[HN Gopher] Exult: Recreating Ultima VII for modern operating sy...
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       Exult: Recreating Ultima VII for modern operating systems
        
       Author : nateb2022
       Score  : 143 points
       Date   : 2025-02-22 16:56 UTC (1 days ago)
        
 (HTM) web link (exult.sourceforge.io)
 (TXT) w3m dump (exult.sourceforge.io)
        
       | pixelpoet wrote:
       | Ultima 7 was for many, many years my fav game ever. Blew my mind
       | as a kid!
        
         | philsnow wrote:
         | Ultima VII (and its expansions) and Star Control 2 form a core
         | part of my childhood computer experience.
        
           | pixelpoet wrote:
           | I think I'd pay like 250 Eur for a massive Ultima game by
           | Larian, in which they lean hard on the U8 style pentagram
           | spells, you can at any point just become a baker or
           | something, etc :D
        
           | ghfhghg wrote:
           | Theres a modern port of starcon2 called masters of urquan
        
         | pridkett wrote:
         | Here's something that still blows my mind. When I bought Ultima
         | VII, I think I paid $69.99 for it. Depending on how you do the
         | math, that's like $150 today. And today I don't buy most games
         | unless they're half off and under $15 on steam.
        
           | pixelpoet wrote:
           | The even more shocking thing is that it was worth every cent;
           | it was the first real experience many of us had in some
           | medium to large scale world with day / night cycles, long
           | term social interactions (I think I even got married at some
           | point?!), ye olde English, ...
           | 
           | Young me figured out the rune writing after a few minutes of
           | scribbling on paper, and after that did it purely visually (I
           | didn't have the cloth and manual etc, got it with Creative
           | Sound Blaster 16 CD and sadly never looked at the
           | documentation). There were many puzzles I figured out alone
           | and was super proud of. Those were super formative times, and
           | Ultima 8, while cool in its own way, didn't have the same
           | realtime speed and party control etc.
        
           | ekianjo wrote:
           | It had a real package with a map in it. That would be like
           | buying a collector edition today at 200 USD
        
           | somenameforme wrote:
           | And devs make a _lot_ more money for it. Modern day devs
           | justifiably complain about having to give ~30% of their
           | revenue to Steam or app stores, but back in the day you 'd be
           | lucky to get some sort of deal like a 20% "royalty" on sales
           | after 100% of your publisher's costs were covered. So for
           | each $60 spent (which as I recall was a more common price
           | tag) something like $5-$10 would make its way to the studio.
           | 
           | And physical media meant that as soon as your game or
           | software was off store shelves your revenue went to $0. And
           | even when it was on store shelves, if it was popular it'd
           | rapidly end up in the million 2nd hand resale shops where
           | it'd cycle through potentially multiple players and you'd
           | again get $0.
           | 
           | Given how studios were dropping like flies back in the day, I
           | don't think they were gouging at $60 - it was just a very
           | different environment.
        
       | snickerer wrote:
       | Exult/Ultima VII is an RPG with a real story. I enjoyed it. If
       | you people out there like RPGs, try it, if you can live with the
       | 'retro' graphics.
        
