That's unfortunate as going back to
LarryTyphoid's point - there are points where you do not get dialog options for key events. A text parser to cut to the chase (like Fallout's, only useful) would be a great addition. There is already WAY too much text clicking on useless info in SI - I can see how they can't include *everything* but it would be nice if instead of having to click on goblins or Pomdragin with everyone in Monitor, you could just type that in if inclined - kind of like stone, rune, or mantra in U4 - maybe it will pay off, maybe it won't - but it won't hurt to try with everyone.
Maybe, maybe not. Could be the dev was trying to prevent people from shortcutting the process and actually want you to play the game instead of doing speed runs with no in-universe knowledge (but lots of metagame knowledge). The game is already absurdly easy to break as it is with what metagame knowledge you can act on (carpet, magic weapons/armour, etc.). Technically, you can bypass all of the keywords by just using the teleportation cheat as it is. Just use that instead if you want to cheat in the game.
Yah, I never really had a qualm with their design until I returned to play it recently. I have always liked the game but those flags make a walk-through or taking in game shortcuts a pain in the arse. Ultima VII with the open world followed by Serpent Isle... you know what? Screw it. I like Serpent Isle a lot. You know what? They could have waited 5 years to come out with a better game or such, but they released Serpent Isle about a year after Ultima VII - it was good enough. It tells a pretty good story and eventually opens up.
Just checking now.
Ultima VII - released April 16, 1992
Ultima VII: Serpent Isle - released March 25, 1993
Ultima VIII: Pagan - released March 15, 1994
That's fucking amazing.