The Digital Antiquarian Looks At the Founding of Origin Systems

Jimmy “The Digital Antiquarian” Maher hasn’t posted about Ultima or its creators in a while, but his latest piece chronicling the history of the series from its inception is well worth the read. It looks at the period in Richard Garriott’s life following the publication of Ultima 2, and examines the circumstances and events that led up to the founding of Origin Systems:

As I described in my earlier article, the relationship had been full of tension for months before the release of Ultima II. Big, blustery Ken Williams of Sierra took pretty good care of his people and was beloved by most of them for it, but he never let it be forgot that he considered them his people; he always made it clear who was ultimately in charge. Richard Garriott, younger and quieter than Ken though he may have been, had just as strong a will. He just wasn’t going to be the junior partner in anything. In fact, he even had a small entourage of his own, some of his old running buddies from high school who assisted with his projects in various ways. Most prominent amongst this group were Ken Arnold, Keith Zabalaoui, and Chuck Bueche (immortalized as “Chuckles the Clown” in many an Ultima), the latter two of whom also spent time in Oakhurst at the Sierra offices. Throw in a serious culture clash between the free-spirited California lifestyle of Sierra and the conservatism of Garriott’s suburban Texas upbringing and a final blow-up was probably inevitable. It came just weeks after Ultima II‘s release.

He then goes in to some depth about the publication of Origin’s first games, Caverns of Callisto and (especially) Ultima 3:

Together Chuck Bueche and Richard worked feverishly on the games that would become Origin Systems’s first two products. Chuck’s was an action game called Caverns of Callisto; Richard’s was of course the big one that they were all depending on to get Origin properly off the ground, Ultima III.

Given its flagship status, Garriott felt compelled to try to remedy some of the shortcomings of his earlier games. In particular, he was obviously eying the Wizardry series; for all of the Ultima series’s stellar reviews and sales, the first two Wizardry games had garnered even better and more of both. Much of what’s new in Ultima III is there in the name of addressing his series’s real or perceived failings in comparison with Wizardry. Thus he replaced the single adventurer of the early games with a full party which the player must manage; added a new strategic combat screen to make fights more interesting; added a full magic system with 32 separate spells to cast to replace the simplistic system (which the player could easily and safely ignore entirely) of his previous games; added many new class and race options from which to build characters; made some effort to bring some Wizardry-style rigorousness to the loosy-goosy rules of play that marked his earlier games.

Notably, however, Ultima III is also the first Garriott design that doesn’t simply try to pile on more stuff than the game before. Whether because he knew that, what with his family and friends all counting on him, this game needed to be both good and finished quickly or just because he was maturing as a designer, with Ultima III he for the first time showed an ability to edit.

He even notes how the rift between Garriott and Sierra probably inspired much of the work that went into not just the game, but its presentation and packaging:

Origin may have literally been a garage startup, but Richard was determined that their products should not look the part. He wanted to outdo Sierra’s efforts for Ultima II; he succeeded handily. Denis Loubet, whom Richard had met back when he did the original cover art for the California Pacific Akalabeth, now drew a striking demon for the Ultima III cover which might not have had anything obviously to do with the contents of the disks but sure looked cool. (Maybe too cool; lots of overzealous Christian parents would take one look and start sending Garriott letters accusing him of Satanism.) Loubet also provided pictures for the manuals, as did Richard’s mother Helen, who drew up another mysterious cloth map complete with arcane runes along the borders; such maps were about to become another of the series’s trademarks. Did you notice I said “manuals”? That wasn’t a typo. Ultima III included three: a main game manual along with two more booklets containing elaborate faux-medieval descriptions and illustrations for each wizard and cleric spell.

That’s about as much as I can excerpt without giving away all the good parts, I think; do click on through and read the whole piece. And then speculate as to what the “persistent myth that dog[s] fan histories of Ultima” might be, which Maher will evidently debunk in his next article. Keep in mind, it is something from about the Ultima 3 era, so it probably isn’t anything related to EA. Or could it be?

2 Responses

  1. Digital Antiquarian is a fantastic blog I can safely recommend to any fan of old school computing. Looking forward to this. Especially since I am not big on adventure games as he has been covering the last few weeks.