Well, it's been a month since I posted a note about what I would do during the subsequent week! But I'm still alive, I have merely suffered from writer's block. I can think of a fair amount of things to say about Ultima 1 & 2 and the other early games, but I have not had the patience to put it into some kind of cohesive statement. As an alternative, perhaps I will just ad-hoc write about each of the games, and call that a review overview.
But for today I want to fill in a loose end, concerning Lord British's reward. Turns out I was merely impatient because a few days ago an attractive medieval crossbow arrived in the mail. I had forgotten that David Watson aka Iolo actually builds crossbows in real life! Here's some free advertising:
http://www.crossbows.net/
I have not *yet* shot any holes in my walls, but I've come close. I should probably find an archery range. I also got a nice certificate, which at some point I'll scan.
Well...I guess I'm here and I'm writing, aren't I? Might as well write about Akalabeth.
Ah...The World of Doom. Originally sold in a ziploc baggy in a local store, then eventually picked up by California Pacific. It's hard to think of much to say about Akalabeth for several reasons...First, it's so old and simple that it's almost like writing an in-depth discussion of Pong. Second, it was (and feels like) an experiment in game making; it does not have the feel of a game that was well-tested or which was designed with much game balance in mind. Finally, the game is pretty much entirely subsumed into Ultima I, which has much of the same dungeon interface, and the dungeons serve more or less the same purpose.
In fact, Dragon Magazine (not sure if they are still around--they're an RPG magazine) has a review of Akalabeth in one of their 1982 issues! They were pretty down on the game, complaining of its bad graphics and dubious game mechanics, and reading it I had to wonder whether to take them seriously, considering the fact that it was a couple of years old when it was reviewed and games on home computers were pretty much in their infancy.
In any case, in Akalabeth you see a fair number of seeds of the later series, especially of the first five games; there's some tile graphics in the outer world (albeit with gigantic tiles), and maybe you could even argue that the presence of irrelevant tree tiles is a premonition of not-plot-essential locations that show up in later games!
Or not.
One of the things that distinguishes Akalabeth from a random assortment of similarly-old games I've played is the sense that you can actually finish it. I've always found classic arcade games, for example, rather depressing because often they are just endless swarms of enemies that will eventually kill you, no matter how long or hard you try, and even the greatest has nothing left in the end besides a trio of letters and a number stamped on an electronic gravestone that will be erased as soon as someone pulls the plug. So they are ultimately an exercise in futility. However, you can eventually win Akalabeth, even if the game encourages you to keep playing.
The biggest problems with the game lies in its bizarre game mechanics, where absurdities abound--the most inane being the fact that thieves regularly steal weapons right out of your hand! This is enormously counter-intuitive. In the same ballpark is the shockingly enormous quantities of food that gremlins can eat, or the fact that dungeons are infinite. Winning the game then entails immersing yourself into the bizarre structure of the game, repeatedly following the exact same steps to acquire gold and weapons, and eventually you realize the game probably can't be won in your natural state, then note that becoming a lizardman makes you close to invincible, and boom! It's all over.
Akalabeth tosses you into an insane randomly-generated world, with the utterly primitive graphics accentuating the atmosphere, and the only way to survive is to take advantage of the way the world is rigged against you, and turn the mechanics to your advantage. When you win, in a bit of unintentional silliness, you are invited to call a disconnected phone number to report your deeds to a vanished company. In short, its charm today is as an amusing diversion, and much of the charm rests on the artifacts of its age.
Next time I'm home I'll dig up that Dragon magazine article and try and post some quotes. They also had reviews of Ultimas III, IV, VI, and VII I think. I seem to recall they were unusual in panning IV.
Ophidian Dragon blogs his way through the entire Ultima series, from beginning to end.
Wednesday, April 16, 2008
Wednesday, March 12, 2008
Review Overview!
Well, first some notes. I haven't posted in about a month. My original plan was to make a post about a curious surprise that a certain Lord British mentioned he'd send after I did as suggested by comments and informed him of my feat! However, he may have forgotten about it since nothing arrived, and if I wait too long to make a new post, it's possible no one will be reading, lol. So my plan is to make a few posts. One today will wrap up some responses to comments.
Then I'll write some summary posts going over each group of games. I figure overall they can be divided into several groups. The first is the earliest games, which were more experiments in programming and not anywhere near as cohesive (or worth playing) as the later games. The second is the sequence Ultima III, Ultima IV, and Ultima V, which to my mind seem like very similar games, although the late rone is far more sophisticated. I mean they seem to be evolving in one direction. I think there's a bit of a change in focus in VI, VII and Serpent Isle, as the style of gameplay changes significantly between V and VI and then massively between VI in VII. I'll also slide in three other discussions of the place of the spin-off games. I'll talk about how the Worlds of Ultima games in some ways were better than Ultima VI, the immersing gameplay of the Underworlds, and...um...I guess I'll talk about the Runes of Virtue games at some point. I'll wrap things up on a sour note by talking about why I think VIII and IX were failures.
The more I think about it, the more it seems to me my best Ultima experiences were in VI, Serpent Isle, and Underworld II. There are moments throughout the series that I think are highlights or just interesting to think about, and these three games had more than their fair share. Thinking about Underworld II also leads reminds me of how unrelentingly depressing that game is.
But some comments! First, I probably won't review any remakes. I've never been a big fan of remakes unless they are intended as ports or something sort of like ports (eg, Exult). To me, Ultima V isn't just a story about a kidnapped king, but it's also a spellcasting system and a combat system and a collection of tile graphics and some music, etc. That's not to say remakes aren't cool, but only that I probably won't feel the urge to play them as a part of this blog.
I was also asked about blogging other games...Probably not, lol. The most ridiculous thing about me blogging a year of video games is that I'm not actually much of a video game fan. I play Ultima. I also sometimes play Age of Empires online with a friend. That's pretty much it for me and games, besides the occasional NES jaunt (love that Solstice and Battle of Olympus). My next blog is most likely going to be on some other form of entertainment, e.g. a TV show, or maybe literature (but so many people know so much more than me about the latter). I've also contemplated going to every restaurant (alphabetically, via the phone book) in Lexington and discussing my thoughts on each of them. But for that I'd need a date or, possibly for some places, a bodyguard.