       | robenkleene wrote:
       | This is probably just nostalgia, as I was the right age to sink
       | hours into the golden age of Ultima IV-VII when I was younger,
       | but I still think these are the best roleplaying games ever made,
       | and by an absolutely gigantic mile. Every time I try a new RPG, I
       | initially have this feeling like, will this be like Ultima, will
       | this be like Ultima, but I always end up disappointed.
       | 
       | The best way of describing what makes them so great is that they
       | avoid everything feeling like one of those fake-cardboard-cutout
       | Western movie sets. Every other RPG I've played feels like this,
       | the infinity engine games like Baldur's Gate (I've only played 1,
       | not 2) being the canonical example. Everytime I run into an NPC
       | or situation in Baldur's Gate it just feels like the characters
       | start talking through a script that was written just for me, the
       | player, to setup some problem for I, the player, to solve. This
       | is of course the very definition of immersion breaking, because
       | this artificial setup draws attention to the fact that you're
       | playing a game, you're not actually in a real believable world.
       | Baldur's Gate has fantastic combat (an area Ultima VII is
       | terrible), but I think the way that the story is setup and told
       | is boring and uninspired. And that goes similar for literally
       | every other RPGs I've played: Mass Effect ("Hi I'm an alien from
       | a new race you've never met, would you like me to tell you
       | everything about how my race fits into the universe?"), Skyrim
       | (Besthesda, masters of the anonymous, faceless NPC), the
       | Witcher/Cyberpunk (the CD Projekt Red games are actually masters
       | of this style of game design, because they use it as scaffolding
       | for easily the best writing ever in video games, but they're
       | still hampered by inherent weakness of the format: That the world
       | feels like a prop to setup quests for the player to knock down).
       | 
       | In contrast, the Ultima games feel like they create the world
       | first, so that feels alive and believable. And I don't mean by
       | writing a bunch of lore (writing has it's format already, _books_
       | , use _game mechanics_ to tell your story), but I mean by
       | creating a world piece by piece, character by character, city
       | block by city block, room by room, each piece of furniture,
       | _individual dresser by individual dresser_. Environmental story
       | telling, game mechanic story telling, _storytelling native to the
       | format of of games._ The tavern goes here, the barber lives here,
       | these three friends meet at this pub, at this time every day, and
       | discuss this. Ultima does this for every town and every character
       | in the game, for even the most trivial NPC. There 's no
       | anonymous, faceless, story-less NPCs acting as walking props like
       | in every other RPG. And once that world feels like a real
       | believable place, one that you could just sit and watch at have
       | it be interesting, like people watching through cafe window--
       | existing through an intersection of mechanics (how NPCs move,
       | day-night-cycles, how they interact with the environment, e.g.,
       | the classic "using flour to bake bread"). _Only then_ are the
       | player-driven interactions _then built on top of this world_ ,
       | e.g., if you hear a rumor that the shopkeeper seems to disappear
       | for a couple of hours after their shop closes each night, well
       | you can wait till 5 PM and follow them and see what they're up
       | to. Since _everything_ is scripted to this degree, it doesn 't
       | feel like you've entered into a pre-programmed scenario for
       | following just this one NPC, you can follow anyone in the game
       | this way, it just so happens that some NPCs might do something
       | interesting after you follow them, like maybe you see them hide a
       | key under a plant and you can go investigate.
       | 
       | This way of having the player-driven gameplay come directly from
       | mechanics _that existed first to make a believable world_ , just
       | makes for more interesting games in my opinion than anything that
       | has come after. A game that's just a series of scripted
       | encounters for the player to knock down is just less interesting.
        
         | robenkleene wrote:
         | While I'm on a Ultima VII nostalgia kick, I love this YouTuber
         | Noah Antwiler's videos on the Ultima series. This clip (at
         | about 16m22s, the link should jump directly there) is a funny
         | telling of how wild some of the quest design in Ultima VII is
         | https://www.youtube.com/watch?v=7mRb36-uMrc&t=16m22s
        
           | snickerer wrote:
           | That is mind-blowing. I remember I stopped to play Ultima VII
           | at the beginning of this quest because I lost the track.
        
           | tmtvl wrote:
           | Spoony's Ultima retrospective was great, it's a shame how the
           | internet just completely broke him.
        
         | Ieghaehia9 wrote:
         | A video I watched not too long ago expressed something similar
         | as "in some RPGs, society exists for you" (e.g. you, a random
         | escaped prisoner, can just waltz up to the local lord in Skyrim
         | and be taken at face value). "In others, you exist in a
         | society" (and the guards will keep you from even entering the
         | nobles' district unless you're in good standing, which takes a
         | considerable amount of the game to get).
         | 
         | It's not quite the same thing, because that example is about
         | how other people treat you, not whether they've got lives of
         | their own; but in a broader perspective, it's still about how
         | much the game seems to be a prop for the player's enjoyment vs.
         | being a proper world that doesn't fall apart five days after
         | the player wins.
        
           | kaycey2022 wrote:
           | This immediately echoes the points laid out in this video
           | comparing Oblivion and Avowed. Avowed is a new 70 dollar game
           | that just came out, in 2025. The interesting part is the
           | design of the towns people in the new game.
           | 
           | https://www.youtube.com/watch?v=xhL1NZugsBk
        
         | marticode wrote:
         | As a kid who wasted countless hours in Ultima V and VI, thank
         | you: you explain very well what made those games so great and
         | how disappointed I am every time I have been since then (though
         | I gotta say Morrowind was fairly good at mimicking that recipe)
        
         | Keyframe wrote:
         | Dose of nostalgia here as well, but trying to objectively
         | consider few points made and from what I remember (I did a ton
         | of game reviews for game mags back in the day) is that games
         | used to basically not have much venues outside of gameplay
         | mechanics and storytelling to get to you, so the good outliers
         | were really good; Especially considering today's games where
         | it's easy to fall into a trap of spending resources on eye
         | candy instead of the hard parts. In this genre, games like
         | Ultima (most) and Wizardry were really that good. What people,
         | for some reason (probably graphics) don't understand is that
         | games, just like movies, don't have a date on them and
         | shouldn't. Yes, there are advancements in graphics and yes
         | there are trends which developed over audience taste (or vice
         | versa), but just like any good movie from no matter the age, a
         | game from no matter the vintage could and should be enjoyed
         | today as equally as any other modern one. For those that can't
         | enjoy old games like some people can't enjoy BW movies, there
         | are modding communities and even Nvidia RTX Remix (for those
         | games that support it) that are bringing new groove to the
         | beautiful core.
        
