Listen to VD. He's an industry insider.
While I'm not, I imagine there are way too many variables to consider to make blanket statements about dev times.
18 months seems really tight, but then I had a look at the reported release dates of Ultima 6 (June 1990) and U7 (April '92). While not complex in terms of mechanics, they were absolutely huge games with hundreds of NPCs, gazillion dialogue lines, and the engine and all art assets had to be done from scratch, and the game tested on a whole new generation of hardware. That's less than 2 years of dev time for an all new game, assuming parts of the team weren't already working on the sequel before U6 was done which is likely. But then they didn't have the tools and automations at their disposal that are available now. U7 pt 2, sort of an expansion, followed less than a year later. And that was when EA was allegedly already messing heavily with the development.
I'm completely ignoring it because there is no fucking way that having to code demos (what, from scratch?) and scrambling to finish "arbitrary" milestones (i.e. delivering previously agreed on content) will double the time required to make a game.
Sure, but what ambitious RPG was ever bug-free regardless of development time? Troika games with their 3-year dev cycle have been mentioned earlier, and we all know how much good that did them.U7 was a complete game but rather buggy even after a patch.
Was it? I didn't feel that way to me, apart from maybe the gargoyle lands that were relatively underdeveloped and that one Skara Brae story arc that wasn't resolved until U7.U6 was kind of an unfinished game
Really, density of detail is what does it - if the final game has more detail overall rather than looking as "clean" as in the original screenshot
Was it? I didn't feel that way to me, apart from maybe the gargoyle lands that were relatively underdeveloped and that one Skara Brae story arc that wasn't resolved until U7.
Problems with U6 that come to mind:
-Unevenness of the world. Some cities feel strangely emptier than others. Paws is a bustling merchant metropolis, Moonglow has like three people in it.
-Weird NPCs all over the place that feel like unimplemented quests. Some dude with the Codex symbol emblazed on his forehead. A Polynesian tribal that comes from an island that doesn't actually exist in the world. NPCs that make reference to living under the reign of Mondain and his minions(!) And of course the infamous unsolvable Quenton quest that was crudely tied up in the sequel.
-Bad art design. The colors are all weird, objects are not recognizable.
-And of course, the GUI is famously bad, with its small view window, rendering the game nearly unplayable by modern standards (the sequel couldn't be more different!)
For example, let's look at the first thing you see in the game.
Look at the way the color of the red floor merges with the Avatar and Iolo's capes and the red carpet.
I just found the game's color palette to be garish.
Then you had inventory items that looked like unidentifiable lumps of matter, such as the torches.
Sketch version.. because why not?
Sketch version.. because why not?
Here's WL2 with bloom and the badass new tilt-shift filter in CS6 aww yeah modding has fixed this image
As it bloody should be. It's an open world game where you can go wherever you want if you can get there. Of course that kind of design leaves it open to exploits and loopholes but that's just the way it is and for some even part of the appeal. What should happen instead according to you? Gargoyle lands magically open only once the mainquest allows? Orb has amnesia and only remembers the destination at the end of the game? That's next-gen design.Another thing is how it's possible to teleport straight to the Gargoyle Lands as soon as you start the game, using the Orb of the Moons. WTF?
Let me fix it.
I'll be so full of rage if they deliver a shoddy game like Ultima VI or Ultima VII!
And that says it all about the people who are very upset about this image, I guess.
it looks a bit like fallout 3. van buren fallout 3.
And yes, Ultima VI was shoddy compared both to its predecessor and its successor. Origin were inventing a new type of world design philosophy and they weren't quite adept at it yet. Polish matters.