We'll see. But I'll make a note here on the off chance anyone is interested.
Then I'll write some summary posts going over each group of games. I figure overall they can be divided into several groups. The first is the earliest games, which were more experiments in programming and not anywhere near as cohesive (or worth playing) as the later games. The second is the sequence Ultima III, Ultima IV, and Ultima V, which to my mind seem like very similar games, although the late rone is far more sophisticated. I mean they seem to be evolving in one direction. I think there's a bit of a change in focus in VI, VII and Serpent Isle, as the style of gameplay changes significantly between V and VI and then massively between VI in VII. I'll also slide in three other discussions of the place of the spin-off games. I'll talk about how the Worlds of Ultima games in some ways were better than Ultima VI, the immersing gameplay of the Underworlds, and...um...I guess I'll talk about the Runes of Virtue games at some point. I'll wrap things up on a sour note by talking about why I think VIII and IX were failures.
The more I think about it, the more it seems to me my best Ultima experiences were in VI, Serpent Isle, and Underworld II. There are moments throughout the series that I think are highlights or just interesting to think about, and these three games had more than their fair share. Thinking about Underworld II also leads reminds me of how unrelentingly depressing that game is.
But some comments! First, I probably won't review any remakes. I've never been a big fan of remakes unless they are intended as ports or something sort of like ports (eg, Exult). To me, Ultima V isn't just a story about a kidnapped king, but it's also a spellcasting system and a combat system and a collection of tile graphics and some music, etc. That's not to say remakes aren't cool, but only that I probably won't feel the urge to play them as a part of this blog.
I was also asked about blogging other games...Probably not, lol. The most ridiculous thing about me blogging a year of video games is that I'm not actually much of a video game fan. I play Ultima. I also sometimes play Age of Empires online with a friend. That's pretty much it for me and games, besides the occasional NES jaunt (love that Solstice and Battle of Olympus). My next blog is most likely going to be on some other form of entertainment, e.g. a TV show, or maybe literature (but so many people know so much more than me about the latter). I've also contemplated going to every restaurant (alphabetically, via the phone book) in Lexington and discussing my thoughts on each of them. But for that I'd need a date or, possibly for some places, a bodyguard.
We'll see. But I'll make a note here on the off chance anyone is interested.
Sunday, February 10, 2008
Ultima IX, Day 10
Time to begin the last post for the last game!
Before heading off to Terfin to confront the Guardian, I had a brief chat with my Companions in castle British. This part of the game was notably more lame than I'd expected--a few made dubious claims about their past help to me (Mariah didn't do jack fighting Batlin...), but most just told me to keep in mind whatever virtue they represent.
From there, I hit Terfin. I was hoping to avoid a cheesy conversation with Raven, but it turns out her telling you about a secret cave causes a giant rock to move out from in front of said cave. From there it was into the dungeon! And what an amazingly longer-than-expected dungeon it was. This time I had to find a big stack of power cubes, as well as kill off a lot of monsters. The gargoyles towards the beginning were the hardest because they did a huge amount of damage with each hit. Later on, it was just endless Wyrmguard that get sliced down in one or two hits from my lightning sword.
I encountered three other people. One was a girl who was searching for treasure and asking for help finding the key to the treasure room. Of course, she never goes anywhere or does anything with the key. Another was an insane guy in blue who thinks I caused the Guardian to turn away from him. He tried to punch me but died rapidly. The third was a woman who was poisoned by some gargoyles in a torture chamber, and demands that I kill her; I politely refuse and tell her "just go cast cure." Well, it didn't give me the option of doing that, but that's what I imagined!
There weren't that many exciting sights in this place. There was a room full of aquariums that was kind of cool, and some severed heads, but for the most part it felt like a barracks, with weapons around and books you can't read. Eventually, I finally made it to the Guardian's entirely black chamber. I put the sigils around on some highly convenient pedestals, causing him to pop through the nearby black gate. Here he is! Boy, he might actually be a little shorter than me. And he does look like a muppet. The Guardian was much more threatening in Ultima VII, somehow, particularly because he puts his dukes up like a boxer when you attack him. Yeesh. In the end, I create a "barrier of life" and then cast Armageddon, destroying the Guardian and myself, and making an ankh appear in the sky. The end!
Well, that's it for 20 years or so worth of gaming. Ultima IX was not as terrible as I remember it, but it was just as disappointing in terms of what I would have expected from an epic conclusion to the series. The failure to emphasize the cool characters the series had developed is a prime reason for complaint, as well as the poor manner in which the various set pieces, mostly designed for an unrelated plot, were all tied together haphazardly with the modified game. I tend to think the complaint voiced in comments about the bad dialog is related to this. I understand the difficulty here--it is very easy to fall into a trap where every conversation is "insider" stuff, that only the guys who've played all the games will get. Ultima IX went the opposite way and we we end up with "What are gargoyles?" and other idiocy from the Avatar.
Still, it's clear that they had a pretty cool world-building tool to play with in creating the Ultima IX we have now. My thinking is that if they'd stopped development on the engine and spent, say, 6 mos or a year creating a world and filling it with people and stories, we would have had a much better game. However, it's unlikely this could have happened without budget being slashed or people yet again being pulled away to work on the internet version of Ultima.
Note my weird phrasing--I've discovered that if I say the actual name of that not-off-line version of the game, I get piles of stupid spam comments. So I'll resist. I particpated in both the pre-alpha and beta test of that game, and got the "charter edition," and you can even find Ophidian Dragon mentioned in the original version of the hint book! But I really didn't like the game at all, or any MMORPGs for that matter, so I've ignored it here.
Did Ultima IX invite you to kill children? A missing feature!

One fun thing to waste more blogging time might be to reflect back on all the games, and see if I can decide my final "ranking" of the various games. I am pretty sure the main canon would fall in the order of (worst to best) 2-1-9-8-3-4-5-6-7, but working the spin offs in would be hard. Except for Drash, we all know where it ends up!
Well, thanks for reading. Maybe someday I will have UW2 screenshots posted! The person I thought was interested in the giant screenshot collection was actually interested in pirated games, so no, I won't be providing those. I own all the games I played, save Drash and Akalabeth; if you really want to grab them illegally, Google makes it easy enough.
If you haven't gotten enough Ultima over the past year, someone else is running a similar blog, in a somewhat less purist manner (I think it's called "My Ultima Journey"). And if you like video game blogs generally, check out Blogging Zelda and Blogging Final Fantasy and other similar blogs; I don't read them (not being into those games or, frankly, any non-Ultima RPG) but it's cool to have started something of a blogging trend. Actually, probably someone did this before me, so I'll rephrase and say it's cool to think I began a trend I may not have actually begun!
If you just dig me, I'm probably going to begin some other totally unrelated blog project soon. My CageBlog was cool, and I learned rapidly how to (not) write a topical blog; I wish I had not finished it so soon. Blogging Ultima has been a big improvement over that project. I'm glad it took a year to complete; I almost wish I had dragged out the earlier games a bit longer, in fact! Hopefully the next one will be even better. It's been a blast especially due to the quality & quantity of comments I get, so thanks to everyone who contributed in that way!
I also encourage you to start your own blog on whatever peculiar topic interests you, since there's always a few other people out there. And if you're a nerd like me, nothing attracts dates and money like a giant video game blog. Just kidding. But it's fun anyway.
Go in Virtue!
-Zac

From there, I hit Terfin. I was hoping to avoid a cheesy conversation with Raven, but it turns out her telling you about a secret cave causes a giant rock to move out from in front of said cave. From there it was into the dungeon! And what an amazingly longer-than-expected dungeon it was. This time I had to find a big stack of power cubes, as well as kill off a lot of monsters. The gargoyles towards the beginning were the hardest because they did a huge amount of damage with each hit. Later on, it was just endless Wyrmguard that get sliced down in one or two hits from my lightning sword.

There weren't that many exciting sights in this place. There was a room full of aquariums that was kind of cool, and some severed heads, but for the most part it felt like a barracks, with weapons around and books you can't read. Eventually, I finally made it to the Guardian's entirely black chamber. I put the sigils around on some highly convenient pedestals, causing him to pop through the nearby black gate. Here he is! Boy, he might actually be a little shorter than me. And he does look like a muppet. The Guardian was much more threatening in Ultima VII, somehow, particularly because he puts his dukes up like a boxer when you attack him. Yeesh. In the end, I create a "barrier of life" and then cast Armageddon, destroying the Guardian and myself, and making an ankh appear in the sky. The end!


Note my weird phrasing--I've discovered that if I say the actual name of that not-off-line version of the game, I get piles of stupid spam comments. So I'll resist. I particpated in both the pre-alpha and beta test of that game, and got the "charter edition," and you can even find Ophidian Dragon mentioned in the original version of the hint book! But I really didn't like the game at all, or any MMORPGs for that matter, so I've ignored it here.
Did Ultima IX invite you to kill children? A missing feature!

