The Digital Antiquarian: Ultima 5
The Digital Antiquarian has published a follow-up to his recent article about the development of Ultima 5; this time around, he is talking about the game itself. He begins with a lengthy (read: 4000 words or so) discussion about the themes that inform Ultima 5’s story; here’s a taste of that:
CRPG villains had heretofore been an homogeneous rogue’s gallery of cackling witches and warlocks, doing evil because… well, because they were evil. In tabletop Dungeons and Dragons, the genre’s primary inspiration, every character chooses an alignment — Good, Neutral, or Evil — to almost literally wear on her sleeve. It’s convenient, allowing as it does good to always be clearly good and those hordes of monsters the good are killing clearly evil and thus deserving of their fate. Yet one hardly knows where to begin to describe what an artificial take on the world it is. How many people who do evil — even the real human monsters — actually believe that they are evil? The real world is not a battleground of absolute Good versus absolute Evil, but a mishmash of often competing ideas and values, each honestly certain of its own claim to the mantle of Good. Our more sophisticated fictions — I’m tempted here to say adult fictions — recognize this truth and use it, both to drive their drama and, hopefully, to make us think. Ultima V became the first CRPG to do the same, thanks largely to the character of Blackthorne.
Blackthorn is not your typical cackling villain. As Garriott emphasizes, “his intentions are really very good.” Setting aside for a moment the message-making that became so important to Garriott beginning with Ultima IV, Ultima V‘s more nuanced approach to villainous psychology makes it a more compelling drama on its own terms. The fact that Blackthorn is earnestly trying to do good, according to his own definition of same, makes him a far more interesting character than any of the cacklers. Speaking from the perspective of a storyteller on the lookout for interesting stories, Garriott notes that a similar certainty of their own goodness was the “best part” about the Moral Majority who were dominating so much of the political discourse in the United States at the time that he was writing Ultima V.
However, he does eventually get around to discussing the game itself:
…all the other things that Ultima fans had long since come to expect are still here, sometimes for better, sometimes for worse. The horrid faux-Elizabethan diction, for instance, is still present and accounted for. (One of my favorite examples this time out is a father telling his son he needs an attitude adjustment, a slang phrase very en vogue at the time of Ultima V‘s release courtesy of countless harried sitcom parents: “Thou shalt take a year off from magic, Mondain, to improve thy attitudes.”) And there’s still the sense of an earnest but not yet hugely well-traveled young man — physically or intellectually — punching a bit above his weight in trying to create a new world out of whole cloth. For instance, with Garriott apparently starting to feel uncomfortable with the whole divine-rule-of-kings thing, Britannia has now become a republic with an an uncanny resemblance to the only republic with which Garriott is at all familiar, that of the United States; Lord British, naturally, sits in for the President. Even the story of the government’s founding mirrors that of the American Constitutional Convention. Tolkienesque world-building, needless to say, this is not.
For all its additional complexities of theme and plot, Ultima V actually exhibits more continuity with its predecessor than any earlier Ultima. For the first time in an Ultima, it’s possible to import your character from the previous game, an innovation dating back to the second Wizardry gamethat most other CRPG series had long embraced. And the overland map of Britannia in Ultima Vis, apart from that new volcano that popped up where a dungeon used to be, almost exactly the same as that of Ultima IV.
At the same time, however, Ultima V is a vastly bigger and even more ambitious game than its predecessor. Positioned in the same places on the overland map though they are, all of the towns, castles, and dungeons have been extensively remodeled and expanded during the (Britannic) years that have passed between the two games. And if that’s not enough space for adventure, there’s of course also the huge Underworld that’s been added. The magic system has been revamped and better systemized, now sporting almost twice as many spells — almost fifty in total — that are divided into eight “circles” of power. The parser-based conversation system, while superficially unchanged from that of Ultima IV, now understands much, much more, and delivers more text back in response to every query.
But the heart of Ultima V‘s ambition is not in the sprawl but in the details. Ultima V‘s Britannia must still stand as one of the more impressive virtual worlds ever made. Many of its complexities are seldom seen even in games of today. To see them in a game that runs in 64 K of memory feels nothing short of miraculous. Every object in every room is now an object of its own in the programmatic as well as visual sense, one that can be realistically manipulated: torches can be taken off walls, chairs can be sat in, harpsichords can be played. Just as impressive is the game’s implementation of time. As you play, not only does day cycle to night and back again, but the seasons change, the fields filling with crops over the course of the growing season and then appearing bare and forlorn again when winter comes. Unbeknownst to many players, even the cycles of the heavens are scrupulously modeled, two moons and eight other planets moving across the sky, each according to its own orbit. Every five and a half years comes a full planetary alignment, which you can witness if you happen to look through a telescope at just the right instant. This Britannia is a land bursting with secrets and wonders, truly an unprecedented achievement in its day in virtual world-building.
I’ll just suggest you click on through to read the rest; there is a lot more that the Antiquarian goes into. Quite a lot more, in fact.