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  • Ultima Forever spotted on the Canadian App Store

    by 
    Mike Schramm
    Mike Schramm
    05.23.2013

    If you've been waiting for Ultima Forever, the new iOS version of Ultima from EA, then it's here for you (kind of). The app has been spotted over on the Canadian App Store, and if you have an account over there, you can go and download it right now. The Canadian App Store is often used as a beta testing ground for iOS apps, especially by EA, so the company is likely testing out the game and its services before releasing it worldwide soon (probably in the next few weeks). So it's not completely done yet, but if you want to go get it, you can. To switch your iTunes install over to Canada, you just need to go down and click on little flag located on the bottom right of each App Store page in iTunes. You can switch your client to any of the world's regions there, and I believe that you can download apps for free from any of those regions (including Ultima Forever). You can also switch your App Store region on the iPhone or iPad by going to settings, and then tweaking your Apple ID to match the region you want to browse. That's more of a hassle, however -- if you can be patient for another week or two, it might be better to wait for the official, worldwide release, undoubtedly coming soon. [via Ultima Codex]

  • Mythic community manager bids a sorrowful farewell

    by 
    Beau Hindman
    Beau Hindman
    04.26.2013

    It looks as if yesterday's EA layoffs are hitting MMO gamers closer to home than originally thought. In a post today on BioWare's Warhammer Online forums, Mythic's Timothy Chappell announced that he has been let go. Chappell was the community manager for Warhammer Online, Ultima Online, and Dark Age of Camelot. I am very sorry to say that I was informed that my position was no longer needed. Though I had many titles I was handling for Mythic, I grew to love and appreciate all the communities and only wish I could have had more time or resources to get more involved with them. Though I had only been in the position for a little over a year, I will miss a great many of you and hope that you keep in touch. The news is of particular concern for Warhammer, which also lost its lead developer earlier this week. Ultima Online, by contrast, assured players of its continuing operation in a producer's letter last week. [Thanks to Fozee for the tip!]

  • Ultima Online producer's letter talks vendor search, vet rewards, and more

    by 
    Jef Reahard
    Jef Reahard
    04.16.2013

    Ultima Online producer Bonnie Armstrong has penned a new producer's letter designed to do two things. One is to disseminate some of the ideas in the pipeline for 2013, and the other is to quell any community uncertainty stemming from the recent EA layoff announcement. Some of the coming updates include a second house on Siege, more accessible veteran rewards, and vendor search functionality that should eliminate the need to use third-party script sites to find who's selling what. Read all about that stuff and more at the official UO website.

  • Shroud of the Avatar reels in over $1.9 million on Kickstarter

    by 
    Mike Suszek
    Mike Suszek
    04.07.2013

    Richard Garriott's fantasy RPG project Shroud of the Avatar: Forsaken Virtues saw its Kickstarter campaign end this morning after having received $1,919,275 in funding support. The Ultima-like game reached a number of stretch goals after its initial $1 million goal was realized, granting the final product a pet system and additional Lost Vale and Mysterious Island content.Shroud of the Avatar: Forsaken Virtues is expected to launch for Windows, Mac and Linux in October 2014, and is the first in a five-game series, with each subsequent episode expected to release annually.