One fun thing to waste more blogging time might be to reflect back on all the games, and see if I can decide my final "ranking" of the various games. I am pretty sure the main canon would fall in the order of (worst to best) 2-1-9-8-3-4-5-6-7, but working the spin offs in would be hard. Except for Drash, we all know where it ends up!
Well, thanks for reading. Maybe someday I will have UW2 screenshots posted! The person I thought was interested in the giant screenshot collection was actually interested in pirated games, so no, I won't be providing those. I own all the games I played, save Drash and Akalabeth; if you really want to grab them illegally, Google makes it easy enough.
If you haven't gotten enough Ultima over the past year, someone else is running a similar blog, in a somewhat less purist manner (I think it's called "My Ultima Journey"). And if you like video game blogs generally, check out Blogging Zelda and Blogging Final Fantasy and other similar blogs; I don't read them (not being into those games or, frankly, any non-Ultima RPG) but it's cool to have started something of a blogging trend. Actually, probably someone did this before me, so I'll rephrase and say it's cool to think I began a trend I may not have actually begun!
If you just dig me, I'm probably going to begin some other totally unrelated blog project soon. My CageBlog was cool, and I learned rapidly how to (not) write a topical blog; I wish I had not finished it so soon. Blogging Ultima has been a big improvement over that project. I'm glad it took a year to complete; I almost wish I had dragged out the earlier games a bit longer, in fact! Hopefully the next one will be even better. It's been a blast especially due to the quality & quantity of comments I get, so thanks to everyone who contributed in that way!
I also encourage you to start your own blog on whatever peculiar topic interests you, since there's always a few other people out there. And if you're a nerd like me, nothing attracts dates and money like a giant video game blog. Just kidding. But it's fun anyway.
Go in Virtue!
-Zac
Saturday, February 9, 2008
Ultima IX, Days 8 and 9
Well, the Stygian Abyss proved to be pretty hard! Well, some parts of it did, anyway. Getting there has to be the least coherent part of the game by a mile--you summon Pyros--PYROS--from a different planet (also, I thought he was dead), and he opens the Abyss for you.
Hey, wait, this is Day 9. I need to discuss Day 8. Let's backtrack...
In order to get to the Abyss, the final dungeon you have to clear, it is necessary to visit the now-destroyed (again?) city of Skara Brae. There, I spoke again to a statue of Shamino, who told me I needed to fetch the Bell, Book, and Candle and bring them back here, put them around him and use them to bring him back into this world. He also suggested that I fetch the Ankh of spirituality and visit the nearby Temple of Souls, a nice reference to the Well of Souls from Ultima VII. In order...
Book: Easy. I visited the oracle in the Lycaeum. It asked me who was to blame for Britannia's Guardian woes. I said the Guardian. The oracle told me to piss off. I reloaded the game, said it was me, and I got the book. Yay!
Candle: Off to the ruins of Empath Abbey, where a monk spouts platitudes and a dragon stands around on an ice floe about 50 feet away. A few ignite spells later, I have the candle, and swim back to Yew.
Bell: This proved more complicated. The ruins of Serpents Hold are, well, sparse. And much of it appears to be underwater. I swam through a force field (it took me forever to realize I needed to try this--I assumed I needed to do something to make the field go away), and faced an evil arch mage! He killed me rapidly with fireballs, and I tried again several times but could not reach his platform. Then I realized it was actually the swampy goo UNDER the platform he stoof on that was causing me such harm. From there I stepped outside the doorway and shot a dozen arrows into his head until he died. A lady who apparently never needs to go to the bathroom opened a wall she was hiding behind and gave me the bell.
Ankh: Ah, memories of Ultima V. The sandlewood resides on Lord British's desk in his bedroom. The king had since vanished to face off against Blackthorn, and I learned I needed to follow him. The box vanished after some harpsichord-ed Stones, and I got the ankh!
Back to Skara Brae, where I put the items around the statue of Shamino, and nothing happened. Hmm. Eventually I realized when Shamino says "bring them here and put them around me" he meant where he actually was, not where his voice came from. I leapt into the well of souls, chatted with some fairly cool characters about truth, love, and courage (though I never found the baby...) while in the background was some garbled, echo-drenched words similar to Robert Ashley's "Automatic Writing." I found Shamino in trance, then woke him as instructed.
The next part is, as I said in the beginning, totally off the wall. Shamino brings up Malchir for no reason (I think I missed a line of dialog somewhere), and I nearly scare him away. Shamino tells him his pain after death is a consequence of the hatred he holds for me after I caused Pyros to destroy him. I do not get the chance to say, "SHAMINO, YOU MORON, PYROS DIDN'T KILL HIM, I DID BECAUSE THE JERK ATTACKED ME!" From there it's off to the Isle of the Avatar, and the beginning of this post, summoning Pyros with a very conveniently placed demon skull on an equally convenient pentagram...
