. Game Plot >Here's a sample game plot for Ultima IX that I make up: >So you leave Pagan, and Guardian is waiting for you. You defeat him, at least >you think, and you get back to Britannia. There you find the world changes a >lot. People are accusing you for things you haven't done. It's not long you >discover that there's a fake Avatar now in Britannia -- who looks and speaks >exactly like you. This fake one is making everyone in Britannia hate the Avator, >and all your former friends: Iolo, Shamino, Durpe... leave you. In an incidence, >you rescue a pretty girl (Or a guy if you > are playing as a female avatar) who truly believes you are innocent. She/he is >the only one in Britannia who still supports you. So here the quest begins: you >should again prove yourself as the Avatar, and discover what's the plot for that >fake Avatar, and expose his evil things to the world before it's too late....... >Just when you're at it, Lord British disappears, and the false Avatar is nowhere >to be found. A new strangely Batlin-smiliar looking guy becomes the new ruler, >and you are wanted everywhere > by the new government. Your lover is arrested for some odd reason. Your >friends, Durpe and the like, are sent to arrest you. Your tasks are now very >difficult: >1. You have to mask yourself or guards everywhere will find you and kill you at >sight; >2. Your friends like Durpe will still recognize you, but you do not want to kill >them in combat (unless you are doing an 'evil' Avatar) and have to flee >everytime you see them until you can convince them into the party; >3. You have to rescue your lover; >4. You have to show you are the true Avatar by showing your eight virtures >(something like Ultima IV); >5. You have to rescue Lord British (like Ultima V); >6. You have to befriend the villagers that hate you, city by city (something >like Ultima VI, but in that case it's the gargoyles.); >7. You have to find out the reason for all those fake Avatar and such; >8. You finally have to defeat the Guardan once and for all (who's behind all >these, as you can guess.) >Just my two cents. >Hermann Lee >UBC Computer Science 3rd year. That is a pretty good plot or something like it. I like the idea of people turning against you, a fake avatar, having to convince first your friends and then Brittania that you are the Avatar(by upholding the virtues). This is a great idea for a plot. But still surprise us. And have LOTS of subplots. Those are great!
Technical Details
Message-ID:
<brownk.35.000EE28B@lawgate.byu.edu>Path:
mbox-mo1.pugleaf.net!nntp.gmd.de!xlink.net!howland.reston.ans.net!spool.mu.edu!uwm.edu!news.alpha.net!news.mathworks.com!uhog.mit.edu!news.mtholyoke.edu!nntp.et.byu.edu!news.byu.edu!yvax.byu.edu!lawgate.byu.edu!brownkReferences:
<bmartin.22.008C1B19@origin.ea.com> <3a0r2l$2ih@ns.oar.net> <3a3sn5$i5l@cs.ubc.ca>Show Full Headers
Complete Article Headers
Path: mbox-mo1.pugleaf.net!nntp.gmd.de!xlink.net!howland.reston.ans.net!spool.mu.edu!uwm.edu!news.alpha.net!news.mathworks.com!uhog.mit.edu!news.mtholyoke.edu!nntp.et.byu.edu!news.byu.edu!yvax.byu.edu!lawgate.byu.edu!brownk Newsgroups: comp.sys.ibm.pc.games.rpg Subject: Re: Ultima 9 - What Do >You< Want to See? Message-ID: <brownk.35.000EE28B@lawgate.byu.edu> From: bro...@lawgate.byu.edu (Keith Brown) Date: Mon, 14 Nov 1994 14:52:59 References: <bmartin.22.008C1B19@origin.ea.com> <3a0r2l$2ih@ns.oar.net> <3a3sn5$i5l@cs.ubc.ca> Organization: BYU Law School Nntp-Posting-Host: 128.187.8.101 X-Newsreader: Trumpet for Windows [Version 1.0 Rev Final Beta #7] Lines: 179 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit