Francis said:
Roshambo said:
Yeah, and Ultima 8 would have drawn the console Action crowd into the Ultima franchise.
That foolish marketing wet dream didn't quite work either then, Corky.
Uh.. that'd be Ultima 9, not 8.
No...I was talking about Ultima 8. Trust me, when I discuss Ultima, I know what I'm talking about.
Ultima 8 was where EA decided that Origin wasn't making games that could easily suit the console crowd, and decided to inflict action-styles and jumping puzzles upon the gameplay in order to "cash in on that audience".
Just like Corky there was stupidly trying to add in FPS elements into a CRPG. That idiocy didn't work then for a title as strong as Ultima, it sure as shit isn't going to work for Fallout. FPS and platform-action CAN work in a CRPG, if it's already part of the design. Like Landstalker and Alundra for the platform/RPG hybrids (RPG quality dubious, of course), and Bloodlines for a FPS/RPG hybrid.
The problem with Fallout is that it isn't a hybrid to start, it's pure P&P RPG. Making it into a hybrid would be suicide. FOT was highly-anticipated...until it turned out that the spin-off wasn't that good at what it promised to hybrid, RPG/Tactical. F
OS was akin to the same idiocy that EA circa 1992, when the nearly-automated combat in Ultima VII seemed to half-appeal to more of the action crowd (and was short enough for the lacking attention-span of the EA execs), and therefore the entire game series was killed off in the pursuit of cashing in on crowd that aren't interested in RPGs, or even RPGs crippled by action elements.
EA even took this further, by first (decent, for console, it had a lot of missing things) porting Ultima 6 to the SNES in 1992, which they mistakenly interpereted praise for as meaning the Ultima flavor would work when the gameplay was changed to console fare. Then they pulled the same move Interplay made and decided to have action-based and superficial name-rapes made; a craptacular Ultima: The Black Gate (wasn't anywhere near the same game) and a port of Savage Empire (Ultima: Kyouryuu Teikoku) that had no English release (copies still exist but are rare) but Pony Canyon managed to release it in Japan.
Needless to say, these sucked more ass than any Runes game. It has to be noted that all Ultima products suffered at this point in 1994-95, as well did other Origin titles, for the production of UO.
Ultima 8 was a big break with all the Ultima traditions, throwing you into this wasted world where none of your friends could help you and where even magic worked in a different way. Very morbid. My favorite Ultima in fact.
Along with these "breaks in traditions", and what earned it the unflattering nickname "Super Avatar Brothers" with the largest Ultima fan group (UDIC), was the platform-jumping that replaced much of the good dungeon-crawling. The rest of the game wasn't that well-planned, either, and it felt to the rest of the Ultimas like one of the crappy TES Adventure games compared to the real TES deal.
The ONLY thing the engine could have been applauded for, compared to the rest of the series, would be a slightly more advanced physics, which were put in there during the development of the Crusader games.
It was this kind of focus, instead of the beloved world dozens of great characters from Sherry the Mouse to Naxatilor the Seer, that utterly killed the game off.
But I'm guessing you're referring to Ultima 9 and its almost-but-not-quite first person perspective.
Nope, but thanks for noting Ultima 9, which was far worse off in throwing everything Ultima out of the window in lieu of action-based gameplay. It was no wonder then, myself coining, that it was nicknamed "Virtue Raider".
BTW, to that other guy, how can guns work better in FPS? You must not have used targetted shots a lot? I wonder how that could possibly done well in FPS and real-time combat? I don't see a good way myself.
Because their brain no werk dat güd, requiring a point-and-click interface with every one of their day-to-day activities. Stop trying to get goldfish to think in abstracts.