The Digital Antiquarian Looks at the Worlds of Ultima Games

The Digital Antiquarian has, in his continuing look at the history of computer gaming, finally come to the point where he can turn his attentions to the two Worlds of Ultima games produced by Origin Systems shortly after the release of Ultima 6 (and using the same engine as that game). In fact, this re-use of an engine is something that the Antiquarian comments on right out of the gate, because the practice was unusual at Origin Systems:

Looking for a way to differentiate his CRPG series from its arch-rival, Wizardry, he said that he would never reuse an Ultima engine. Before every new installment of his series, he would tear everything down to its component parts and rebuild it all, bigger and better than ever before…And yet by 1990 the promise which had served Richard Garriott so well was starting to become a real problem for his company Origin Systems.

But, while development costs thus skyrocketed, sales weren’t increasing to match. Each new entry in the series since Ultima IV had continued to sell a consistent 200,000 to 250,000 copies. These were very good numbers for the genre and the times, but it seemed that Origin had long ago hit a sales ceiling for games of this type. The more practical voices at the company, such as the hard-nosed head of product development Dallas Snell, said that Origin simply had to start following the example of their rivals, who reused their engines many times as a matter of course. If they wished to survive, Origin too had to stop throwing away their technology after only using it once; they had to renege at last on Richard Garriott’s longstanding promise. Others, most notably the original promise-maker himself, were none too happy with the idea.

Origin’s recently arrived producer and designer Warren Spector was as practical as he was creative, and thus could relate to the concerns of both a Dallas Snell and a Richard Garriott. He proposed a compromise. What if a separate team used the last Ultima engine to create some “spin-off” games while Garriott and his team were busy inventing their latest wheel for the next “numbered” game in the series?

He then goes on to examine both Savage Empire and Martian Dreams in great detail, as you might well expect. And as you might well expect, there’s entirely too much in the article to excerpt here. Still, I think this bit forms the core of the Antiquarian’s thesis, and I can’t help but find myself in agreement with it:

The Savage Empire stands out for the superb use it makes of the “living world” concept which had been coming more and more to the fore with every iteration of the mainline Ultima series. Indeed, it does even more with the concept than Ultima VI, the game whose engine it borrowed. The Savage Empire is a game where you can make charcoal by pulling a branch from a tree and burning it in a native village’s fire pit. Then make a potassium-nitrate powder by collecting special crystals from a cave and grinding them down with a mortar and pestle. Then get some sulfur by sifting it out of a pit with a wire screen. Combine it all together, and, voila, gunpowder! But, you ask, what can you actually do with the gunpowder? Well, you can start by borrowing a digging stick from the villagers, taking it down to a riverbank, and pulling up some fresh clay. Fire the clay in the village kiln to make yourself a pot. Put your gunpowder in the pot, then cut a strip off your clothing using some handy scissors you brought along and dip it in the local tar pit to make a fuse. Stuff the cloth into the top of the pot, and you’ve got yourself a grenade; just add fire — luckily, you also brought along some matches — at the appropriate time. This is just one example of the many intriguing science experiments you can indulge in. Don’t try this at home, kids.

Yet for all its strengths, and enjoyable as it is in its own right, The Savage Empire is just the warm-up act for Martian Dreams, the real jewel of the Worlds of Ultima series. This time around, Spector got to do more than just write an outline of the game: he was in charge of this project from beginning to end, thus making Martian Dreams the first game published by Origin — and, for that matter, the first computer game period — that was a Warren Spector joint from beginning to end.

As always, do click on through and read the whole thing.