The CRPG Addict Has Been Playing “Ultima 7: The Black Gate” Since March (And Hasn’t Finished Yet)
I missed reporting on this back when he started doing so, but The CRPG Addict has been playing through the first part of Ultima 7 — The Black Gate — since mid-March. Not a bad game to spend lockdown with, although it is also not the only game he is playing through at the moment. And while he hasn’t finished it yet, it is also not his first time giving the game a go:
I first played Ultima VII in 1999. I had just purchased my first Windows laptop after 7 years of Mac-exclusive ownership, and I was ready to catch up on a decade of RPGs. I had staved off my addiction while serving in the Army Reserves, going to college, meeting my eventual wife, and starting my career, and it was best for all of those endeavors that I did. But life had settled down by then, and I was ready to take the risk.
The first two “new” RPGs that I played were Might and Magic VI and Ultima VII. (“New” being post-1990, when my Commodore 64 had died. By then, Ultima VII was 7 years old, of course, but I still think of it on the “new” side of the dividing line between “old” games and “new” games.) I had a similar reaction to each of them: initial distaste, followed by growing admiration, followed by absolute awe.
But I still remember the reasons behind my initial reaction, and a few of them remain valid criticisms. I bought it as part of an Ultima anthology, so I would have played it after hitting Ultima IV-VI in quick succession. Compared to the small, crisp icons of the previous games, the Ultima VII characters seemed impossibly lanky and awkward. The creators must have taken to heart the criticisms of the tiny Ultima VI game window because they made the entire screen the game window–but then they zoomed it in so much that you still only see a tiny area.
They removed the ability to choose a character portrait, and I hated–still hate, really–the long-blond-haired jerk that I’m forced to play. The guy looks like he’s about 50, which doesn’t bother me as much today as it did then. The typed keyword-based dialogue that I absolutely cherished had been replaced by clicking on words spoon-fed to you by the game. And then there was all the clicking! For the first time, the Ultima interface wasn’t using my beloved keyboard shortcuts but instead wanted me to click around on things. I hate that now and I hated it more then, when the mouse was still new and uncomfortable.
Finally, there was the plot. 200 years have passed?! And all my old companions are still alive?! Who is this Red Thanos taunting me through the computer screen? And what in Lord British’s name have they done to Lord British?!
This is all to say that I’m glad I’m not playing Ultima VII for the first time.
I won’t excerpt every subsequent post about the game here, because he’s made a number of additional blog entries about it (as you might well expect). Still, if you want to get caught up, here’s the list:
- The Black Gate: The C.S.I. Effect
- The Black Gate: Making Britannia Great Again
- The Black Gate: A Microcosm
- The Black Gate: Wee Britain
- The Black Gate Bonus: The Books of Britannia
- The Black Gate: My Way
- The Black Gate: Be the Change You Want to See
- The Black Gate: Open Your Eyes
- The Black Gate: Clearing Out
- The Black Gate: Gunpowder Treason and Plot
Most recently, he has been exploring the Forge of Virtue expansion, about which he offers some interesting historical commentary:
Forge of Virtue doesn’t earn any extra points for being the first expansion. But aside from the modular titles in which you could move characters in and out of different adventures at will, Forge of Virtue might be the first “interlocutory expansion”–that is, taking place entirely within the context of the original adventure. (We can come up with a better term.) The opposite would be “coda expansions,” which take place after the main quest and generally can only be played after solving it (e.g., most of Baldur’s Gate II: Throne of Bhaal). There are of course still others that allow the player to choose either way (The Witcher 3: Hearts of Stone), and others beyond that that stand completely separate from the main title (Assassin’s Creed IV: Freedom Cry). There are weird combinations such as Dragon Age: Origins – Awakening, which can be a coda expansion or a standalone expansion depending on how the main plot went, or the “Watcher’s Keep” part of Throne of Bhaal, which is an interlocutory expansion to a coda expansion that can also be an interlocutory expansion to the original game.
Interlocutory expansions are tricky because developers can’t gauge exactly where the player will be when he begins the expansion. What they can gauge is how the expansion will affect the character for the rest of the main game, and the answer is almost always that it overpowers him. Such is the case with Forge of Virtue, as we’ll see.
Heaven knows why ORIGIN decided that Ultima VII needed a few extra hours of content, or why they thought the Avatar needed even more power. The game isn’t that hard as it is. I’ve heard cynical theories that the original game was so bugged that the company came up with the “expansion” idea as a way to deliver crucial patches while getting players to pay extra for them. In a contemporary interview with Warren Spector published in Game Bytes magazine, he had no explanation other than, “Someone realized we could do it, and so they did it.” If anyone knows of any source that explains Forge of Virtue better, please link it.
He did manage to finish Forge of Virtue in a single go, which makes for a detailed read (as do all of his posts, really).