Ultima News, July-December 2001
[ Ultima News :: 2002 | 01 2/2 | 01 1/2 | 2k ]
| 01 July 01 Interview with Jeff Green |
The Armchair Empire has conducted an interview with Jeff Green, Editor-in-Chief of dead-tree mag Computer Gaming World. He’s a pretty funny guy. Here’s the quote relevant to this site.
In the eyes of gamers, will Richard Garriott redeem himself for Ultima IX? How much was he to blame for the way the game turned out? I hope so! It’d be nice to see. You know, I’m sure most of the problems with Ultima IX were not his fault directly. I’m sure there was lots of pressure on that team by EA to get the game done – the usual b.s. But I really wish he had taken a stronger stance and put his foot down. I would have been cool, and right, to see him go to war over the integrity of the series he started. I would have loved to hear him say: “Hey, EA_fuck you. Take me to court. But you are not putting MY game out there in this kind of state.” But maybe it just wasn’t his game anymore. In any case, it was a sad, pathetic end for a once-great series. |
| 09 July 01 GameSpot Graveyard : UWO:O |
| GameSpot has posted a Graveyard feature on UWO:O, written by Desslock. Desslock’s appendum comments are here, the article itself is here and the interview with Starr Long is here. Long talks a little about the design of Tabula Rasa near the end. |
| 18 July 01 Raph “Designer ‘Holocron’ Dragon” Koster Interview |
Q23’s Mark Asher interviews Raph Koster, one of the original designers of UO, who’s currently working on Star Wars Galaxies for Sony Entertainment Online. The man is a philosopher and an idealist, read the interview.What’s the biggest mistake that was made with UO? Naivete. We were naïve about the number of people we’d get, the way they’d behave, the amount of bad behavior we’d get, the appeal of the concept… it manifested in things like the many problems with playerkilling, the way low sales forecasts, a lack of awareness of what it would take to run the service, mistaken priorities in the game design and technology… on the other hand, I think that if it had not been for that naivete, it couldn’t have been what it became. It takes a certain amount of cluelessness to go tilting at windmills, you know?
Mark also has an article up dealing with the history of the MMPOG. |
| 31 July 01 GameSpy Hall of Fame : Ultima Underworld: The Stygian Abyss |
Ultima Underworld: The Stygian Abyss has been inducted into the GameSpy Hall of Fame.In 1992 Blue Sky Productions, later to be known as Looking Glass Studios, debuted with one of the most innovative and influential first-person perspective computer role-playing games in the history of the genre. Ultima Underworld: The Stygian Abyss, set in the universe of Lord British’s Ultima series, may have been the first CRPG to actually capture the tense claustrophobic excitement of a grand D&D styled fantasy dungeon romp. It did so with an attention to detail and a level of programming sophistication rarely seen before or since. |
| 01 August 01 Of All Time |
You know, every time someone comes up with a list having the words “gaming” and “of all time”, Ultima will surface somehow.
This time round, GameSpy, as part of their Top 50 Games of All Time feature, asked some developers what their Top 10 Games were.
| Lists with Ultima Somewhere in It | Lists without |
- Richard Garriott, Destination Games – 1. U4, 6. Ultima Underworld
- Bill Roper, Blizzard Entertainment – 5. U3
- Tom Hall, ex-Ion Storm Dallas – 2. U3
- Warren Spector, Ion Storm Austin – 4. U4
- Greg Zeschuk, BioWare – 3. Ultima Series
- Brandon “GreenMarine” Reinhart, 3DRealms – 6. Ultima VII, 9. Ultima Online
- Ed del Castillo, Liquid Entertainment – 8. U3
- Randy Pitchford, Gearbox Software – 7. U5
- Robert Duffy, id Software – 10. U3
- Gabe Newell, Valve Software – 6. Ultima Underworld
- Cliff Bleszinski, Epic Games – 7. Ultima Underworld
- Ray Muzyka, BioWare – 2. Ultima Underworld, 5. U2,U4,U5
- Brian Reynolds, Big Huge Games – 4. U6
- Scott Miller, 3DRealms – 5. U3
- Kenn Hoekstra, Raven Software – 2. Ultima Underworld
- Kevin Lambert, Monolith Productions – 5. Ultima Online
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- Levelord, Ritual Entertainment
- Harvey Smith, Ion Storm
- David Perry, Shiny Entertainment
- Alan Emrich, Quicksilver Software
- Jeff Tunnell, GarageGames
- Graeme Devine, id Software
- Rick Johnson, Raven Software
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On the Top50 List itself, Ultima held a respectable 10%, in the following positions –
48. Ultima OnlineBrandon “GreenMarine” Reinhart, 3DRealms: “It was the first multiplayer game of that magnitude I ever played. I used to play a lot of MUDs and this was like a super mud. I played it a lot. I cheated, I exploited, I killed. I loved it all.”
42. Ultima VBob McCabe, BioWare: “This whole series is wonderful, but Ultima V still stands out in my mind as the best title in the group. Awesome music, great story, great atmosphere. Just a fun all-around game.”
41. Ultima IIITom Hall, formerly with Ion Storm: “I mapped this all out, found secrets, learned the runic alphabet. I was totally in love with this game. And some great tricks in the ending castle. Loved it. I made some parody games called the Penultimas.”
8. Ultima Underworld: The Stygian AbyssSteve Gilmour, BioWare: “The very first PC game I ever laid hands on. I had bought a computer off a geek at UBC, and of course the box came with 4 or 5 games. I remeber playing a few, then I got UU going. 8 hours later I remembered to empty my bladder. It was suddenly night, and I had no idea where I was. All I knew was that I had to get those runes.”
7. Ultima IV: Quest of the AvatarLevelord, Ritual Entertainment: “I spent even MORE hours playing this than Silent Service while going to UCLA. I can honestly say that my GPA went down a good 1 – 2 points because of Ultima IV.”
If the count had been by series instead of individually, Ultima would have come in at #2, right after DOOM.
And, to complete this cut-and-paste update, a quote from LB, on Command & Conquer, #31 on the list.Richard Garriott, Destination Games: “Though I know there were earlier RTS games, none really got the mix just right to open up this powerful genre. The original C&C still has great strategic subtlety that most other RTS's still miss out on.” |
| 04 August 01 Online Worlds Fanfest ’01 |
Last year’s UO-Fest has been expanded into an Online Worlds Fest, to be held in Austin, Texas on the last weekend of October. The scoop is here. Highlights are –- Hands-on gameplay experiences from the upcoming massively multiplayer online games from Westwood, Maxis, and EA.COM.
- Special sessions with the development teams of upcoming and new EA games. Be the first to see what's coming!
- Get the scoop directly from the creative forces behind these games with Q&A sessions featuring special guest speakers such as: Will Wright (Creator, The SIMS™); Gordon "Tyrant" Walton (VP and Executive Producer, The SIMS ONLINE™); Brett Sperry (Founder of Westwood and Chief Creative Officer) and many others.
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IGN has posted an interview with Carly Staehlin, the developer formerly known as LadyMOI, where she talks about Destination, OSI, girl-gamers and her personal history.A little known fact is that the three of the five designers on the Tabula Rasa team are people who have previously worked on Ultima Online. Me, the ex-producer; Sage, the ex-lead designer; and Runesabre, the ex-lead programmer are all designers on Tabula Rasa. Jeremy Gaffney, the ex-lead programmer of UO2 is the Design Manager, and Rick Holtrop, also from the UO2 team, completes the group. A designer on Tabula Rasa is responsible for developing the way each system in the game will work, from the interface to the way monsters give experience, from the advancement schematics to the traffic flow of players within social spaces, etc. We are still in the early stages of our design for the game right now. | | 08 August 01 Destination Chat |
IanStorm has posted their Chat Log with Destination, including Starr “the developer formerly known as Blackthorn” Long, Jake “I got a handle in Korean, does that count ?” Song and Lord “Ha! I trademarked my handle, so there!” British, with a guest appearance by Leilo.Lord_British: We WILL ship a stable, well balanced game!!! |
| 11 August 01 In Loving Memory of Gwenno |
In reply to a query about the Gwenno Memorial in Ilshenar –
Tajima – This is a memorial to Kathleen Watson, the real-life inspiration for the “Gwenno” Ultima character and a friend to many people at Origin and the Austin game development community. She died last November, a victim of cancer. (She wrote the song, “Stones,” which is the opening theme to Ultima Online.)