  • Ultima Forever looks impressive, but may have some freemium problems

    by 
    Mike Schramm
    Mike Schramm
    04.03.2013

    Ultima Forever is one of the weirdest brand experiments I've seen pop up on iOS so far. Ultima is, of course, one of the oldest and best-loved RPG series in video games, with over a dozen different variations and versions. And EA has decided to bring the Ultima series to iOS with Ultima Forever, which is sort of a remake or reimagining of Ultima IV, one of the most popular versions of Ultima. "Remake or reimagining" is still sort of a simplification of exactly what this game is, and even after having seen and played it at GDC last week, it's still kind of tough to put down exactly how this game is related to Ultima IV and the rest of the series. There are some quests and storylines from the old game, and the graphics are related. But some of the quests are set years in the future, as if it's a sequel to the old title. And some of the gameplay ideas are taken directly from the old game (it's a fantasy action RPG that has to do with you as a character questing up to try and become the Avatar while honing your various values like Honesty and Honor), but others are very new: There are some freemium elements to this title, and it's an MMO, so you'll see other players questing around you as you play, and you'll be able to team up with friends while taking down dungeons. In other words, Ultima Forever is a weird one. It is fun -- the game offers up a lot of really interesting content, and while the combat is tight and fun, there's also some interesting questlines to follow, and stories to discover around the world that should appeal to both old and new Ultima players. There's a nice amount of complexity in the leveling as well, with new gear to discover and equip and plenty of reputations and attributes to grind out and grow more powerful in. At the same time, however, EA has integrated some freemium elements into the game, which can get annoying very quickly. As you play through the dungeon, you earn keys, which can then be used at various points to open chests and give you a random chance at some loot. The lowest quality keys can be easy to find, and they will award you some (relatively cheap) loot. But higher quality keys are rarer, and some will need to be purchased with real money, and then used to unlock ability slots or better gear. Even in the few minutes I had to play through the game at GDC, dealing with the keys was an annoying pain, and it's frustrating that EA here isn't willing to just let players play with the game directly, instead inserting this currency mechanic at every turn. It's still too early to pass judgment on the finished title, but the keys seem like a bad mark on an otherwise very impressive game. Older Ultima players, especially, might be really disappointed to see their old memories tarnished with constant, cheap attempts to sell in-app currency. Perhaps that's too harsh, though -- the game's not done yet, and it's going to go through a thorough beta period before it finally arrives worldwide later on this summer. Hopefully, EA will tune it right, so that those who fondly remember Ultima can enjoy this celebration of it without being constantly pestered with freemium nonsense.

  • Shroud of the Avatar taps Dragonlance author as lead story designer

    by 
    David Hinkle
    David Hinkle
    03.15.2013

    Fantasy author Tracy Hickman will be the lead story designer on Richard Garriott's latest venture, Shroud of the Avatar: Forsaken Virtues. Hickman is a New York Times best-selling author, perhaps best known for his Dragonlance and Death Gate series of novels.In the above video, Hickman argues that the graphics, sound and physics engines of computer games have "made quantum leaps forward," it's the gameplay that's lacking any real progression. "In fact, gameplay hasn't changed that much for 30 years," Hickman added. Shroud of the Avatar is currently sitting in the low $900,000 area. With over three weeks left to go before the Kickstarter campaign comes to a close, the goal of $1 million seems well within reach.

  • Richard Garriott Kickstarts 'Shroud of the Avatar'

    by 
    JC Fletcher
    JC Fletcher
    03.08.2013

    Richard "Lord British Ice Cold 3000 de Cayeux" Garriott is working on a new fantasy role-playing game, "hearkening back" to his most famous creation, the Ultima series. Naturally, Shroud of the Avatar is being funded through Kickstarter, because that's what Kickstarter is for now: throwing tons of money at reboots of old PC games.The details are unclear, but Shroud of the Avatar is intended to return the focus of RPGs to "role playing" over grinding. "Players may choose to follow the life of the adventurer or, if they prefer, focus on exploration and discovery," reads the Kickstarter description. "Players may even choose the life of a homesteader; either nestled within the safety of the settled lands, or on the dangerous but potentially lucrative frontier. The world is full of opportunities and challenges!" It features both online multiplayer and solo offline play, with a persistent online world for those who want to play online.Or, at least, it will, pending the $1,000,000 Kickstarter drive. If, for some reason, you want to give Garriott's company Portalarium $10 out of the goodness of your heart, or "if you ever pirated an Ultima game or used an exploit to grief other players in Ultima Online," you can opt for the "Guilt Pledge" tier, which promises delivery of your cleared conscience in October 2014.Other reward tiers give you real things, starting with the game and alpha access at just $25, all the way up to a trip to Garriott's house Britannia Manor and a copy of his first game, Akalabeth.