The Abyss itself consists of a long vertical drop, and four levels corresponding to the elements of earth, air, fire and water, bringing to mind Pagan. It would be cool if someone were to design a game based on our modern understanding of elements, with levels devoted to Hydrogen, Helium, Nitrogen, Boron, Lithium, and all the other hundred-something. I guess that would be a lot of work. In any case, you beat each of those levels, and teleport to some lands where you fight each of the elements to subdue them.
Air: Lots of floating pillars and a dragon. This one was tedious because it's easy to fall off the floating platforms, but the dragon is weak.
Fire: Hard! There's lots of daemons and even more lava. At the end, I faced a gigantic demon I must have hit with my lightning sword 100 times before he finally expired. I'm not sure what the issue was there; I may have needed to killed him inside the pentagram on which he appeared, because the final blow took place when he walked back in.
Earth: This was pretty easy. The big earth golem crumbled under my attack. I also picked up some nice armor.
Water: The plane of water was very attractive, with waterfalls everywhere, and raindrops splashing. The bad guy there was a big sea serpent, who flopped around a whole lot when I whacked him, but who died rapidly.
From there it was a quick walk to watch the extremely crash-prone sequence where British battles Blackthorn. I watched it about 9 times before I finally got through it without crashing, and the crashes dramatically lowered the drama. I found it amusing that Blacky's last words were, "Why won't you die!?" which is a question I think we've all asked about Lord British once or twice! I headed back to Raven, who took me to the Castle, and British sent me off to cleanse the shrine of spirituality.
So I guess this last dungeon was something of a Pagan homage. It seems like a lot of the Ultima games get a mention or two, or at least an homage, at some point during Ultima IX, from cleansing the shrines, the (granted, TOTALLY misused) gargoyle prophecies, Malchir, the well of souls, the sandlewood box, words of power, the bell, book and candle ritual, and even, dubiously, the city of Dawn. Too bad the spin-offs and earlier games don't get very much, especially U1 and U2. I was grateful to have an Ultima that finally acknowledge U2 took place on Earth, though!
To a commenter--no, I won't be listing all the pages dealing with a particular game on the right-hand side; it's easy enough to look at the archive listing below that. I just thought having the games by title or group rather than chronologically would make it easier to find the beginning of the posts dealing with each game.
Tomorrow, I will narrate the final visit to Terfin and the defeat of the Guardian. That, I guess, will end the blog. I'm not sure what I might do here after that...I could play the SNES Ultima VII at some point, but there's not much else. Sort of melancholy weekend I guess. For what it's worth, Ultima IX is not a 10-day game, unless you play an excessive amount during those 10 days. I estimate Ultima IX all in all took me 36 hours, basically as much time as Serpent Isle, which stretched out to 17 days. Take that how you will!
Hey, wait, this is Day 9. I need to discuss Day 8. Let's backtrack...
In order to get to the Abyss, the final dungeon you have to clear, it is necessary to visit the now-destroyed (again?) city of Skara Brae. There, I spoke again to a statue of Shamino, who told me I needed to fetch the Bell, Book, and Candle and bring them back here, put them around him and use them to bring him back into this world. He also suggested that I fetch the Ankh of spirituality and visit the nearby Temple of Souls, a nice reference to the Well of Souls from Ultima VII. In order...
Book: Easy. I visited the oracle in the Lycaeum. It asked me who was to blame for Britannia's Guardian woes. I said the Guardian. The oracle told me to piss off. I reloaded the game, said it was me, and I got the book. Yay!
Candle: Off to the ruins of Empath Abbey, where a monk spouts platitudes and a dragon stands around on an ice floe about 50 feet away. A few ignite spells later, I have the candle, and swim back to Yew.
Bell: This proved more complicated. The ruins of Serpents Hold are, well, sparse. And much of it appears to be underwater. I swam through a force field (it took me forever to realize I needed to try this--I assumed I needed to do something to make the field go away), and faced an evil arch mage! He killed me rapidly with fireballs, and I tried again several times but could not reach his platform. Then I realized it was actually the swampy goo UNDER the platform he stoof on that was causing me such harm. From there I stepped outside the doorway and shot a dozen arrows into his head until he died. A lady who apparently never needs to go to the bathroom opened a wall she was hiding behind and gave me the bell.
Ankh: Ah, memories of Ultima V. The sandlewood resides on Lord British's desk in his bedroom. The king had since vanished to face off against Blackthorn, and I learned I needed to follow him. The box vanished after some harpsichord-ed Stones, and I got the ankh!
Back to Skara Brae, where I put the items around the statue of Shamino, and nothing happened. Hmm. Eventually I realized when Shamino says "bring them here and put them around me" he meant where he actually was, not where his voice came from. I leapt into the well of souls, chatted with some fairly cool characters about truth, love, and courage (though I never found the baby...) while in the background was some garbled, echo-drenched words similar to Robert Ashley's "Automatic Writing." I found Shamino in trance, then woke him as instructed.

