Wednesday, September 25, 2024

Retrospective: Ultima

Regular readers will recall that, growing up, I did not have a personal computer. That's why I spent so much time at the homes of friends who did. Indeed, it was only because of those friends that I was able to play such foundational computer roleplaying games as Telengard, Wizardry, and Temple of Apshai. Even in college, I didn't own a computer, so I continued the practice of using others' computers until the dawn of the 1990s, when I finally entered the modern world and at last got one of my own. 

During my college years, there were two CRPGs I remember playing with great enthusiasm: Pool of Radiance and Ultima – or Ultima I as it had been rebranded in 1986. Ultima first came out in 1981, but I don't believe I was aware of it at the time. In any case, I never had the chance to play it until several years later, well after it had spawned a series of sequels. Consequently, everything I'll say in this post pertains to the 1986 version, published by Origin Systems. If there are any significant differences between it and the earlier version(s) of the game, please let me know in the comments.

Like so many early computer games, Ultima had an interesting instruction manual with some impressive artwork. The manual laid out the premise of the game as well as the parameters under which it operates. It does so almost entirely as if it were a document being read by the player's character. Consequently, the information contained within (mostly) lacks any reference to game mechanics or things that the character would not know. Some of it is even written as if an unnamed person is speaking directly to the character, who is addressed as "Noble One" and assumed to be the hero who will save the realm of Sosaria from the depredations of necromancer, Mondain.

Like most computer RPGs, then or now, Ultima owes a lot to Dungeons & Dragons in its overall conception and gameplay. However, unlike, say, Wizardry, it does not include the possibility of controlling an entire party of adventurers, which is something that was added in its sequels. Instead, the player controls a single character, whom he creates before starting his adventure. A character has six attributes that are nearly identical to those in D&D. Likewise, the races available are familiar ones – human, elf, dwarf, and bobbit (halfling). The same is true for the professions, consisting of fighter, cleric, wizard, and thief. In short, it's all pretty standard stuff and nothing that someone who'd been playing pen-and-paper RPGs would have found the slightest bit unusual.

In addition to being a foul necromancer, the aforementioned Mondain is also invulnerable to attack, thanks to his possession of a powerful artifact, the Gem of Immortality. Finding a way to circumvent the effects of the gem is thus the character's main quest throughout Ultima. To succeed in this quest, the character must travel throughout the realm, interact with NPCs, and explore dungeons and other locales. In the process, the character will acquire wealth, better gear, and experience points, allowing him to become more powerful. Again, it's all pretty standard stuff that we've seen many times before.

The "standard" nature of all this was simultaneously an asset and a drawback to Ultima, at least from my perspective at the time. I appreciated that it was pretty easy to pick up and play. Having played D&D for some time beforehand, there was very little in Ultima that surprised me. On the other hand, there weren't really any elements of the game that wowed me. I might have thought differently, if I had encountered it upon its original release in 1981. By the time I discovered it, in 1988, I'd already seen a number of other games that did what it did, often better. For example, Pool of Radiance seemed to me to be a much better implementation of the core concepts of tabletop RPGs in digital form – and it used the official AD&D rules to boot!

Of course, I still played Ultima and enjoyed myself. Even in the midst of my college studies, I still had a lot of spare time to waste on computer games. Consequently, I don't rate Ultima quite as highly as it probably deserves. Certainly, the game went on to become a very successful and influential CRPG series. To this day, I still know lots of people with very fond memories of the game and its sequels. Meanwhile, its spin-off, Ultima Online, released in 1997, was one of the first truly successful massive multiplayer online roleplaying games (or MMORPGs – a term coined by Richard "Lord British" Garriott, the creator of Ultima). For that reason alone, its place in the history of computer RPGs is assured.

16 comments:

  1. While I'm a big fan of the later Ultimas, I haven't played the first two for more than a couple of hours. My fault for getting I, II, III and IV at the same time! III and especially IV are much better games.

