You know, the one thing that amazed and delighted me on my Ultima Underworld playthrough was how it seemed be this massive evolutionary leap from Nethack
I always thought UU to be an evolutionary step from games like Dungeon Master (first person, real time, light simulation-y aspects, puzzles based on altering the level, set in a dungeon made of multiple levels, etc) than something like Rogue (which, granted, does have some of the elements i wrote, but still i find their use in UU closer to DM). How did you make the step from Nethack to UU?
It's been a while since played UU, but I'll try gather my thoughts. In principle, I believe you are right, and I also remember comparisons to Dungeon Master. I won't dispute that.
The Nethack thing is more uncanny, is undoubtedly colored by my personal experience of not having played blobbers but having played Nethack extensively. I think the biggest similarities come from the fact that both roguelikes and dungeon crawler blobbers had a similar goal of transferring pnp dungeon crawling rpg to pc and faced similar challenges and dealt with them in broadly similar way. In fact due to various technical, etc, limitations that I won't get into, you could make a case that none of the early rpgs are rpgs (let's not get into that either). Essentially however, both Roguelikes and first person crpgs took from pnp rpgs only oppressive dungeons and combat systems. The list has more elements, but so you could also condense them into two: The Dungeon and The Monsters. Or even one: The Dungeon, which is then designed to be appropriately engaging in various ways (one of which is horde of enemies). In this way roguelikes and first person crpgs are very similar. The fact that one is topdown and with ASCII graphics, and the other is first person (or that one is turn-based and the other real-time) is not in my mind that important if the basic experience is similar. I think the genre division between roguelikes and rpgs was once thought be more important, and even about 20 years ago, many roguelike purists thought that its not a real roguelike if it doesn't have ASCII graphics. Today that position is simply ridiculous.
With regards to UU, I think the first time I felt a sense of familiarity was status messages. (it's xy, you're hungry).
I think the biggest one was how magic is designed to be not simply a gun but a way to pass obstacles, just like in Nethack. I've always felt sorry that games have stopped doing that (aside from Morrowind). To me that's more important than the fact that UU has rune magic. It would be just as good as a with a spell list, if the spells were the same and were used in a same way. And same thing with many essential items and consumables. So you have boots that allow you to walk on fire in UU, where have I seen this before? The basic logic of wands and potions and why use them is the same both games. In fact in many cases, it's the same wand. Or how about getting an unidentified item, and not being sure, when you can identify it?
Or the fact that the game has obstacles, environmental and others. So my fascination with UU and Nethack is also connected to ease and accessibility of Fallout and Baldur's Gate and their successors, which don't have obstacles. Environment doesn't challenge you, except for the traps you remove with your thief. These games are easy, while Nethack and UU are challenging. Both in Nethack and UU your consumables are valuable. In games like BG they really aren't. You can beat your encounters without them and can run to town for restocking healing potions. Well that shit doesn't fly in Nethack, or in UU, although UU is more forgiving, I suppose. These games have actual resource management, including hunger. In any case, I'm still looking for an isometric rpg in the vein of JA2, BG that implements passwall spells, levitation, elevated surfaces and allows you to find quest objects and solutions with scrying magic. However, kudos to BG1 for having random encounters between maps, which means that getting back to city from Cloakwood may be harder than you think, especially with a wounded party. I like that kind of uncertainty.
It also dawned to me while playing UU that it was actually meant to be too hard for you to beat with your first character. You are supposed to piece together the way to complete the game in multiple playthroughs, just like in Nethack and other roguelikes. That's why you collect mantras, but can use them even if your character hasn't found them yet. After you complete UU, they even congratulate you for beating the game. Which is a feat since this was pre-internet and players could typically share tips only though friends and gaming magazines.
There's also the fact that UU levels are also similarly laced with corridors and rooms, and it's one continuous dungeon just like Nethack. If you look at the map, they just look similar tile-based dungeons, with UU having only more content with more variations and things to do.
It's just that I expected getting into UU would harder when played it 2-3 years ago the first time. I started rpgs with BG1, after all. And yet, after 10 minutes of familiarizing myself with controls I felt right at home. Because of Nethack of all games. But this time the game had immersive first person graphics, simulated combat as well as all the hallmarks of Nethack that I've discussed. What a shame rpgs didn't build on its formula. Haven't played Arx Fatalis yet, so maybe I'll get a fix soon.