CPUs, Motherboards & RAM
Graphics Cards
Peripherals
Modding & Cooling
Systems
Networking
Security
Operating Systems
PC Games
Console Games
Atomic.edu
Tutorials
Lifestyle
Entertainment
Science
Wallpapers
Revolver Melbourne 2011
Revolver Sydney 2011
Atomic Unlocked 2010
Power to the PC Tour 2010
Industry Events
Login
|
Register
|
RSS
News
|
Reviews
|
Features
|
User Reviews
|
Galleries
|
Videos
|
Competitions
|
Newsletter
|
Subscribe
Thursday May 24, 2012 1:13 AM AEST
Atomic MPC
>
Features
>
Game
>
PC Games
>
Confessions of an RPG Developer
PC Games
Confessions of an RPG Developer
By
Alexander Gambotto-Burke
15:20 May 21, 2007
Tags:
Confessions
|
of
|
an
|
RPG
|
Developer
Tweet
Comment Now
«
Page 1
Page 2
Page 3
Page 4
Page 5
»
Related Articles
New DLC available now for Kingdoms of Amalur: Reckoning
Legend of Grimrock Review - ain't no school, like old school
Triple-threat trailer showdown: Black Ops II vs Warfighter vs Far Cry 3
New World of Warplanes developer diary - all about the planes!
An ultimatum
Ultima wasn’t doing too well, either. Origin’s deal with EA had initially proved fruitful – Ultima VII, its expansion, Ultima Underworld (1992), and its sequel (1993), all performed beautifully – but when the team went into production with Ultima VIII: Pagan (1994), it became clear to Garriott that the two company philosophies didn’t exactly mesh. EA’s love of one-year development cycles ‘Worked very well with their sports games,’ according to Lord British, but not with games as complex as the Ultima series. The result? Pagan was buggy, had many plot sequences and areas hacked off, leaving unfinished quests and story arcs throughout the game, and sported a much less refined and consistent storyline.
Although Ultima’s reputation had been tarnished somewhat by Pagan’s shortcomings, there were a group of fans in Rockville, Maryland, who remained faithful. Taking Garriott’s ‘moral test’ mechanics and general world flavour, and stirring lightly with Might and Magic’s non-linearity, Bethesda Softworks created The Elder Scrolls: Arena (1994), the first installment in one of the most successful modern RPG franchises still breathing. Adopting an attitude of ‘freedom before story’, Arena allowed players to explore an astonishingly large world – infinite in size, actually – and venture into literally countless dungeons and towns; the goal was to give the player everything he could possibly want in an RPG, and then let him create his own story in place of the game’s (as put by Arena’s creator, Julian LeFay) ‘vanilla’ storyline.
Todd Howard, executive producer for the last two Elder Scrolls games (Morrowind and Oblivion), considers the primary appeal of the series: ‘I think it’s the whole idea of creating your own persona, and then doing whatever you want in a big open world. It’s both parts together. We’ve always wanted to create the ultimate fantasy world simulator. We want to, for as many moments as we can, give you a sense of wonder – that you really are this other person in this other world.’
Over time, D&D-based CRPGs evolved into their own entity, separate from the Gary Gygax franchise.
The sense of wonder was increased in 1996 with the release of The Elder Scrolls: Daggerfall, which featured a more gripping storyline, gorgeous visuals, and a much less repetitive gameworld. Meanwhile, miffed by Pagan’s commercial and critical failure, Garriott decided to change Origin’s course and take the Bethesda message to a much more literal level. He wanted to put you in his world – not as the anonymous spectator who exerts limited control over a specific character in a game, but as you and your friends would follow suit. In doing so, the man who’d already revolutionised gaming gave life to what is now one of the game industry’s most lucrative genres: The MMORPG.
There is more than a little bit of satisfaction in Garriott’s voice when he remembers how Ultima Online (1997) struggled into being: ‘Well, by no means was Ultima Online the first online game; before it, the most popular online games were on the AOL BBS system.’
‘People would dial up to AOL, and they had some multiplayer games that could hold a thousand people. And so we were already talking about how Ultima would be a great game to do in multiplayer for quite a few years. We just had this innate belief that, “If you build it, they will come.” This was right as the Internet was becoming popular and right after we’d been sold to EA. And the way EA develops budgets for products is that if you have an idea, you first take it to the sales department, and they do a sales projection, and depending on that projection, they determine what kind of budget you might have for your game.’