Kathleen Jones ((her maiden name)) also had a memorial at last year’s UO World Faire, which read –
In loving memory of Kathleen Watson, friend and citizen of Britannia.
As the living inspiration of Gwenno, she first entered our lives as wife of Iolo and companion to the Avatar in Ultima IV. Along with her husband David Watson, she created the beautiful tune “Stones”.
Our condolences go out to her family and friends. Britannia has lost a treasured companion and a dear friend. |
| 15 August 01 Spector & Church on Underworld |
| The worlds ‘Spector’, ‘Church’ and ‘Underworld’ in the same sentence is just begging for some unfunny headline, but I’ll resist the temptation. Warren Spector & Doug Church talk about Ultima Underworld. |
| 27 August 01 We Have Already Won |
| EA is set to conquer the gamerooms of Korea with the new L10N’d UO. |
And on the other side of the Won…The strategic/collaborative battles enabled by the use of the world’s largest large-scale database management technologies have provided an effective means of delivering surrogate satisfaction for modern humankind. Allow me to translate –People like the gankfests. More beeg words, though not much information at all, in this interview with NCSoft CEO Taekjin Kim at GameSpot.
Also, The Korea Herald reports that NCSoft is planning on relaunching Lineage in the US.The shortfall came from the company’s spending of 47 billion won in May to scout U.S. game developers, Richart Garriott brothers of Destination Games, and purchase major games in the works such as Tabula Rasa and recruit other developers. |
| 05 September 01 LB does Korea |
GameSpot –
NCsoft also revealed plans to introduce Lord British into the world of Lineage. Lord British is Richard Garriott’s legendary game character that first appeared in the long-running Ultima series of role-playing games. In May, NCsoft announced a partnership with Garriott’s new development studio, Destination Games, to help promote and launch Lineage in North America. |
| 10 September 01 U9: First Impressions |
| Yes, I’m actually enjoying U9. First Impressions |
| 11 September 01 911 |
No God, no truth, no land, no cause can justify the wilful taking of human lives.
There will be no news reported here for the next day, because continuing on as if nothing has happened is in extremely poor taste. Take the time you would otherwise have spent here and use it to consider the world you live in, and if there is anything you can do to make it better.
Oh, and vengeance is not justice. Think on that, too, if you happen to be angry right now. |
| 13 September 01 State of the Art |
| Raph Koster makes a case for art in reply to Jessica Mulligan making a case against art. Art in gaming, of course. |
| 26 September 01 Big in Korea |
Red Herring :: The Serious Game: Xbox empire in South Korea? –In May, NCsoft paid $33.4 million in stock and cash for Destination Games, an Austin, Texas-based startup headed by Richard and Robert Garriott and Richard’s former colleague Starr Long. These gaming legends are well known for creating and fostering the Ultima series of role-playing games. Now they’re being bankrolled by NCsoft, which is collecting a cool $80 million a year in revenues from Lineage. |
| 01 October 01 Slow News Day |
LumTheMad.net has closed its doors, leaving the site to SlowNewsDay.net. As part of the new-look thing, they asked a bunch of MMPOG devs to talk about, well, MMPOGs.
The first part asks As Sci-Fi and Fantasy have already been covered, what do you think will be the next genre to hit it big in online games? What would you personally like to play?
