Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Monday, September 1, 2014

Timeline | 1981-1983: Ultima: Age of Darkness (Ultima I-III)

The first three Ultima games, collectively known as the 'Age of Darkness' were some of the best gaming experiences around in the early '80s.
Most long-time RPG players are likely to know that series like Dragon Quest and Final Fantasy and the majority of the older great RPG games are Japanese in origin. In fact it has only been relatively recently (ie the last decade or so) that great (and/or great selling) RPG games have again started to emerge from North America and Europe - but before the Video Gaming industry shifted to a decidedly Japanese focus, Ultima was a huge name in gaming.

The series would rise to popularity on early PCs (Apple II, Commodore 64, early IBM compatibles, etc.) and eventually spawn one of the earliest and longest running MMORPGs (Ultima Online, started in 1997 - still going!). But, it was in the early '80s that Lord British himself, Richard Garriott made Ultima: The First Age of Darkness (later known as Ultima I) and founded the franchise.

The Original Ultima was released on the Apple II computer in 1981
Ultima presented a fantastic world to the player likely unlike anything he/she had ever experienced before. It established a trope that would be in most RPGs moving forward, a topdown overworld with various dungeons. The dungeons in Ultima are displayed in first person, one-point perspective (much like the later Shin Megami Tensei series). The game starts with character creation not unlike table-top RPGs (like Dungeon's and Dragons) in which the player chooses a race (and class) and has a number of attribute points to customize their character with. Ultima was also unique in that it allowed the player to pick a gender (although it had little to no effect on the gameplay). The character had Hit Points (abbreviated HP, this would become standard in even modern RPGs) Food, Experience Points (or EXP) and Gold. Ultima had fairly rudimentary magic and combat systems but the combination of all of these things together involved in an overall story made the game incredibly deep and engaging for the time.


A screenshot of the overworld of Ultima I
A screenshot of Ultima's space sequence, the enemy fighter looks similar to a TIE fighter from Star Wars


Ultima II was originally released in mid 1982
Ultima II built upon the original, it was larger with more places to explore (even several planets, dungeons and towers that could be fully explored but were not required to complete the game). The game had the player traveling through several different time periods of Earth and out into the solar system. It is interesting to note that Ultima II took place on Earth when Ultima I (and all other games in the series) took place in the land of Sosaria/Britannia - this was later retconned as the lore of the Ultima universe grew.

Ultima II had a very similar visual style to Ultima but had a few enhancements.

Inside the dungeons in Ultima II there were actual pixelized monsters instead of just stick figures



Ultima III: Exodus was released for the Apple II in 1983 and further catapulted the franchise to popularity. For the time the game had amazing graphics, it was the first computer RPG to display animated characters. It introduced a character party, in which the player could control the actions and destinies of up to 4 characters (a feature influenced from the game Wizardry that would go on to be in most later major RPGs). The battle mechanics of the game were also upgraded to include rudimentary tactics and understanding of the weapon and magic system could now really effect the outcome of a battle.

Ultima III: Exodus was more widely ported than the first two games, specifically Exodus was the first to receive a home console port in the form of the upgraded NES version released in 1988. All three games of the original series were redone and released for DOS in 1986 shortly after the release of Ultima IV - this is the version that most played and is still most widely available today, besides graphical updates the games remained largely unchanged.


Ultima III's overworld continued to receive graphical upgrades along with the Character Party system.

Ultima III's dungeons were no longer wire-frame but 3D (albeit rudimentary)



Further Reading:

Wikipedia:
http://en.wikipedia.org/wiki/Ultima_(series)
http://en.wikipedia.org/wiki/Ultima_I:_The_First_Age_of_Darkness
http://en.wikipedia.org/wiki/Ultima_II:_The_Revenge_of_the_Enchantress
http://en.wikipedia.org/wiki/Ultima_III:_Exodus

GoG.com
http://www.gog.com/game/ultima_1_2_3

Timeline | 1980-1983: Zork Trilogy

Zork I was probably one of the greatest Text-Adventure games ever released.
'Zork' was originally slang among members of the MIT community for an unfinished program (especially a game) and it was under this name that several programmers at MIT developed a game they would eventually name 'Dungeon'. They finished their program somewhere around 1977 but received a copyright violation notice from the publishers of 'Dungeons & Dragons' and so they renamed the game back to Zork and released it for PDP-10 mainframe computers (common in universities at the time).

Zork was an immediate cult classic among the university scene and so those same programmers decided to get together and form a company to publish and distribute Zork to the masses. As common computers of the time couldn't handle the entire game as it existed on the PDP-10, Infocom (the company they formed) split the game into three parts: Zork I, Zork II and Zork III. Each game was slightly altered and more content added so they could function as stand alone games and they began releasing the games, starting with Zork I on common computers of the day (Apple II, Commodore 64, IBM compatibles, etc.)

Zork I was released in 1980, the premise of the game was simple: you were an 'adventurer' presented with situations and questions and you entered commands into the game like 'open door' 'go to the right' and so on to navigate the story and find all the treasures to earn the title 'Master Adventurer' doing so give you a map to a 'stone barrow' which is where Zork I ends...

Zork II was released in 1981 and was a well received follow up to Zork I
...and Zork II begins! Zork II was very similar to Zork I in terms of gameplay (they are all three text-adventure games based on the same engine) but the storyline is a little different. In this game you are still looking for treasues, however collecting them is not the entire goal - in fact it will not win the game for you if you collect all 10, nor is collecting all 10 necessary to finish the storyline and advance the plot to win but some of them are.

The final game of the original Zork trilogy was released in 1983.
Zork III takes a slightly different path than I and II, in this game instead of looking for treasure to advance the plot you are trying to prove yourself worthy of becoming the 'Dungeon Master'. An interesting twist in this game is a time sensitive event, an earthquake that usually occurs somewhere around turn 130 that the player must have advanced for enough into the game to have gotten the key by that point or the game becomes unwinnable (also there are things you can't do until the earthquake alters the landscape).

The Zork games where very challenging, very engaging and tons of fun when they were released. Even as early Action-Adventure games were coming out Zork really defined the Text-Based Adventure game. Later Action-Adventure and RPG games were heavily influenced by the Zork Trilogy.


You can download all three of the original Zork games for free here:
http://www.infocom-if.org/downloads/downloads.html

GoG.com also has the Anthology and later Zork games available here (its about $10 for the entire series)
http://www.gog.com/game/the_zork_anthology