vonAchdorf
Arcane
- Joined
- Sep 20, 2014
- Messages
- 13,465
After the patch, the jumping wasn't very skill-dependent, you could pick where you wanted to land iirc.
And that makes the whole jumping thing a tedious time waster.After the patch, the jumping wasn't very skill-dependent, you could pick where you wanted to land iirc.
Lord Brexit said:[...]
This was the first time in my life that the realities of business became more important than the quality of a product
[...]
All the money I’d been paid had no meaning
[...]
Many of our programmers had worked twelve hours a day, seven days a week for ten months. We would bring dinner in for them because we were afraid if they left, they might not come back. The last month or so we gave them every other Sunday off so, as one of them pointed out, they could see their family or do some laundry.
[...]
only a few years earlier our people would happily work all night and love every minute of it
This is such an edgy and poor read... Ultima VIII had a bunch of flaws, but was trying to push RPGs in a new direction. If they did an Ultima FPS to ride on Doom's success, yeah, you could call it derivative. Instead, it tried to improve the action-RPG formula and basically made a proto-Diablo (similar to games like Veil of Darkness, but still novel). I don't like the game, but Garriott was right, things like the Diablo-ish combat and the shift towards a single character were all smart choices at the time, they were just done poorly.Of course, the flaws in the thought process that led to Ultima VIII aren’t hard to identify in retrospect. Games which lack the courage of their own convictions seldom make for good company, any more than do people of the same stripe. The insecure child of a nervous creator who feared the world of gaming was passing him by, Ultima VIII could likely never have aspired to be more than competent in a derivative sort of way.
This is such an edgy and poor read... Ultima VIII had a bunch of flaws, but was trying to push RPGs in a new direction.
Instead, it tried to improve the action-RPG formula and basically made a proto-Diablo (similar to games like Veil of Darkness, but still novel). I don't like the game, but Garriott was right, things like the Diablo-ish combat and the shift towards a single character were all smart choices at the time, they were just done poorly.
.... to paint him as a guy afraid of the future and playing safe is just... wow.
Diablo came out AFTER Ultima VIII showed that the combat had potential but that the jumping was a mistake. That's how it always goes, video games are always iterating one over another, you can't expect games to always get right on the first try.If they wanted to build an action RPG they would have made the combat engaging and not focus so much on crappy jumping. How many RPGs focus extensively on jumping death pits? The engine, as we know, even supported reactive combat, we have Crusader. I don't remember all the jumping in Diablo. Maybe my memory is faulty.
Are you seriously saying that Richard Garrett never worked on a good game besides Ultima Online? FFS...bar UO what else he worked on that wasn't a half-assed disaster full of promises and little else?
Diablo came out AFTER Ultima VIII showed that the combat had potential but that the jumping was a mistake. That's how it always goes, video games are always iterating one over another, you can't expect games to always get right on the first try.
Are you seriously saying that Richard Garrett never worked on a good game besides Ultima Online? FFS...
I never cared about muh avatar and muh virtues
Ultima Underworld 1 & 2 had jumping, no one was saying it was a poor fit to the series or calling them "first-person Mario".You call the article "edgy", but indeed it asks (and tries to find an answer, maybe without much success) a good question: why Ultima VIII has gameplay elements that have no reason to be in an Ultima game? From where the jumping comes from? It's an attempt, maybe not well-researched as we like.
Ultima 8 is from 1994. Tabula Rasa is from 2007. They are THIRTEEN YEARS APART, the same time between Ultima 1 and 8, yet you say I'm the one gasping at straws... and your argument doesn't even make sense, the article is saying Garriott was bad for playing safe and afraid of the future, you are saying Tabula Rasa was bad because he overpromised. Like the antiquarian, sounds like you're just very butthurt about all this.Don't grasp at straws. No one is saying that before VIII Garriott&Co didn't throw out great games (even if I have to argue that VII isn't mechanically that good, but that's a personal opinion). I'm specifically talking 90ies-00ies era Garriott. Remember Tabula Rasa's promises? I do.Are you seriously saying that Richard Garrett never worked on a good game besides Ultima Online? FFS...
What about, uh, party or stats? You know, the actual RPG shit.
I never cared about muh avatar and muh virtues either, but that won't make a pretty-looking platformer any less of a puddle of diarrhea.
.. and your argument doesn't even make sense
Mainline Ultimas have always been extremely RPG-light though. One could even argue that U8 was a little more mechanically complex than U7 since you actually had some control over combat in the former.I never cared about muh avatar and muh virtues
What about, uh, party or stats? You know, the actual RPG shit.
the combat had potential
You also claim that VIII pre-dated and "inspired" the gameplay shift we see in Diablo.
I don't, on the other hand, find your position that VIII was a misunderstood work of a designer trying to INNOVATE that inspired others to follow particularly convincing. That's it. Peace.
Mainline Ultimas have always been extremely RPG-light though.
One could even argue that U8 was a little more mechanically complex than U7 since you actually had some control over combat in the former.
But it didn't. It has the exact same number of stats that Ultima series had since U4 at least. And it's not like previous games had so much variety in party composition that losing the party had a significant effect on game complexity.Mainline Ultimas have always been extremely RPG-light though.
Not an excuse to ditch what little they still had. We are in the "RPG discussion" section still.