[HN Gopher] Ultima (2012)
       ___________________________________________________________________
        
       Ultima (2012)
        
       Author : luu
       Score  : 121 points
       Date   : 2024-01-06 19:19 UTC (3 hours ago)
        
 (HTM) web link (www.filfre.net)
 (TXT) w3m dump (www.filfre.net)
        
       | sedatk wrote:
       | > Like so much in Garriott's early games, simply because it
       | sounded cool; certainly this title has no more bearing on the
       | game's plot, such as it is, than does the name Ultima.
       | 
       | I mean, the name doesn't even have a bearing on the game's genre,
       | let alone its plot. I'd say Ultima was a space shooter if I'd
       | only heard its name.
        
         | jakderrida wrote:
         | You mean like an 8-bit space shooter like Gradius or Blazing
         | Lazers for Turbo Graphix?
         | 
         | If so, I definitely agree. Actually sounds way more dope as a
         | space shooter, tbh. Like the "ULTIMAte" fighter spaceship.
         | Would also explain why even a novice pilot with an NES
         | controller can still annihilate 100 other ships before going
         | down.
        
           | rzzzt wrote:
           | Uridium maybe.
        
           | sedatk wrote:
           | Yes, exactly. Like Uridium, Katakis, Delta. It sounds like a
           | sequel to one of them: ULTIMA!
        
         | pvg wrote:
         | Ultima 1 does have a space part where you need to become a
         | space ace by shooting down bad space things that look like TIE
         | fighters.
        
           | thom wrote:
           | There's also a later Easter Egg that implies it's in the same
           | universe as Wing Commander.
        
       | CamperBob2 wrote:
       | > _I do wonder that no one thought of it in even the relatively
       | brief history of videogames prior to Ultima; it does seem a
       | fairly obvious approach, after all. On the other hand, I can't
       | point to a specific example that would give me grounds to really
       | challenge the claim. ... Ultima's tile-graphics engine was not so
       | much the work of Garriott as of a friend of his who was the only
       | other person to have a significant role in the game's design and
       | implementation: Ken W. Arnold (not the Ken Arnold who created
       | Rogue)._
       | 
       | I'll comment briefly on this as someone who spent a couple of
       | years trying to build an Ultima-esque tile graphics game on the
       | Apple II. Ken had a clever insight that eluded me completely:
       | "Don't try to draw the tiles one at a time, dummy."
       | 
       | Ken's code was fast enough to be useful in an interactive
       | fullscreen game because it drew an entire row of 280 pixels at
       | once, then went back over the same row of map data, reusing the
       | indexes for the next 14 lines in that row of tiles. There was
       | less indirection and practically no overhead compared to drawing
       | individual 2-byte-by-14-row block shapes.
       | 
       | Conversely, anyone trying to draw one tile at a time would have
       | ended up with a low update rate, or would have been forced to
       | draw the map in a small window. Either way, a worse gameplay
       | experience would have resulted, especially if you were (as I was)
       | comparing your work to Ultima.
        
         | pengaru wrote:
         | > A good example of the same kind of thinking, much later,
         | would have been Abrash's exploration of the undocumented "Mode
         | X" on the MCGA cards (https://en.wikipedia.org/wiki/Mode_X),
         | without which Wolf3D and Doom would have been much less
         | awesome.
         | 
         | Neither Wolf3D or Doom used Mode-X, they're both 320x200
         | "Mode-Y" games IIRC.
        
           | CamperBob2 wrote:
           | Thanks -- I'll remove that postscript, as it appears to be
           | wrong. A quick search doesn't make the story 100% clear, so
           | it's better not to spread potential misinfo.
        
             | pengaru wrote:
             | Conveniently both your examples have received technical
             | deep dives by Fabien Sanglard, who has made both the
             | relevant texts freely available in PDF form [0][1].
             | 
             | Mode-X was an annoying video mode to actually make use of
             | without a performance hit. So despite its highly desirable
             | combination of square pixels and 256-colors, it didn't see
             | much use in games from the DOS days. 13h (320x200x256) was
             | _far_ more common because of its contiguous, linear frame
             | buffers. Mode-X needed annoying bank switching where the
             | first bank had pixels 0,4,8... and second bank pixels
             | 1,5,9... and so on. The VGA was such a PITA.
             | 
             | [0] https://fabiensanglard.net/b/gebbwolf3d.pdf
             | 
             | [1] https://fabiensanglard.net/b/gebbdoom.pdf
        
         | dekhn wrote:
         | Huh, well that's reason #27 that my ultima-like tiles never
         | rendered fast enough. I was making the equivalent of sprites
         | (hex codes) and I think you could even draw them from BASIC
         | (although looping in BASIC was too slow to update the tiles).
        
           | pvg wrote:
           | Are you thinking of shape tables? Those were 'vector' based
           | (sort of), hexy, usable from BASIC but too slow for anything
           | 'real', at least, not on a Ultima-sized game type of scale.
        