Jessica Mulligan – Most of what is scheduled to launch in the next two years looks to be Sci-Fi and Fantasy. The most interesting launch to watch will be The Sims! Online; it’s the first shot at a mass-market persistent world. If it goes over well, it could possibly be the “killer app” that brings millions more players into the hobby. Personally, I prefer to play the more traditional, familiar hard core online games.
…part two follows with Do you think the industry will ever create “Rated R” type MMORPGs that have adult content and themes such as sexuality and graphic violence? How far do you think the boundaries will be stretched in the future from where they are now?
Mark Asher – Yes. I expect to see some sex-themed MMOGs, though probably not from the current game publishers. Graphic violence? Yeah, some MMOG will try that angle to distinguish itself from the others. Boundaries? I don’t know why we won’t see MMOGs with graphic depictions of sex acts, but I’d not expect them to be big budget games. It will have to be something that a small team can cobble together. You’re not going to find investors willing to dump millions into an X-rated game. It’s just like porn movies and their small budgets vs. traditional Hollywood movies.
…part three continues with How close to market saturation do you think the online games industry is?
Star Long – It is certainly not nearly as saturated as the retail games market. If you look at where this industry was when UO launched the total paid online subscriber base for all online games was probably not more than 100,000. Almost 4 years later the total number is well over 3 million (most of which is in Korea playing Lineage). That is way over 100% growth per year. No other game genre has that kind of growth. Additionally most of the online games have yet to see a significant drop off in the subscriber numbers despite more games being in the market. Almost all of them continue to grow. There are certainly a lot of online games in development but as we have seen recently by some not so successful launches it is not an easy thing to back one of these beasts up. So I think we will see a bunch of games hit the market but most will crumble and the top 5 or so will control almost 90% of the subscriber base (much like retail games today).
…part four asks Do you think photo-realism in MMORPGs is inevitable, or is there an advantage to having less-than-real life graphics in an online game? How far away would you say we are from said photo-realism?
John Smedley – Hmm… yes, I think it’s inevitable… but I think it’s all a question of style. For example, look at the screen shots of World of Warcraft which are very beautiful and yet obviously are not trying to be photo-realistic. Another great example would be an Anime style online RPG. As for the advantage of having less-than-real life graphics in online games, I think gradually the power of the cpu’s and graphics cards is pushing the envelope to allow these types of things not to really be a consideration when we’re making games. I realize this sounds a bit like a pipe dream now, but I fundamentally think it’s moving that way.
…and part five finishes with If you had to make a prediction, what do you think the MMORPG being played in 2011 will be like?
Richard Garriott – It’s interesting to compare the next 10 years with the last 20 years. Over the last 20 years, interface and graphics have radically advanced, but game mechanics have largely remained the same, except for the first 5 or so years while the medium was in its true infancy. Looking forward, I would expect the same type of curve to happen in online, though more accelerated. Thus over the next 2-5 years I would think game mechanics will by found that are compelling in an MMP setting, then after that we will fall back into tech advance more than game play mechanic innovation. Thus by 2006, I’d expect to see the style of games we will be playing in 2011, but through 2011 the presentation will become highly advanced.
To be specific: Though I would love to see VR style interfaces, I still doubt they will be popular, but the graphics will be rendered in as realistic or surrealistic and high resolution as is needed to create a real time vision of a conceived reality. Much of the game play will be as it is today, but we will have discovered a few great new play paradigms. I suspect some of the most compelling will be MMP social environments. People will log into virtual environments, not only to combat each other, but often in “games” that have no measured competition at all. They will socialize, explore and problem solve together around the globe. In these environments we will see even deeper friendships form, more “dating” and people will compete, but for influence and attention, much more like they do in the “real” world. Since relationships are real, the line between real and virtual will be substantially blurred. |
| 25 October 01 LB Does Lineage |
GameSpot –
Lord British is scheduled to make his entrance into the world of Lineage on November 26 as part of a four-week-long special event.