‘Sadly, the biggest-selling online game in history prior to UO had only 15,000 subscribers. And when you do sales projections based on 15,000 sales, you basically have no budget. So EA, for a while, just said “No”. But we kept pestering them for about three years, and we continued to press why we thought it would be successful. We finally got a grant of about $250,000 to do a little experimental prototype. Taking the graphics engine from Ultima VI, I think, and the code and art from the previous Ultimas, we put a little prototype together.’
‘We went on the Web and said, “Hey, anyone who wants to playtest this game with us, please send five dollars for the privilege of being a beta tester, so we can afford to send you a disc.” 50,000 people signed up. And that was already, with no advertising, so radically in excess of the lifetime sales EA had expected that UO immediately went from being the bastard stepchild that no one believed in to the most important game in the EA world. After that, the purse strings opened up.’
UO went on to become a massive success, inspiring hordes of developers to try their own spins on the MMO formula – EverQuest (1999), Asheron’s Call (1999), EVE Online (2003), City of Heroes (2004), World of Warcraft (2004) – and also remains an active and popular game to this day. Garriott had conquered the online world; what about the offline one?
His much-maligned return to single-playerdom with Ultima IX: Ascension wouldn’t arrive until 1999, and although Bethesda had been busily trumpeting freeform RPG design throughout the pre-millennial decade, gamers’ hunger for strong, story-based RPGs in the Ultima vein was left woefully unsatisfied. Luckily, just as the future was looking exclusively online with UO’s release in ‘97, a true classic arrived to prove that assumption wrong: Fallout.
Somehow sensing that there was more to the ideas and mechanics in Wasteland than met the 1986 gamer’s eye, Interplay developed a new post-apocalyptic property, marinated it in some truly devilish humour, a compelling (and large!) world, tight dialogue and a wonderfully-realised turn-based combat system.
The result? One of the best games of the ‘90s, and an RPG that still has a frighteningly – yes, frighteningly – passionate following. But that wasn’t all the Californian company had to offer – a year later, after acquiring the rather stale D&D license, Interplay released BioWare’s Baldur’s Gate, a deep and elegantly scripted D&D RPG; essentially, it was a Gold Box with a contemporary finish.
«
Page 1
Page 2
Page 3
Page 4
Page 5
»
This article appeared in the
June, 2007
issue of Atomic.
Aliens: Colonial Marines in depth; Z-77 Motherboard round-up; strategy gaming special; Home Server tutorial. PLUS MUCH MORE - ON SALE NOW!
Email this
Print this
Tweet this
Send us your tips
Ads by Google
You must be a registered member of Atomic to post a comment.
Click here to login
|
Click here to register
Shogun 2: Total War – The Fall of the Samurai
Nvidia 'Big Kepler' GK-110 Announced for Supercomputers
Diablo III Review - it's good, but it will make you rage...
Is a bad launch the end of the world? And if not... why?
Blizzard to fans: "we want to sincerely apologize"
Powered by Disqus
Atomic Magazine
Issue:
137
|
June, 2012
Atomic
is a magazine aimed squarely at computer enthusiasts, gamers, and serious PC upgraders.
Every month we bring you the latest reviews of new technology and PC components, in depth features on everything from overclocking to console hacking, and gaming previews and interviews.
What's in this issue?
Subscribe Now
Latest Comments
Powered by Disqus
Latest User Reviews
90%
Battlefield 3 is the new benchmark online FPS
A very fun and realistic multiplayer ride.
By
Periander
|
10:59 Nov 20, 2011
90%
Antec Kuhler 920 - liquid cool
Antec Kuhler 920 silent but effientive out of the box no maintence water cooling kit
By
mattleyland
|
14:23 Oct 28, 2011
90%
Antec's Lanboy Air - our new favourite case
Antec Lan boy Air in red a very cool design
By
mattleyland
|
12:55 Oct 28, 2011
90%
Antec's Lanboy Air - our new favourite case
This product overall is awesome.
By
Provodnik14
|
10:43 Oct 16, 2011
90%
MSI's GT780 laptop as fast as it gets
Nice laptop
By
daryl.cheshire
|
00:53 Oct 4, 2011
more user reviews »
Please enable JavaScript to view the
comments powered by Disqus.