             | dekhn wrote:
             | yes https://en.wikipedia.org/wiki/Shape_table after I
             | realized I coudln't do this in BASIC fast enough I went
             | down the assembly route but never could figure out the
             | various math bits required to deal with the weird
             | addressing of Apple IIe high res graphics.
        
               | pvg wrote:
               | Yeah, I think the effective purpose of shape tables was
               | to waste the time of the zillions of kids who thought
               | they could write a game that way. Although I did make
               | myself a crappy _Rally X_ clone (although my
               | 'inspiration' was _Super Off Road_ ) using shape tables
               | for the (two) cars and that mostly worked. For a pile of
               | tiles it would be hopeless though.
        
       | hoten wrote:
       | The start implies there may be a prior article, is there?
        
         | Sniffnoy wrote:
         | The previous articles appear to be these:
         | 
         | https://www.filfre.net/2011/12/lord-british/
         | 
         | https://www.filfre.net/2011/12/akalabeth/
         | 
         | https://www.filfre.net/2011/12/california-pacific/
        
       | block_dagger wrote:
       | Ultima VII: Part 2 is one of the best games ever made imo. I
       | still remember waiting for the UPS truck to deliver it to my
       | rural childhood home. One of the great things about these games
       | is that they were packaged with real maps, ankhs, sometimes coins
       | and other artifacts. Really pulled me in as a youth. I wore an
       | ankh as a necklace for several years and still consider Garriott
       | a personal hero.
        
         | Implicated wrote:
         | U7 was my original introduction into what I now consider "good"
         | games. Changed everything for me :D
        
         | johndhi wrote:
         | Same experience with Ultima 9 - except I never got to play it
         | because my computer wasn't up to the task. I had the map on my
         | wall for years though.
        
           | hinkley wrote:
           | My computer was barely up to playing U VII and unfortunately
           | I played it over summer break the year it came out, and a bit
           | the following, and never finished it.
           | 
           | Instead I got all the spoilers for Starflight from Usenet and
           | finished it.
        
         | conception wrote:
         | 7:2 is amazing but I'd put 5 over it. Five was the last of
         | being able to "talk" to the game. Something that we haven't
         | been able to do really in mainstream games until now with LLMs.
         | I'm really hoping for an updated 5 style with really
         | conversations here soon that gives the same sort if magic 4 and
         | 5 did for me then.
        
           | thom wrote:
           | Yeah this is one of the things that made me sad when dialogue
           | heavy - especially voice-acted - games became the norm.
           | Wizardry VII was another good example, it really increases
           | immersion when you have to remember things and prompts aren't
           | just multiple choice. But I suppose people said that about
           | drawing your own maps too, and I'm not sure I want to go back
           | to that. :)
        
             | mtillman wrote:
             | Should you want to try map drawing again, it's alive and
             | well in games like Grimrock, Etrian Odyssey, and others. In
             | Etrian Odyssey, you use the lower screen as a map drawing
             | tool.
        
           | swayvil wrote:
           | Ultima III for me. That game has a VIBE. It's like the King
           | Crimson of games
        
         | pixelpoet wrote:
         | 100% agreed about U7 being kind of the best game ever. It was
         | utterly mindblowing for me back in South Africa in the 90s,
         | pre-internet, to have this massive "living" world. It's
         | unfortunate that U8 was such a let down :/
        
           | aidenn0 wrote:
           | Same site as TFA talks about U8, and it treats it fairly
           | (which is hard to do with a game that followed up U4-7)
        
         | ajxs wrote:
         | Ultima VII: Part 2 was my favourite of the series as well. The
         | world of Serpent Isle had such a rich setting, and folklore.
         | There was something really haunting and beautiful about the
         | world they created. I feel like they really took the things
         | that made U7 great, and perfected it. In case anyone hasn't
         | read it. Here's a great interview with one of the lead
         | designers that explains why the story pivoted in the way it
         | did:
         | 
         | https://ultimacodex.com/interviews/bill-armintrout-si20/
        
       | TillE wrote:
       | It's difficult to overstate just how influential D&D was in video
       | games, I don't think there's anything else remotely at that
       | scale. Ultima and Wizardry would inspire the creation of the
       | first JRPGs, and on it went. Maybe it's partly because D&D was
       | becoming popular among nerds just as personal computers were
       | becoming semi-affordable.
       | 
       | And it's not even just RPGs, literally any game with the concept
       | of experience points and levels ultimately owes some small debt
       | to Gary and Dave.
        
         | mtillman wrote:
         | Early DnD CRPGs are really good too IMO. Eye of the Beholder 2
         | & Ravenloft were great.
        
           | D13Fd wrote:
           | Even before those, the gold box games were great too. Pool of
           | Radiance, Gateway to the Savage Frontier, all of the Krynn
           | games, etc.
        