“I’m thrilled that Lord British has found a new home,” said Garriott, now an executive producer at NCsoft’s Austin, Texas, office.“ And I’m happy that home is Lineage. Players in North America are about to find out why Lineage is so incredibly popular in other parts of the world. Its unique features offer something that people here have never before experienced.”
NCSoft has announced the release of the North American version of Lineage, which can be downloaded from their site ((256Mb)). New players get a free month’s trial, after which there is a $15 charge per month. |
| 27 October 01 LB:Ultima = Toto:Wizard of Oz |
Wired ran an article a few days ago about game remakes, highlighting Peroxide’s U1 remake and The Bard’s Legacy, based on The Bard’s Tale.
Ultima I: Reborn will be available for free when it’s released some time next year.
However, Peroxide has no contract with Electronic Arts, which bought the game in 1992 from the original publisher, Origin Systems.
The Peroxide team did contact Richard “Lord British” Garriott, one of the original developers of the game.
Garriott granted his permission to remake the game as long as there was no financial gain, according to Damiani.
Electronic Arts, however, hadn’t heard about the Ultima project and would like to have a word with the Peroxide developers.
“EA owns the rights to Ultima and all of its characters, and in this case, no permission was requested or granted,” said Jeff Brown, an Electronic Arts spokesman. “As for Richard Garriott’s approval, that’s like getting permission from Toto to remake The Wizard of Oz.”
I would say that EA’s man is downright rude, except Ralph Damiani said it first. As posted on the Peroxide site –
Ultima 1: A legend is reborn was mentioned in this article over at Wired news.
On a note, I’d like to clarify some statements made in this article by an EA spokesman. He claimed EA has no knowledge of our remake, thus we could still hurt their intelectual property rights.
Peroxide has attempted to contact EA at an occasion last year, and having received no answer from any public relations or any department, it was assumed then we were allowed to proceed.
Also, as it’s been known by now, and is explained in our FAQ, we have been granted verbal permission for this project by Richard Garriott, the owner of the Ultima franchise when this project started. As Richard Garriott was a (Or at least one of the) creative president of Origin Systems by then, we assume this would represent the position of the whole company. What is really an unfortunate statement though regardless of its legal validation is that Richard Garriott’s permission is as meaningless “as Toto’s allowance to remake the Wizard of Oz”. The implicit sarcasm on this sentence is in my opinion disrespectful towards the creator of the series and the responsible mind behind the most successful and lucrative projects of Electronic Arts, likely the ones that took the company to the top of the computer gaming industry today.
To any extent, we have taken measures to attempt and speak to them directly, though we have done this before and unfortunately did not get an answer. |
| 31 October 01 UO: Lord Blackthorn’s Revenge |
Press Release –Origin Systems today announced that it has signed an agreement with Grammy and Emmy-winning producer/director Todd McFarlane, creator of Spawn, McFarlane Toys and Spawn.com, to create characters exclusively for Ultima Online: Lord Blackthorn’s Revenge, the latest version in the award-winning Ultima Online (UO) series. The company is also partnering with McFarlane and McFarlane Toys to develop both a line of six action figures based on the new UO creatures and two comic books based on Ultima Online: Lord Blackthorn’s Revenge.
BNN :: Motives –“Exodus,” he spoke in his deep voice, “it seems your lack of understanding of the humans could very well cost us this entire campaign!” His arm shot out and knocked a small statue across the room like an arrow. The small lights on the far wall began to sparkle like firelight through gems. The UO:BR factsheet is here. |
| 06 November 01 D.I.C.E. |
The Academy of Interactive Arts and Sciences (AIAS), D.I.C.E. (Design, Innovate, Create & Entertain) Summit press release –
The D.I.C.E Summit, scheduled for February 28 – March 1, 2002, is intended to bring together the most celebrated leaders in the gaming industry to encourage discussion and cultivate innovation. It will be held at the Hard Rock Hotel in Las Vegas, in conjunction with the Fifth Annual Interactive Achievement Awards.
