Vol.
2, Issue 5
December 8, 1999
Beaker's
Bent:
Yet More on the Future of RPGs
by
Rich "Beaker"
Wyckoff
his
Thanksgiving, I made the mistake of being excited for Ultima
IX. Regular readers of this site probably remember that I
consider the Ultima series my favorite RPGs ever, and that
I got into the industry because of Ultima Underworld. However
Ultima VIII had done so much to ruin the series forever
for me, and I had heard so many bad things about U9's development
and design history, that I didn't really think Origin had any
chance of reclaiming the golden years of Ultima. In fact,
I was prepared for the worst: an Ultima even worse than
Ultima VIII.
Nonetheless,
I knew I was going to buy U9. And then the demo came out,
and even though it had a truly Trespasser-equivalent framerate
coupled with even worse graphics and physics, I was amazed to
see that it seemed to have a design that was going to work for
a 3D realtime RPG. This design wasn't particularly original: in
fact it basically looked like Origin had set out to clone the
core gameplay of Zelda 64. Zelda 64's puzzles consist
of things like shooting specific targets with specific types of
arrows, using your hammer to bash or move blocks, or sometimes
even tasks as simple in concept as defeating all the enemies in
the room. Zelda 64's basic combat system also turned out
to be an incredibly good metaphor for 3D 3rd person games, too
- players could press the trigger button to lock on to an enemy,
and while in lock on mode, the player's controls were remapped
to circle the targeted enemy. Fairly complicated dodging and attacks
were finally possible in 3D without a complicated interface.
Clearly,
U9's designers were trying to make their game feel like
a deeper version of Zelda with the puzzles in the demo
which consisted of shooting targets with arrows or igniting torches
to open doors. I enjoyed Zelda so much it seemed from the
demo like U9 would be guaranteed to be fun - of course,
I also thought that the speed, bugginess and general lack of polish
of the demo would be corrected before ship. I swear, this is the
last time I'll believe that any developers are capable of correcting
the most obvious flaws in their products. But anyway, the point
of this column is not to list all the many things about Ultima
IX, which make it the second worst Ultima after U8.
Instead, I'm interested in what the game might signify for the
future of RPGs in general.
The most
important thing about U9 is that the engine, while certainly
greatly flawed, is an attempt at making a true 3D environment
for an RPG. As I've gone on about at great lengths in a previous
column, today's "revolutionary" RPG, Baldur's Gate,
has a laughably non-interactive engine. Players direct their little
characters across areas that are essentially giant paintings,
with annoying loads between them. The world is sprinkled with
what look like piles of items and barrels and crates to dig through,
but interaction with these interesting-looking things is limited:
ugly highlights appear on almost randomly selected parts of the
background, bluntly revealing that the game content is layered
on top of a static image.
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