There are few CRPGs today that can’t trace their heart and soul back to Ultima. Ultima games never failed to be complex in both technology and the human element, pushed both to lofty heights and blazing the way for the entire computer RPG genre. Unlike the massively-multiplayer online games popular today, Ultima had more noble goals than accumulating loot and relentlessly grinding for random crap so you can go grind for more random crap somewhere else. Unlike the pure hack-and-slash dungeon crawling of Wizardry and its many clones, Ultima had increasingly intricate and adult plots and stories. Unlike the ‘roguelikes’ of the college mainframe making screens out of ASCII characters, Ultima had eye-popping, high-tech computer graphics. Complex stories and worlds that challenge the player’s sense of morality and justice form the largest part of Ultima‘s appeal and are undoubtedly the games’ greatest contribution to the art. Virtues are Britannia’s understanding of ethics, and one of the primary jobs of the player is not just to stop evil by wit and arms, but to uphold the Virtues and embody what it means to be a hero for the grateful people of Britannia. Starting in the fourth installment, Ultima also focuses less on simple amoral hack-and-slash treasure hunting like that which was (and still is) popular in most so-called ‘role-playing’ games, and introduces a system of Virtues which the series would follow thereafter. A town in Ultima IV grows and changes and might become a bustling metropolis by Ultima VII, or a deserted ghost town, and landmarks like Castle British, the wizard’s town of Moonglow, and the dark depths of the Great Stygian Abyss are visited many times over the course of the series. Starting with the fourth game in the series, Britannia’s geography becomes largely stable, and it really does become a familiar world, changed by the passage of time (and graphics technology) that you watch develop in response to your actions. One of the game’s defining conceits is that the character you are playing is you, your own stand-in it is you who travels to this new land to right wrongs and have grand adventure, making lifelong friends along the way and growing to be part of this far-off land. In Ultima the player, called the Stranger from Another World and later the Avatar, is transported from Earth to the fantasy world of Britannia at the behest of benevolent monarch and author alter-ego Lord British to fight the forces of injustice. That autumn, the teenager starts classes at the University of Texas, and with his roommate begins writing another game to top his previous success. The program, now called Akalabeth (named after a chapter of Tolkien’s Silmarillion) is a hit, selling 30,000+ copies, but he’s not one to sit and rest on his good fortune. It only sells a few copies, but one of those manages to get to a major software distributor out on the west coast called California Pacific, who, impressed, fly the teenager out to sign a contract for publishing rights. D&D28b is a hit with his friends, and impresses the manager of the store so much that he convinces him to offer it for sale. By the time he’s done his game, D&D28b, for the first time has real graphics, a view of the world’s dangerous monster-filled dungeons through the player’s eyes. Thanks to his summer job at a local Computerland store, he now has access to a sparkling-new high-tech machine called an Apple II, a magical device with outstanding graphics capability that put the previous machines he’d been working on to shame. Tolkien into a fantasy adventure of knightly questing against foul dungeon-dwelling monsters. It’s a computer game combining his love of Dungeons & Dragons and J.R.R. Back in Houston, Texas in 1977, a 17-year-old nerd is putting the finishing touches on the 28th version of his pet project.
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