Speakers include such luminaries as;
- Richard “10 Ultimas, not counting add-ons” Garriott – Attack of the Killer Sequels
- Will “If you let them build it, they will come” Wright – Audience Developed Products – How to Involve the World
- Sid Meier’s Sid Meier – The DINO Project: Three Glorious Failures
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| 09 November 01 Lord Blackthorn’s Website |
Lord Blackthorn’s Revenge Official Site –
Ultima Online, the Internet’s premiere fantasy world experience, now deeper and darker with over 30 new monsters from the mind of Todd McFarlane.
The worlds of Ultima Online have been revolutionized with exotic, fantastical creatures from the mind of Todd McFarlane. Enter a world oppressed by evil forces, where diabolical villains have returned and aligned their powers in an attempt to conquer and vanquish the virtuous. Over 30 new monsters and creatures designed by Todd McFarlane add a darker twist to the once familiar land of Ilshenar. A new land area located in the center of Ilshenar is the setting for the beginning of this dark siege. Who will prevail in this legendary battle of good versus evil? What new characters will emerge to protect and defend the heroes of Britannia™? What frightening and evil foes await them?
Join the world of Sosaria and help the citizens save their land from Lord Blackthorn’s Revenge.
And I bet you always wanted to know how many times Todd McFarlane can be placed in a blurp without becoming unwieldy. There’s also a Name a Monster Contest as part of the Online Worlds FanFest thingy. The UO:BR factsheet is here. |
| 16 November 01 GDC 2002 |
The Game Developers Conference 2002 website has been opened. GDC02 will be held 19 thru 23 March, 2002 in San Jose, California (about the time Episode II will be released).
Speakers include Dene and Simon Carter (Project Ego), Richard Evans (AI, B&W), Richard Garfield (M:tG), Raph Koster (UO, SWG),
Dr.s Greg Zeschuk and Ray Muzyka (BioWare), Scott McCloud (Understanding Comics) and Will Wright, Peter Molyneux,
Brian Reynolds, Jeremy Soule (Composer, Icewind Dale), Warren Spector, Phil Steinmeyer (Tropico), Rich Vogel (UO, SWG),
and quite alot more. |
| 30 November 01 IGN PC Interview |
The first part offers a bit of history.
My last project with Origin, other than Ultima IX, was Ultima Online, which in my mind opened up a doorway into this new thing called subscription-based online gaming. EA saw it differently. EA thought subscription based online gaming was somewhat of a fluke. They thought the next stage in evolution was, instead of going for hundreds of thousands of subscribers with subscription-based games, to go the AOL games channel, pogo.com style strategy where you get many millions of participants who are supported marginally by advertising but the big belief was that you could take these tens of millions of people and convert them to paying subscribers in some way.
The reason I left Origin was that they were pushing me and Origin and lots of developers across EA worldwide to develop these small JAVA application games for the EA.com service. For me, as an employee of EA, my salary couldn’t be justified making these tens of thousands of dollars JAVA app games. It was not a strategy that was interesting to me professionally or made any fiscal sense as well and that led to my departure.
The second part goes on about Lineage, of course, as well as some other things, such as the only three games he has ever completed (Myst, Diablo II and American McGee’s Alice). |
| 03 December 01 Salon Interview |
Salon.com has an article posted. It’s a sorta profile kinda thing.He’s talking about the aptly titled Tabula Rasa, an online game currently in development, which he says will draw from the teachings of the Dalai Lama and Plato’s “Republic.” But that’s not why he’s in my apartment. At the moment, he’s overseeing the American debut of Lineage: The Blood Pledge, an online role-playing game that entertains millions of Asian game players. |
| 06 December 01 GameSpy Interview |
| LB has been making the rounds recently. GameSpy has another interview with him, including a rather considered take on why online gaming won’t go to the XBox. |
| 19 December 01 LB in Lineage |
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LB in Lineage 800 × 600
LB in Lineage 1024 × 768
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| 24 December 01 UO:BR Designer Diary |
| [UO:BR] GameSpy – Calandryll discusses the expansion and how it relates to UO’s ongoing fiction. |
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