The Abyss itself consists of a long vertical drop, and four levels corresponding to the elements of earth, air, fire and water, bringing to mind Pagan. It would be cool if someone were to design a game based on our modern understanding of elements, with levels devoted to Hydrogen, Helium, Nitrogen, Boron, Lithium, and all the other hundred-something. I guess that would be a lot of work. In any case, you beat each of those levels, and teleport to some lands where you fight each of the elements to subdue them.
Air: Lots of floating pillars and a dragon. This one was tedious because it's easy to fall off the floating platforms, but the dragon is weak.

Earth: This was pretty easy. The big earth golem crumbled under my attack. I also picked up some nice armor.
Water: The plane of water was very attractive, with waterfalls everywhere, and raindrops splashing. The bad guy there was a big sea serpent, who flopped around a whole lot when I whacked him, but who died rapidly.

So I guess this last dungeon was something of a Pagan homage. It seems like a lot of the Ultima games get a mention or two, or at least an homage, at some point during Ultima IX, from cleansing the shrines, the (granted, TOTALLY misused) gargoyle prophecies, Malchir, the well of souls, the sandlewood box, words of power, the bell, book and candle ritual, and even, dubiously, the city of Dawn. Too bad the spin-offs and earlier games don't get very much, especially U1 and U2. I was grateful to have an Ultima that finally acknowledge U2 took place on Earth, though!

Tomorrow, I will narrate the final visit to Terfin and the defeat of the Guardian. That, I guess, will end the blog. I'm not sure what I might do here after that...I could play the SNES Ultima VII at some point, but there's not much else. Sort of melancholy weekend I guess. For what it's worth, Ultima IX is not a 10-day game, unless you play an excessive amount during those 10 days. I estimate Ultima IX all in all took me 36 hours, basically as much time as Serpent Isle, which stretched out to 17 days. Take that how you will!
Friday, February 8, 2008
Oh yeah...
So I noticed a very old comment where I said, "maybe I'll add a list of links to each game on the right side of the page." Well--there it is! Enjoy.
Ultima IX, Day 7

Anyway, Destard has one of the more bizarre quests around--like several dungeons, a major part of the quest is to gather items that serve as keys to unlock another locale. In this case...it's broken dragon eggshells. Glad to see dragons are still in Destard! Several of the pieces are scattered in a Wyrmguard hideout where a cult worshiping the giant dragon living in Destard is located, too. Her name is Taloria, right? Aren't Talorians the big headed mind-reading people who Captain Pike meets in the un-aired pilot of the original Star Trek? Anyway, the main thing you have to do is collect the eggshell bits, which I managed to do. One of the most memorable encounters in the dungeon was with this utterly gigantic zombie torso what I think yells "Boo!" and attacks me when I open a grave.

The end of the dungeon came when I confronted Taloria, who offered to join me and fight the Guardian to rule Britannia. You've got to be joking, right? This dragon is a fool. And I was very was not to agree to her terms, because I simply drank an invisibility potion, and killed her in like three slashes from my lightning sword. Weakling! After returning to Valoria, I was allowed in, and I saved the life of a wizard, whom the Guardian suddenly killed. This I found very confusing, because if he can just arbitrarily undo all my actions, why did he only undo this one? Weird. Anyway, I convinced the townsfolk to help be fight off a trio of demons, got the sigil as a consequence, and cleared the shrine. Tomorrow, the Stygian Abyss! And a weak "arch" mage.

