taxalot
I'm a spicy fellow.
They rewrote everything because the engine they ended up having couldn't handle the story they have written, also, EA wanted a plot that could be understood by everyone.
o_O since when does the engine limit the story telling? To tell a great story, you don't need super amazing cinematics ~_~
The Ultima IX engine was "clumsy" at best :
Having an army encampment in a place where there was nothing before ? Not sure it could be done besides loading a separate map for the stuff, and besides, I doubt it could have displayed enough NPCs to make it believable. The battle scenes at Terfin ? The engine was STRUGGLING to make it believable a NPC attacked a monster. Also, the pathfinding was broken which made having a party impossible. You can see from the Ed Del Castillo design document, which is later than Bob White's, that they had already scaled back on their ambitions while keeping the same plotline overall. As time went on, it probably became worse. Plus there is the matter of implementation.
There are tons of features in the U9 engine that got hardly implemented, or very scarcily : having a character moving on the map from a place to another ? You can count the instances of that on one hand. Also, there is proof that they had an inventory system for party members (Raven is actually having your weapons equipped before she gives it back to you when you get out of Wrong), but still they didn't bother to use it.
There is so much story you can tell with a crappy engine which didn't even allow characters to move around.
Also, ANY plot should be able to be understood by anyone... that is part of the job with telling a story ~_~ Always having the character ask "what is ____?" and then having an npc give them a wall of text to "catch them up" is just lazy "story telling".
Exactly.