         | zajio1am wrote:
         | Yeah, i agree that these are areas that make Ultima 7
         | outstanding even compared to many modern RPGs:
         | 
         | 1. NPCs are unique
         | 
         | 2. NPCs have plenty of interesting dialogues compared even to
         | current games. I wonder why current games lag behind. If that
         | is due to expectation of voiced characters or just an
         | expectation that players are not interested in that.
         | 
         | 3. NPCs have defined schedule. Seems like a basic thing (the
         | schedule is static, not a real simulation) but still keeps the
         | illusion of alive world and is absent in many current games,
         | where NPCs are fixed, or just disappear outside business hours.
        
         | coryrc wrote:
         | I'm not sure how yet, but I feel LLMs should somehow make this
         | easier to do. If you write or generate backstories, then it
         | should be possible to generate plausible conversations among
         | NPCs. The backstory thing is done well by Dwarf Fortress (I
         | think) and surely there's an opportunity for LLMs to add
         | interactivity on top of it?
        
       | chasil wrote:
       | I remember playing the original Ultima on an Apple ][ in high
       | school.
       | 
       | Something about Mondain?
        
         | xipho wrote:
         | And you drop a coin in the pool in one of the towns and you get
         | a random weapon. Blasters for all on first level!
        
         | tmtvl wrote:
         | Becoming a Space Ace because the series was rather silly before
         | QotA turned it into something truly outstanding.
        
       | canadiantim wrote:
       | I miss ultima online - the good ol' days. Yes you can still play
       | it, but alas' not the same. No game has come close.
        
         | xurbax wrote:
         | It was amazing in it's heyday. Has any other multiplayer game
         | since then persisted items in the game-world (i.e. dropped
         | items and such)? I miss that. And the housing was a lot of fun.
        
           | axus wrote:
           | UO was the first "massive" online game I'd ever played.
           | Getting murdered and running around as a ghost was fun the
           | first few times. http://www.havenandhearth.com/ has a similar
           | feel with less players. Plenty of housing and PKing though.
        
         | block_dagger wrote:
         | Playing that game was one of the highlights of my life.
        
         | erupt7893 wrote:
         | There is the UO:1998 project https://www.uo1998.com
        
       | aleyan wrote:
       | There is also Ultima VII: Revisited [1] project that reached
       | 0.1.0 last month. It attempts to fix the weird U7 perspective by
       | giving it a 3d engine.
       | 
       | Between this and recent substantial progress in VCMI and HotA for
       | HOMM3, it is an exciting time for retro PC fantasy gaming.
       | 
       | [1] https://www.u7revisited.com/
        
       | uzidil wrote:
       | My attempt at creating something similar:
       | https://uzudil.itch.io/enalim
        
         | pixelpoet wrote:
         | Wow, this looks amazing! :O
        
         | whitehexagon wrote:
         | Looks great! and seems like you have spent a lot of time on the
         | detail, not just the graphics, but also the storyline (I
         | started by having a read of the walk-through). Have you written
         | your own game engine for this? anyway, well done, and I wish
         | you success.
        
           | uzidil wrote:
           | Yes, the engine is written in go and uses opengl (the
           | isometric layout uses the opengl z buffer). The game is
           | written in bscript (https://github.com/uzudil/bscript). I've
           | always been a huge Ultima fan and this was a lot of fun to
           | work on.
        
         | relistan wrote:
         | This looks awesome
        
       | danso wrote:
       | Looking back, U7 is a deeply flawed game (the combat basically
       | provides zero challenge, the inventory system is horrendous) yet
       | its game world is so deeply immersive that it's not at all
       | surprising to see this kind of open source labor of love to
       | restore it.
        
         | ekianjo wrote:
         | It's a deeply flawed game but thats much less flawed than other
         | RPGs. Most of them don't even do a quarter of what Ultima VII
         | achieved on what are now ancient CPUs.
        
         | nottorp wrote:
         | > the combat basically provides zero challenge
         | 
         | Is that a problem? Do all games have to involve some kind of
         | fighting?
        
