Joystiq: “Fan nostalgia isn’t enough in Ultima Forever”
Adam Rosenberg writes, at Joystiq, about his recent preview of Ultima Forever: Quest for the Avatar, and expresses his doubts about the game.
I walked away from a recent preview of Ultima Forever: Quest for the Avatar feeling anxious. It’s not that Dark Age of Camelot dev Mythic Entertainment has a bad game on its hands, I just don’t understand how it’s supposed to speak to me as a longtime Ultima fan.
Over the last decade, the legendary Ultima series has only yielded two new titles, both free-to-play endeavors: Lord of Ultima and the upcoming Quest for the Avatar. Unlike 2010’s browser-based Lord of Ultima MMORTS, Quest for the Avatar is a story-driven action RPG for tablets and PCs. At least with the latest game, we’re off to a more familiar start.
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Gameplay in Quest for the Avatar is straightforward enough: Your top-down view of the world offers different points of interaction depending on where you are. In towns and other social locations, you’re helping people in need resolve various Quandaries (capital Q), with your dialogue selections feeding into boosts to your virtue ratings.
Though Ultima Forever is not entirely without a familiar franchise vibe, I felt the game was somewhat generic. Paint-by-numbers Ultima, if you will. The thing that dazzled me about the original games was the feeling of openness and freedom. You weren’t just exploring the world, you were writing your own story within it.
That’s what’s lacking in Ultima Forever. You’ve got your virtues, you’ve got tarot cards, you’ve got a Lady British presiding over the land. There’s a story that ties to the fan-favorite Ultima 4. Yet there’s still this anxiety. The world feels empty and lifeless. You’re not exploring, you’re picking destinations off of an overworld map.
Having played the game myself, I can’t say I entirely disagree. Oh, sure, exploring the world of Ultima Forever isn’t the same as, say, wandering along the coastline in Ultima 7 looking for pirate hideouts, but then…wandering around the overland in Ultima 4 also fails to deliver that kind of experience. And Mythic have been very up front about the fact that they are building a game that is attempting to deliver more “stimulation” than “simulation”, because the latter is incredibly expensive to implement and Ultima Forever has been developed on a shoestring budget…Paul Barnett’s proverbial “chicken and spoon”, if you will.
That’s not to say that Rosenberg is right…nor is it to say he’s wrong. The problem, really, is akin to Luther’s paradox, to wit: there are as many definitions of what feels like an Ultima as there are Ultima fans. And what doesn’t feel very Ultima-like to one fan, or what isn’t considered necessary to the Ultima experience by another, may to a third fan be a key component of Ultima gameplay, something not to be missed.
Of course, given that the series ran for a good two decades, through era after era of tectonic shifts in technology and computational power, this in turn means that not every Ultima game actually delivers what each fan considers to be an authentic Ultima experience! For me, the standard is Ultima 6; the first few games in the series feel strange and even a tad foreign to me, whereas most of the later games (Ultima 8 excepted, somewhat) feel familiar. For others, the standard may be Ultima 4, or Ultima 7, or even Ultima Online, and everything else pales in comparison thereto.
Frighteningly, we’re all right, because the Ultima games were, ultimately (heh), about our experience of them. So naturally, the best Ultima is the one that most sharply and concretely defines our experience of the series. And everything that isn’t that Ultima feels strange by comparison.
That, and I’d rather take Richard Garriott’s word for it.
I should really write up my own thoughts on Ultima Forever’s gameplay, having spent a good number of hours tooling around with development builds of it fairly recently. If I can find time next week, maybe I’ll do that.
I was less than impressed with Ultima Forever, and that made me sad. I really REALLY wanted to like it, but from the somewhat odd artistic design decisions, to the rather shallow combat and NO world interaction, it just didn’t appeal to me. I let them know as much. Guessing the opinions weren’t well received as I haven’t heard back since.
I don’t know if they really got back to too many people, but I do know that a ton of changes happened to the game as a result of the Dragons having a go at it in alpha.
And I mean like…MAJOR plot stuff. As well as minor cosmetic stuff.
U4E was never meant to be a “proper” Ultima, so you shouldn’t compare it to them.
Like WtF Dragon said U4 was a very barren game in term of gameplay and stimulation. Of course that was almost 30 years ago so people are to expect some change but I think that it is a great tribute to the original game. And to be honest it certainly feels more ultima-ish than UO ever was.
BTW I was part of the alpha test but since then I didn’t get any update on what has changed in the game.
Well I have been hammering what I thought were dumb decisions on both game fronts to revert to dual scale. People have been reassuring me that no, dual scale and world interaction/exploration are not mutually exclusive. But every site I go to I see comments like this one where people are disappointed by what they see might be two Ultima-lite experiences. As far as I am concerned, mythic’s game has more right to be dual scale, but this us still a pretty damning review in my eyes. Same kinds of discussions over at rpgwatch.
I get the sense that Richard Garriott is attempting to be diplomatic when he speaks of Ultima Forever. It wouldn’t do to burn whatever bridges remain between him and the current owners of Ultima, and it certainly wouldn’t seem very professional for him to come out disparaging their product which, to be fair, is still very much in development. So with that in mind, I do tend to trust this reviewer’s comments on the project more than Garriott’s.
I don’t think I would interpret Richard Garriot stating, “They are really doing an Ultima IV” to mean anything more than that they are doing a tablet-version, dumbed-down, action-oriented version of Ultima IV. What Garriott said is no more reassurance than if someone asked Axl Rose what he thought of Sheryl Crow’s remake of “Sweet Child O’ Mine” and he answered, “She really sang Sweet Child O Mine”.
Gotta admit, I was really bummed after seeing the trailer, and after finding out they weren’t making an Android version (at least initially). I agree with the Joystiq previewer’s assessment. Its essentially a cheap version of Diablo with a coat of Ultima paint.
However, the SOTA announcement completely changed my mood. Could care less about this “Zynga”-style Ultima IV.
I don’t know…Garriott has always expressed his fondness for Ultima 4, so I can’t see him dismissing lightly something that in his view is a genuinely dismal attempt at a homage thereto.
That, and the phrasing of the statement is a marked change from his rhetoric of “only my team can create Ultima’s true heir” from a couple of years ago.
But if I read the quote ” I don’t see it as competitive to or in conflict with what I’m doing. I’m really trying to do the next step.” correctly, under hand he says they are NOT doing the next step…
So he said pretty clearly what he thinks about U4E.
Heh, or he’s simply noting that his big, epic PC game really isn’t going to be competing in the same space as a primarily-for-mobile game. Because the two games are in fact targeting very different markets and platforms.
I’m pretty sure Richard Garriott is genuinely looking forward to Ultima Forever, and he’ll likely be happy playing it on his Ipad 😛
Don’t try to read more into it than there is, or find hidden meanings because you feel that Richard Garriott should be feeling the same “disgust” as some fans has. He’s met the Mythic guy, seen the game – if he didn’t felt it was a passionate project I don’t think he’d hesitate to say so.
I’m guessing Ultima Forever is an attempt to gauge interest in the franchise more than anything else. If it’s successful then there will be another game, probably with a larger budget and more ambitious design doc. What will be interesting is if Ultima Forever fails and SotA succeeds (or vice versa), as the losing team could either abandon further attempts, or try to copy the more successful “Ultima” for their next game.