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  2. The first two Ultima games are oddities that bear little resemblance to later games in the series, or to each other for that matter. Both of them were developed by the proverbial "one guy in his basement" and each has a different publisher (California Pacific Computer for Ultima 1 and Sierra On-Line for Ultima 2). Ultima 1 has a mandatory sequence where you dogfight TIE fighter lookalikes in real time wireframe 3D. Ultima 2 actually takes place on (a very strange version of) Earth; its quest involves travelling between different time periods and eventually the planets of the solar system.

    I think many people would consider either Ultima 3 or Ultima 4 to be the "real" beginning of the series. Ultima 3 is the first Ultima where you control a party of adventurers, the first one published by Origin Systems, and the first one with a development team consisting of more than one person. I believe it was also one of the first CRPGs with a full musical score, albeit not in the DOS version (sound cards for the IBM PC wouldn't be a thing until several years after Ultima 3 was released). Ultima 4 is the first Ultima set in the fantasy world of Britannia and it introduced the concepts of the Avatar, Virtues, Runes, etc. which would reappear in the later instalments.

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    1. Spot on! Ultima III is the first real game, albeit still quite limited. Ultima 4-7.5 are generally considered the golden age, whilst Ultima 8 and 9 both came with serious issues and if tried you need the modified versions that came later. I spent many a happy hour playing 4-7 although college cut short my time as well!

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  3. Yeah 1 & 2 are more essays in the craft. 4-7 (7 part 2 was too weird for me) is the definite cycle.

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  4. I would go to my best friends home; and play Ultima’s 1-5. His hallway closet turned into a computer ‘room’ thank u for this bit of nostalgia.

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  5. I love the Ultima series. I have played both versions of Ultima I, though I only played the 1980 version in an emulator decades later. Some of the main differences I remember in the original version were:

    1. Dungeons were randomized, I think they were different in every new game you started.

    2. On the overland map you didn't see monsters until they attacked you, and it was usually a group of monsters like 20 orcs, etc. I think the 1986 version had individual, visible monsters like Ultima II.

    3. There were Hobbits with an "H." This was the case in Ultima II also. In Ultima III they finally decided to avoid the Tolkien estate by changing it to "Bobbits," though immediately began ripping off H. Beam Piper by adding "Fuzzies."

    4. A lot of the game was just interpreted (non-compiled) Apple ii basic. This worked in my favor when I edited it to remove the auto-pass (your turn would originally time out and "pass" after a few moments), so I could run the emulator at a faster speed and have it still be playable.

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    1. Oh, so there were hobbits in the original? I only played the re-release of the first game, so that probably explains why I remember them as bobbits.

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  6. Our RPG group had a great time with Ultima in the early 80s. I remember crowding around my friend's PC watching those block figures trudge through a block landscape. That was when our imaginations produced better graphics than any PC, so regular pen and paper D&D seemed better than Ultima. Times have changed.

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  7. Didn't start Ultima until 3 (didn't really have good PC access until 1990 for games, anyway), but did the Zork/Wizardy (plus II and III as I recall) at a friends house. UIII was great - loved the character generation, and it felt more exploratory than Pool/Azure Bonds gold-box games (which were great for a different reason - a wonderful alternative AD&D experience).

    Old man on the lawn moment - it seems to me that the essence of what made those games so wonderful and engaging (beyond being the first real generation of cRPGs) was the focus on providing an enhanced version of tabletop gaming. So many of the very pretty and intricate games of the last couple decades seem to approach from a different perspective...maybe "add some of the feel of tabletop gaming to a computer game". Both can be great, but the feel is so different.

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    1. My timeline is nearly the same as yours. I love my spot on the lawn, too, but I supplement it with a ready-hose like a proper curmudgeon. If Scooby even looks at my grass . . .

      It takes hours of mirror practice to really perfect the old man's cantankerous waving fist. Who would have thought it was such an art form? If you do it wrong, you look like you're having a stroke. The desired effect is lost.