           | idle_zealot wrote:
           | Of course not every game needs combat. If there is combat
           | though, it should be included thoughtfully and serve the
           | game's intended goals (usually by being some mix of
           | challenging and satisfying, though not always).
        
           | jerf wrote:
           | Ultima traditionally had relatively deep tactical combat, at
           | least for the time.
           | 
           | Ultima VII's problem is that it sort of exhibits a desire
           | from a design perspective to have that sort of combat, but in
           | practice it's even less engaging than those mobile games
           | where you select four of your characters from some gacha-
           | based roster and fling them at four other characters, and the
           | fight proceeds without you. At least in those fights you can
           | understand what is going on. Ultima VII's combat is just the
           | characters randomly walking around each other, playing some
           | sword swinging animations, and then some things are dead and
           | some things are not. Not only do you not have much useful
           | input, you don't even have comprehension of what happened.
           | Did you win handily? Did you scrape through? Is there
           | something you could have done to change the outcome? None of
           | these questions are answerable from the game. You can't even
           | call this "realism", you have vastly less comprehension of
           | what happened then people in real life have in real melee
           | combat scenarios, as confusing as real life can be.
           | 
           | It would be better off by just removing it except combat is
           | still sort of baked into the conflict in the genre and the
           | basic design of exploring the world.
           | 
           | Since the ability to "read" the battles and react in any
           | intelligent way is about nil, the game made up for it by
           | making everything almost trivially easy, as long as you're
           | halfway decently geared. It works against the design of the
           | world.
           | 
           | This is the problem. They should either be good and
           | meaningful, or somehow removed, but Ultima VII has just about
           | the worst possible combination of attributes for combat to be
           | meaningful in any way, yet it is still there. At least it's
           | over quickly.
           | 
           | (The series kind of flamed out on the combat here. Ultima
           | VIII's combat is also exceedingly bad, albeit in a completely
           | different way. IX's was one of the earliest 3D "open world"
           | games and while it may exceed its predecessors in being at
           | least "semi-credible for the time", that's about as far as it
           | makes it.)
        
             | nottorp wrote:
             | I get your point.
             | 
             | I did play most Ultimas though. I don't remember the combat
             | annoying me. Perhaps because I just wanted to get it done
             | and move on with the story.
        
         | zajio1am wrote:
         | For me, the combat was confusing, but the inventory system
         | (which considers both weight and bulk) was much better than in
         | most other games (even today), which use fixed number of slots
         | with perhaps stacking of same items. That us horrendous.
        
       | pavlov wrote:
       | I wonder if AI could soon recreate old computer games into a
       | modern programming language.
       | 
       | Those MS-DOS era game engine binaries are small enough to fit in
       | LLM context. There's ample gameplay footage available that could
       | be used to teach the model what the output should be.
        
       | musha68k wrote:
       | Long live Lord British and the enthusiasts of Brittania. Neat;
       | that said: What's the general hold up with installing Ultima VII
       | through dosbox/-x?
        
         | freeqaz wrote:
         | Easy for you, not easy for my Uncle or Nephew.
         | 
         | Companies like GoG (Grand old Games) have done a lot to
         | "polish" the DosBox experience but it's still ... rough. Small
         | things like mouse movement just feeling jank make a big
         | difference.
         | 
         | A game can be _functional_ but if the UX is so poor/dated that
         | it doesn't hold up, then I think projects like this make a lot
         | of sense. Having high quality buttons, config menus that match
         | modern UI expectations, and HiDPI font rendering goes a _long_
         | way towards getting my non-technical family members to stick
         | around.
         | 
         | It just makes it more accessible. But maybe my take is spicy.
         | Anybody agree/disagree?
        
           | generic92034 wrote:
           | I had great fun playing many old games in DosBox. Most of the
           | time these were games I have played in DOS times before,
           | decades ago. But I cannot say I generally had a worse
           | experience in DosBox. YMMV.
        
           | jszymborski wrote:
           | *Good Old Games
        
       | LAC-Tech wrote:
       | I've long been curious about the Ultima series.
       | 
       | Would this be approachable for someone in 2025? I've played stuff
       | like Chrono Trigger and dig 2D graphics. But 90s games always
       | tend to have a lot of weird inconvenient stuff that makes them
       | hard to play.
        
         | snickerer wrote:
         | That's why there are modern projects like Exult. Exult makes
         | the playing experience more convenient for players without gray
         | beards.
        
       | BiteCode_dev wrote:
       | In the same spirit, for Heroes of might and magic 3:
       | 
       | https://github.com/vcmi/vcmi
       | 
       | Using it on Ubuntu to play with my brother who is on a Mac in
       | another country and it already works quite well. We hit only one
       | bug so far.
        
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