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Features

The Gamasutra Quantum Leap Awards:
Role-Playing Games
Honorable Mention: The Ultima Series
[Whether an unfortunate side-effect of having a decades-long legacy
or testament to the parity of each of its volumes, no one entry
in the Ultima series was nominated enough to make it to the top
five, but likewise no other game in the Awards brought in the same
level of meaningful responses. So though it will have to stay in
the honorable mention category, it's clear that the series has
left a deep and lasting impression on a generation of role-players.]
I've played role playing games since the early '80's, and the
most innovative role playing game I can remember in all that time
is Ultima III (for the Apple IIe). With its real-time animations,
soundtrack, gripping storyline, and in-depth game experience, this
game formula has been emulated countless times since. Find a role
playing game that doesn't borrow from Ultima in any way... I dare
you!
-Ethan Wilson, New Visions Enterprises

Ultima IV
Any genre as nebulous as role-playing games is bound to incite
some highly divisive claims when seeking to identify its lineage.
The evolution of RPGs is not a straight line, but a tree with a
truly bewildering amount of branches: tabletop, LARP, console vs.
computer, action-RPGs, tactical RPGs, not to mention all the games
from other genres that incorporate RPG elements. How does one classify
the "definitive" works in a genre with so many definitions? The
only hope is to find a common ancestor. Leaving aside D&D,
which everyone knows is a satanic occult ritual and an affront
to the civilized world anyway, the game with perhaps the most convincing
claim is Ultima. Whether you were weaned on Final Fantasy or Fallout,
Lord British's epic series remains the wellspring from which the
others sprouted. In the interest of specificity, I'll cast my vote
for Ultima IV: Quest of the Avatar. Not only was it a landmark
in the often tumultuous marriage of games and stories, it was also
the first to introduce the revolutionary notion of ethical simulation
that would become a staple of later games. In so doing, it elevated
RPGs beyond the level of mere hack-and-slash and became a pinnacle
not just of the series, but of the RPG genre and gaming as a whole.
-James Stevenson, 1st Playable Productions
Ultima IV: Quest of the Avatar. It brought interactive morality
into the foreground, where it ought to be.
-William Stepp, Eternal Eye Productions

Ultima V
The game I would have to vote for (which also happens to be my
all-time favorite game) is Ultima V. I know many other people would
probably single out Ultima IV from the series for introducing morality
and consequences for your choices, and doing away with the "evil
wizard taking over the land" cliche. But Ultima V is the first
game I ever remember playing and feeling like it was a living,
breathing world. Suddenly the pubs had tables and chairs and plates
of food that could be eaten, the residents of each town all had
daily schedules and homes with beds and mirrors, people had affiliations
with and opinions on the two opposing factions - the Resistance
and the Oppression, lit torches could be taken off the walls, your
range of vision changed as the sun rose and set, and time held
new significance as you were told to meet a member of the Resistance
by the old well at midnight or as you discovered when and where
to find the Shadowlords by observing the stars in the night sky.
I think Ultima V marked a time when all the little details in RPG
worlds began to be important - when setting and story started taking
its place at the side of combat and other mechanics.
-Clarence Simpson, Vicious Cycle Software
Ultima V - The Ultima series allowed the player a level of freedom
found only in a few games today. Through the origins of the series,
the game had fits and starts where some ideas worked and others
did not. By V, however, the central core of the game was completely
worked out and many games today are 3D versions of this ground
breaking title: Elder Scrolls comes to mind. Though other games
at the time were similar, Bard's Tale for example, they did not
have the scope of story and adventure, nor did they encompass so
many technologies of the time.
-James Edwards, Microsoft

Ultima VII
The Ultima series as a whole has made a number of significant
quantum leaps throughout its history. It was probably the first
game to moralize a character's actions and create accountability
for the player's actions which directly affected the character.
Ultima 6 created a world in which the items the player collected
were actual physical entities, rather than just elements on a menu
which affected numbers. Ultima 7 introduced a persistent, physically
changeable world and further refined the Ultima series' non-linear
storytelling methods. Ultimately I feel the Ultima games made the
largest leap with Ultima 6, creating a world full of side quests,
vignettes which had no effect on the plot but were interesting
to participate in, the ability to change objects in the world,
rather than just collect them, and reunited the graphical subgenre
with the textual genre in quality of storytelling and depth of
exploration.
-Tom Benda, Beefsteak Games
For me the game that made the biggest leap has to be Ultima 7
(+ pt 2). What I still find amazing is that, even over 15 years
ago, it still managed to effortlessly accomplish what many RPGs
are still trying today. It had a feature list that would look
impressive in a AAA RPG of today: massive free-form seamless world,
interesting characters and storyline, NPC with personality, real
time combat, etc. None of this really describes how alive the world
felt, though. In my opinion, no game since has gone as far in recreating
a living, breathing world that appears to go on with or without
the player around. In the game farmers would tend their fields,
head to the tavern in the evening, perhaps attend a town meeting
and then go home to bed; warriors would train; beggars would beg
and then congregate together for warmth in the cold evenings; bakers
would bake and mutter to themselves - occasionally opening windows
for air and peasants would er... peas?
-Anonymous
I'm going to hook everyone up with the answer key, clearly the
answer is Ultima Online. Yes, there were MUDs and MUSHes but they
were weak sauce compared to UO. UO was a pioneering game because
it was the first real fantasy RPG MMO (with graphics) that people
played and paid for and it introduced a lot of the mechanics that
are still in these games today. One could make a case for Everquest
as well since EQ's group mechanics form the basis of a lot of the
continued success of the genre (witness World of Warcraft). I think
that UO is still the true quantum leap and EQ is a mere 'leap'
above that.
-Anonymous

Ultima Underworld II
Ultima Underworld II: Labyrinth of Worlds by Looking Glass Studios,
because of the technology, the story, and the graphics. The technology
was incredibly well-executed. You could actually jump, swim and
look up and down in real-time first person view (in 1993) - which
was perfected in UU2 compared to UU1: The Stygian Abyss. The story,
where the evil Guardian locks Lord British, and his friends inside
a huge sphere of blackrock gem, and where you as the Avatar must
venture down through the sewers to find a way to defeat the guardian
was excellent and very immersive. The graphics - especially the
textures were very very detailed and beautiful for the time, and
the music was... gaah! I could go on!
-Rasmus Harr, University of Copenhagen
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