I disagree with those who say you get the main elements of the game working, then add the details. To my mind, what made Ultimas good was the style in which they were made--a world editor with lots of cool features, and then the world created to exploit those great features. Ultima 9 had several versions of this game world, it seems, and again, the game is spliced together from elements of all of them. Had they started with one world editor and then developed the whole game with it, I think it would have been great, even with something very close to the present story arc.

But that's beside the point--The reason many people might not consider games as art is because gaming is an experience, in the same way that cards cards can obviously be artistic but solitaire, the process by which someone uses the cards, would not be art. Similarly, a play is considered art--but the experience of an actor as he performs in the play, is that itself art? To my mind, that's the root of the problem. Obviously I have a broad definition of what art is (see my John Cageblog; lots of Cage's music is in the form of processes to be carried out to structure and create a performance rather than objects to be performed). Using art as a value judgment is also idiotic; just because some piece of art is terrible doesn't make it not art.
I think that covers it all for today! Great comments. I guess playing a recent game draws people in more than the ancient stuff, though I enjoyed the oldest ones that rarely get airtime the most; I felt I was offering a service to them in some sense!
Thursday, February 7, 2008
Ultima IX, Days 5 and 6

Games as Art
I'm generally skeptical of the concept. Games, to be games, are necessarily entertainment, but I don't generally expect art to entertain me. On the other hand, sometimes it does, and much art is made for ulterior motives besides just desire to make art. All the games it discusses are relatively recent. Which reminds me, one thing I think of when I think of art is the concept of purposeful limitation--choosing to write a sonnet because the limitations of the form forces originality. But to my knowledge, game designers don't normally choose platforms that are limiting because of the limitations.
Back to the blog! I've combined these two days because, like the last two, I can't think of anything really exciting about the dungeons involved. There were two--Wrong and Shame. Actually, there were a lot of neat details in Shame. Wrong was also pretty creative, in that being touched by a guard in this prison (quickie backstory--Raven's falsely accused; you must rescue her) sends you back to a jail cell without your equipment. Fortunately for me and unfortunately for said guards, it was not hard to sneak up behind them and kill them pretty rapidly! Wrong is overall pretty small in size, but there's large numbers of doors between the discrete chunks of the dungeon, and it is maze-like despite the small size.

Getting to and from Wrong is a bit of a nuisance, since there's a lot of mountains. On the way there I stopped and picked up the Quill of Justice (an odd sigil!) from a big static bird of some kind, who asked me some very dubious justice questions. The one that bothered me the most asked if it was just to hunt down a wolf who had killed a child; it claims the answer is no because it's unjust to kill a wolf merely for being a wolf. This seems incoherent, because since anything a human does is being human, it would seem that punishing someone for his crimes would also be unjust, for the same reasons. Moreover, if killing a wolf because it is dangerous is unjust, wouldn't it be even more unjust to kill, say, a corn stalk merely because you want some popcorn?

Now, on to comments. I got some weird ones. Two people said that changing the name of the gargoyle city to something gargish instead of Ambrosia would be highly un-canonical. This I don't understand. Why would the gargoyles, acting out of racial pride, choose a name for their great city that has nothing to do with gargoyles? Mjs says that the blog was more fun to read before the U9 hate. I didn't think I was particularly hateful towards the game--in the last post I praised the music; in other places I said the dungeons were well designed. Most of U9's problems are based on the disjointedness of the quest (being rewritten at least twice definitely did not help matters here) and the fact that it's been dumbed-down to not intimidate new players.

Also, I agree with Justin, who says the original Guardian-homeworld plot would have been good. I agree, but I don't think it would have been appropriate for the final game in the series. At that point, of course, it wasn't conceived as being the final game! I tend to think the famous Bob White plot is way, way too epic to possibly work and be believable. You would have been stuck on a linear course worse than anything in the present U9 or Serpent Isle. The present ending is pretty good--the Avatar makes the ultimate sacrifice for Britannians who have realized they must be self-sufficient, British finally admits he really needs to get out and do things, etc. There are a lot of things that disappointed me (Blackthorn proving that mercy is stupid, for example), but even with something like the present plot the game could have been good with proper execution, and had it not been restarted so often.
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