             | livrem wrote:
             | Still grinding my way through the Goldbox games. Same party
             | as I started with in Pool of Radiance ~1995 is now
             | somewhere halfway(?) through Pools of Darkness. Not sure if
             | I am going to try to complete the rest of the Goldbox after
             | that, or continue with something more modern. My queue of
             | CRPGs to play "once I'm done with the Goldbox games" is
             | getting ridiculous.
             | 
             | Put all the games in a git repo, scripts to launch the
             | games in Dosbox, all the game-files and documents installed
             | from GOG (originally the ones from the old Wizworx CDROM).
             | Version-control is great, since there is a limit to number
             | of saves in the game. And keeping notes of every thing I
             | do, every time I load or save, really helps keep my sanity
             | in the branching alternative time-lines that are created
             | when savescumming through a CRPG.
        
         | Keyframe wrote:
         | Wizardry was the shit, it's an understatement how influential
         | that series was.
        
       | acomjean wrote:
       | We loved ultima 3 growing up. A bunch of us were playing it in
       | middle school and we'd occasionally swap hints about how to
       | advance. Before the internet thats all we had. Out of our group,
       | at least one of us had a real copy of each game, making the spell
       | books and instructions available... The cloth maps were fun, but
       | I don't think we used them during game play. The games were a bit
       | of grind, but we didn't care.
       | 
       | I do like the Ars Video on how they spent all this time on the
       | "ultima online ecosystem" only to have it not work out..
       | 
       | https://www.youtube.com/watch?v=KFNxJVTJleE
        
         | TacticalCoder wrote:
         | Ultima III had this weird quirk where you could draw a "path"
         | across the map by killing monsters and _not_ opening the chest
         | they 'd drop. We'd do that between towns / important locations:
         | we'd surround our desired line with unopened chess all around
         | or path, leaving only one "square" line (a line with a width of
         | one square).
         | 
         | That way it'd be very rare that monsters would spawn in our
         | path and we could travel across the map really quick.
         | 
         | That trick wasn't working in Ultima IV anymore.
         | 
         | As a sidenote, I find this one mindboggling: an Apple ][e with
         | a MIDI interface which Ultima V supported back in... 1988. The
         | Apple ][e is hooked to old Roland gear. It looks and sounds
         | georgous, amazing stuff (skip to 12m to hear a demo):
         | 
         | https://youtu.be/aJMwspc-5wk
        
       | dekhn wrote:
       | As a kid I was thrilled to meet Lord British at the Apple Fest in
       | Boston (1985, I think?). I told him all about how I loved his
       | game and he said that since I liked it so much why didn't I
       | present at his kiosk?
       | 
       | Later I realized that I was telling him I loved his game which
       | was unreleased and already being copied illegally.
       | 
       | I was pretty obsessed with learning enough Apple IIe assembly to
       | reproduce the tile graphics of ultima but never got close. These
       | days... there's a community dedicated to reverse engineering the
       | source code for Ultima and fixing bugs:
       | https://xu4.sourceforge.net/ and even a team that made a modern
       | Apple IIe Ultima-like (https://www.6502workshop.com/p/nox-
       | archaist.html)
       | 
       | Another thing I realized, playing Nox archaist, is that much of
       | the modern game mechanics already existed at that time: it was
       | key to pay tons of attention to arming your fighters and using
       | the right spells by your cleric and magician. I never knew I was
       | supposed to optimize my builds when I was a kid, so my teams
       | always ended up wimpy and dying. I learned how to hex-edit my
       | player's disk sectors to give them 99 HP, which made the end game
       | much easier.
        
       | Dwedit wrote:
       | 14x16 tiles were used because 14 pixels wide is the native
       | resolution of two bytes on the Apple II.
        
       | conception wrote:
       | For those wanting to play in the universe
       | https://www.shroudoftheavatar.com is still running and still
       | getting regular updates.
        
       | bhauer wrote:
       | I highly recommend Michael Coorlim's video series on Ultima [1],
       | which balances some playthrough with background on the game's
       | design.
       | 
       | [1] https://www.youtube.com/watch?v=lFCs_cDvTi4
        
       | lnxg33k1 wrote:
       | I've played ultima a lot since i was 10 until I was like 15,
       | emulating it with wine on linux I think has contributed to my
       | ability to troubleshoot issues
        
       | WillAdams wrote:
       | Enjoyed playing a friend's copy of Ultima 1 so much, I bought
       | Ultima 2 for my Mac and played it through in black and white ---
       | which was quite the contrast to the full-colour cloth map (which
       | I really wish I still had).
        
       | musictubes wrote:
       | Heh. I remember putting the underworld disk in the 1541 while on
       | the surface. When you moved out of the sector the map would
       | update with chests and monsters strewn about above ground.
       | Putting the regular disk in again it would right itself
       | eventually.
       | 
       | The c64 with Ultima III and IV brought my D&d dreams to the
       | screen. Was a wonderful thing to pursue during summer vacation.
        
       ___________________________________________________________________
       (page generated 2024-01-06 23:00 UTC)