Raph Koster: "Narrative Is Not A Game Mechanic"
Former Ultima Online lead designer Raph Koster has published an interesting blog post arguing that narrative in games is not a game mechanic, but is instead a form of game feedback.
Former Ultima Online lead designer Raph Koster has published an interesting blog post arguing that narrative in games is not a game mechanic, but is instead a form of game feedback.
MMORPG.com interviewed Ultima Online’s associate producer, Bonnie Armstrong, last week, talking about the game’s success, its recent updates, and where the game will go in the future.
I’ve collected a rather decent-sized glut of links concerning BioWare’s upcoming action-RPG, Mass Effect 3, for which I am still quite stoked and excited.
Kingspud has just about finished his series of tutorials which step through the code for the original, Applesoft BASIC version of Ultima 1.
Fearyourself has made some good progress on his Ultima-inspired game engine, Back to Roots, over the last week and a bit. Exiting dungeons is now supported, and he has begun working with in-game triggers.
Jason “Xarton Dragon” Penney has updated his PDAR-based Portable Ultima patcher to apply the latest Ultima 3 graphics updates from the Exodus Project.
The no longer anywhere near nightly open discussion thread at Ultima Aiera.
From the lead developer of To Be A Hero comes this semi-exclusive, high-resolution piece of desktop-worthy art from the upcoming open-world iOS game, To Be A Hero.
After ten years and a catastrophic hard drive crash, Voyager Dragon has finally released version 3 of the Ultima 3 Upgrade package, adding composite CGA and VGA support.
I had a chance to play through the Kingdoms of Amalur: Reckoning demo last night, and was very impressed with the game. I didn’t get to explore all the game’s mechanics, but what I did see offered a lot of promise.