Richard Garriott leaves NCSoft

November 12, 2008

You totally didn’t read it here first, but there it is: series creator has parted ways with (also his creation) publisher in order to pursue new interests.

Apparently, his recent trip into space (a “lifelong dream” of his) has prompted him to look for a change:

“Well, that unforgettable experience has sparked some new interests that I would like to devote my time and resources to. As such, I am leaving NCsoft to pursue those interests.”

Well, here at , we wish Lord — now General — British all the best in whatever new venture he strikes out toward, whether those interests exist within, or outside of, the gaming industry.

Interesting factoid I did not know previously: is apparently the son of an astronaut.

(thanks to Reader mageguru for the link to this article)

ultima.gif

I missed this update, which is already almost two weeks old, to the Redemption website. Direhaggis posted an advertisment, announcing the project’s need for writers:

Do you like Ultima dungeons? Does the thought of creating NPC’s and plots based around or involving an anti-virtue sound interesting? Do you want to check out all of the behind-the-scenes action?

We’re looking for a new writer or two to help sparsely (or maybe not so sparsely) populate several remaining dungeons in U9R. You have 100% free artistic license over your area and will obviously get credit for your work.

So if you find that you are interested in climbing aboard one of the most exciting projects currently under development in the community, Direhaggis has provided his email address and the submission guidelines at the Redemption website. Go and check thou it out!

 

The Realms of Ultima project — the -based version of , a project which aims to create a pre-fabricated world for others to use as a basis for their own projects — has been updated twice since last I checked in with it.

For starters, project lead MokahTGS has posted an article in which he discusses a few of his inspirations, as well as some of the new features of an upcoming NWN2 expansion pack that he is looking forward to making use of.

But additionally, he and fellow developer Jaesun have been working on a contribution to Bouncy Rock Entertainment’s “Community Halloween Project.” Their contribution will evidently be the Grumpy Strumpet tavern, which will in due time become the tavern in .

New EUO Mapset

September 17, 2008

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— the free, online multiplayer RPG that draws heavy inspiration from earlier games — has seen a large update just recently:

Some big changes: Added a huge mapset expansion based around a new mini-continent called Maeondir, mostly aimed at the lvl 40+ set. Also converted the client to 800×600 and added custom skins support.

Screenshots of the new continent can be viewed here.

Since the update in part pertains to a modification to the game client, I have uploaded the latest version of the game’s installer to Aiera, and it can be downloaded at the project entry there. Note that this updated seems only to pertain to the game’s client, and not its client.

 

Redemption News Update!

September 10, 2008

It’s been half a year since last we heard from the , but in his most recent news posting, Corv assures us that things are alive and well with his team’s remake of .

Just want to asure you that we are still working on this baby. Right now work is mostly about quest writing, scripting the whole thing … you can imagine. Everyone who visits the forum regularly knows that anyway.

Of course we also still have to build parts of the world itself, but I hope you understand that we don’t want to spoil it all for you by showing everythig on screenshots. It’s difficult not to brag with our Moonglow for example, but you should have some surprises while actually playing the game.

I am also happy to tell you that we have a new “master” up and running (= new game version).

The longer we need for this project the more I actually think about a demo… to show you what you can expect. But for now it’s just a thought.

As usual, we continue to wait with anticipation for the release of this promising remake/re-invention of the finalé to the series.

As some good Readers may be aware, I run several websites, not the least of which is Ultima: Aiera, my project archive site. It’s basically an aggregator for news related to the various projects out there on the great big that have something to do with Ultima. And whether that’s a patch for an existing Ultima title or a remake of an Ultima game using a new (and fancier) game engine, Aiera exists to keep track of everything I can find “out there”.

I’ve been working on updating Aiera all day, so there won’t be anything else done today in the way of blogging. But that’s okay — an article I read in Wired magazine this morning suggested that mixing up one’s content every now and again was a sure-fire technique to spruce up the blog. So I expect thousands of readers now.

Yeah, right!

However, one thing I do want it to get my various blogs a bit better-integrated with each other, and because is kind of the master domain for each of these that means that anything that gets posted to those “other” sites from now on will be mirrored back to here.

So…news from Aiera today.

I was contacted a while back (an inexcusably long while back, as it happens — my apologies!) by a fellow named Zen, who passed along a bit of an addon module for based on the first level of the Abyss in .

As Zen doesn’t have a website to host the project at for himself, he has made it available to the world via , and I have (finally!!) created a project entry for it. Check thou it out, O Reader, if you’ve still got those Dungeon Keeper discs tucked away in a drawer or closet!

Also, I have added a download for the ’s Milestone 5 release to that project’s entry, so if you haven’t grabbed it from somewhere else already, you can now get it there as well.

Other news, courtesy of Dino’s Ultima Page:

Ultima V: Lazarus

Cheerful Dragon has released version 1.29 of his various mods and bugfixes for this remake of . These can be downloaded either at the previous forum link, or via the project entry at Aiera.