      We had one friend growing up whose father was a doctor; they had a desktop computer . . . Tandy? Maybe. There was considerable marriage tension in that house before the father ran away with another man (this was quite nouveau in 1984ish) but with his departure the home was more open to us as a ragged band of idiots. That computer had Wizardry on it, I believe. Wasn't it a sort of monochrome green on a black screen text & box game? I feel as though the main enemy was a wizard named Werdna. Andrew spelled backwards. That game was fun!

      More fun was Amanda. She lived about fifteen houses away in a Mediterranean-style home, single level. Which meant you could sneak her out at night if you had wine coolers. Wizardry dulled at that point. They wytch named Adnama was nearby.

      There is something fascinating to me about the vast landscape of recollections that come along with this game. We all remember jumping over the creek the first time with our bike, and sipping that weird stuff on the parents' dry bar that ended up being vermouth, and whisking a few fireballs quietly from a 7/11 as kids. Somehow those memories aren't as poignant. But throw down the gauntlet of the first 50 hours we spent playing Caves of Chaos . . . collective memories you cannot create nor buy.

      What an awesome, awesome game.

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  8. I feel very old now. I didn't play any Ultima, but I did play Akalabeth...with ASCII instead of wireframe graphics!

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  9. My version of this is "The Valley", a CRPG published in instalments in Computing Today magazine in the UK in 1982. After spending hours laboriously typing the lines of code printed in the magazine into a Commodore PET, I was finally able to play the game! It kept me and my schoolfriends entertained for many hours. One of the advantages of typing the code in was that I understood how it worked, and was able to modify it to suit my own preferences. https://crpgaddict.blogspot.com/2014/03/game-142-valley-1982.html

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    1. I discovered the issue with the first part of the Valley by chance, and discovered I could ask the newsagent to reserve a copy of the mag for me so I could get the entire program.

      I never did get it to work properly on my family TRS-80 model 1, although I did manage to get it to draw the safe path.

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  10. Ultimas I-III were fairly standard crpgs of the time. Ultima IV, and later V, were more interesting because the goal wasn't finding the mcguffin and killing the evil wizard, it was to become a better person by exhibiting the virtues of the Avatar (honesty, justice, etc.) Definitely a unique concept of the time, and with real in-game consequences for stealing, lying, etc.

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  11. I had a similar issue, except in my case the computer I had (TI-99/4a) wasn't one that had Ultima available for it! I eventually fixed this by developing my own CRPG for the platform and releasing it in 2020, but that's another tale...

    The first Ultima is a wacky fun one, mainly the mix of fantasy and science fiction. Richard said in an interview once that he just wanted to pack everything in the game he could think of. It was made by a teenager and it shows.

    The practice of writing the instruction manuals in a narrative style continued all the way through the whole series as well. In Ultima 7 it's actually written by the game's villain, so it has an undertone of contempt and gaslighting against your character.

    I eventually got my own PC around 1992 and the first purchase I made was a CD compilation of the first six Ultima's. Then I was finally able to play them. I also acquired Ultima 7 from a friend, including the map, feelies and manuals.

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  12. I got into Ultima far later, in the late 1990s when the series was released as a compilation. My own experience is radically different as a result.

    At the time I was going through a phase of hating modern gaming and wanting to play older stuff, and Ultima particularly stood out. When I played Ultima I, I loved it. A lot of the things that could've been seen as negatives were instead positives for me: that it was straightforward, I understood it almost immediately, that there was a sense of "immediacey" in my actions (guy says go kill a blob, okay, I go kill a blob... a modern game would've put like fifteen extra steps between those points). That it was also a game I could finish in a few hours was also a plus, though I imagine players in the 1980s might've felt differently.

    There is a quality to older computer games that has been lost, especially in the RPG genre. I often can't get into the modern breed because they have too much what I call "cruft," essentially so many elements that you can't ever get a handle on what is superfluous and what will actually matter and thus the entire game is just you making decisions without context and hoping for the best.

    On my own blog (jispylicious dot wordpress dot com -- I've had problems with blogger not liking links before) I reviewed a few modern games and gave my mixed feelings on them, but in particular one called Mary Skelter is what I call "everything wrong with the genre now."

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