Seven Towers Exult Mods

Marzo has released updates to his mods for , for both (Keyring) and (Fixes). The latest revisions of both can be downloaded through their respective project entries at Aiera:

Ultima: Iris

Apparently, the project’s developers took home first prize at the Dusmania 10 hobby game development meeting in , . Congrats!

Ultima 5 for TI Calculators

Ranman has released version 1.01 of his port of Ultima 5 to the calculator. The up-to-date download can be found via the project entry.

Exult

This remake has been updated recently — or, rather, the unstable 1.4 version has been updated, as has and its accompanying tools. The Exult team’s plugins for GiMP have also been updated this month, and the whole mess of things can be downloaded via the project entry.

EUO

This Ultima-inspired game has seen the release of version 0.16 of its rudimentary 3D client, which can be downloaded via the project entry at Aiera.

Ultima Restoration

This comprehensive multi-project has released screenshots of the Kilrathi space station from their remake of . With this completed, they now have all the cities, dungeons, and space stations fully mapped in the game — which, if I do say so myself, is damn good progress!

They’ve also added links to a good couple-dozen modules that I’m going to have to sort through in short order, so…well, it’s nice to know in advance what I’ll be up to for at least part of next week.

Also, the Wing Commander CIC team are attempting to back up what remains of the Origin Systems data library. They are looking for people with experience with this sort of thing, so if you’re one of those people who lives and breathes in backup tapes, you might want to check their project out.

The Demise of UXO

July 29, 2005

I wish I could say that the demise of comes as a surprise to me, but it really doesn’t. The reasons I think this are, or should be, pretty obvious:
– they hadn’t updated their site in a goodly long while
– support from the community had been…er…sparse
– the team building it lost many of its critical members after was shut down

In fact, in a thread on the development forum for Dino’s new Ultima Page (which is in testing stages right now) just yesterday, I was postulating on whether or not might just die, and whether or not it would

…be tragic/funny is this thing died at the “almost” stage that it’s at…

A tragic speculation. Personally, I was looking forward to UXO, not because I’m an hack or because I’m a rabid fan of every that comes along, but because back when and were working on it, it was being touted as an honest attempt by a devoted core of developers to…well, if not correct, then at least address many of the inconsistencies and errors in . It was, in many ways, an acknowledgement of a mistake and an attempt at reconciliation. Or so it seemed.

All that aside, though, this sudden demise has got me thinking: how does this affect the Ultima community, especially the modders attempting to remake older Ultima games, or tell new Ultima stories? The quick answer that many would give is: it doesn’t affect them at all. But I disagree. Consider:
– Adventures of Blackthorn died because they were shooting for something extremely ambitious, and they changed engines in mid-stream
– Eriadain is supposedly alive, according to people who’ve apparently spoken to Moa Dragon, but the last news posting there is almost a year old
– U7R, Mike Morrato’s promising remake/expansion, seems frozen in its tracks, its website down for several months now

Making a game is hard. Making an Ultima is harder. The community of fans is very exacting in what it demands and expects, and rightly so. With the shining example, especially, of Ultima 7, the bar has been set very high for those of us who would tell an Ultima tale using a modern game engine. The bar has been set so high, in fact, that Ultimas following Ultima 7 (and Serpent Isle) have failed to hit that lofty height of greatness. And we who are developing our own Ultima stories, whether remakes or fan-fictions, are held to the same standard. So was UXO.

What does UXO’s death mean for the development community? It should serve as an example, and also a rallying cry.

It is an example, because it serves to remind us that community support is an integral part of making an Ultima. Hats off to Dino, to Voyager, and to the folks at UltimaDot for keeping tabs on all of us…that community support is crucial.

It is an example because it serves to remind us that these projects, even though we do them in our spare time and as we can afford, are as real a commitment in our lives as developers as anything else we value. We cannot allow them to falter, because they will perish if we do.

And it is an example of why we must aspire to constantly keep in touch with “the world at large”. I’m being slightly hypocritical in saying this, I realize, for my own Lost Sosaria is currently lacking a formal website, and has been for a good few weeks now. But I am striving to remedy this, for I can see something that holds very true…no news is NOT good news. That is why we look at Eriadain and say “it is dead”. That is why we look at U7R and say “it is dead”.

Finally, it is a rallying cry, because I think we, as developers, should hold up the demise of UXO before us and acknowledge it for what it is. It is a failed attempt by a full-fledged studio to spin what is, at whatever level, an Ultima tale. We, private individuals and friends, who are attempting to do the same thing, should certainly take a note of caution from this failure. But we should also feel a swell of pride, a great motivation. Look only to Lazarus if you need proof…they are slogging ever onward, and succeeding where even a professional development studio, it seems, has now failed.

To all the team of UXO, if you ever read this, I’m sorry to hear that the project is gone. I hope that the alluded-to Ultima Online project is worthy of your considerable skill.

To all the modders and remakers, best of luck. My prayers go with you.