  • One Shots: Back in the day...

    by 
    Justin Olivetti
    Justin Olivetti
    03.03.2013

    A few weeks ago I asked everyone to send me in screenshots of pre-2004 MMOs... and only Brad delivered. Seriously, people, you've been shown up by Brad. Brad gets the gold star. Brad gets the golden ticket and can come on a once-in-a-lifetime visit to see the fabled Massively word factory. Brad is my hero. Brad (if you didn't catch his name) sent us in this shot of Ultima Online: "So much fun with vendors! This is a shot of Angelica's on the Chesapeake Server -- a popular shopping spot in Felucca to grab gear on the go. It was one of the few player-owned vendor spots in a protected zone near Lord British's Castle. This would have been taken around 2002. Notice the detail of the fish tank made from stacked cloth and the flowers made with an onion and two cooked eggs!" Yes. Notice Brad's eggs, people. In them you can see the reflection of your failure. Aw, just kidding!

  • Richard Garriott is up to... something

    by 
    Jef Reahard
    Jef Reahard
    03.01.2013

    Oh, Lord British, you coy and rascally devil! It seems as if Richard Garriott has unveiled a new website called LordBritishPresents.com that comes complete with its very own countdown timer. What waits on the other side? Is it another casino browser game, or could it be something of actual interest to the legions of Ultima Online fans the famed developer still trails in his spacefaring wake? We'll know in just under a week, and in the meantime we'd recommend following Garriott's Twitter feed for further teases.

  • Ultima Forever's trailer welcomes players back to Britannia

    by 
    Justin Olivetti
    Justin Olivetti
    02.25.2013

    Mythic's Ultima Forever: Quest for the Avatar is coming this spring to iOS devices, so we suppose it's the appropriate time to get worked up about this latest evolution of the Ultima series. The studio's released a quick trailer that showcases some of the game's locales and combat as well as promising (but not showing) that "decisions have consequences." The cooperative online RPG will be released for free with optional microtransactions. While it's not quite an MMO, Ultima Forever clearly has aspirations of making headway in the mobile market. Give the trailer a look and let us know if you think you'll be hopping on board the latest Mythic fantasy train!

  • See Ultima X: Odyssey in glorious action

    by 
    Justin Olivetti
    Justin Olivetti
    02.25.2013

    One of 2004's most anticipated MMOs, Ultima X: Odyssey, was struck down by parent studio EA near to its completion date. The strong interest in this title coupled with the advanced state of its development has always been one of the most maddening "what if?" scenarios in the industry. While it is slightly outside of our power to restore the Ultima X project and push it out the door, the folks over at Ultima Codex unearthed a 34-minute gameplay video to at least show us how this title looked in action. Clear out a half-hour and check out what could have been with the following footage! [Thanks to John for the tip!]

  • Ultima Forever wants you to learn about yourself

    by 
    Justin Olivetti
    Justin Olivetti
    02.08.2013

    Mythic Lead Designer Kate Flack has an interesting interview up on Gamasutra about her experiences with developing MUDs and how she's rejecting the industry standard when it comes to crafting Ultima Forever (legal disclaimer: This online multiplayer title is not an MMO, but hey, it's online Ultima so shh.). Flack says that because most MMOs are based on a DikuMUD standard, they all more or less play the same. She says that there's a freedom to starting from a different standard and developing from there: "It's a way of playing that doesn't necessarily have the same assumptions underlying them. It gives you a breadth of background and heritage that you can pull from. Just because it's always been done that way doesn't mean I have to do it the same way." Part of this design shift is in asking "sophisticated questions about ethics" to players, which is a vital part of the Ultima franchise. Flack says that Ultima Forever will be more nuanced and involve tough choices that will make a personal impact on gamers: "I want to make you stop, think, and go, 'Huh!' and then learn about yourself, because games can do that."

  • Some Assembly Required: Kick(start)ing the sandbox genre

    by 
    MJ Guthrie
    MJ Guthrie
    02.01.2013

    Sandbox aficionados are known to reminisce about the "good old days." You know, that time long lost in the past when the greats of open-world play like Ultima Online and Star Wars Galaxies (pre-NGE of course) enjoyed their heyday. Many a lamentation has also been heard about how things have never been the same, or how nothing has filled that void. Of course, the sandbox never died. In 2012 we started the year off with a guide to games sporting sandbox features to scratch a variety of virtual world itches and we ended with a look at some promising upcoming titles for 2013. With plenty of choices abounding, why are sandbox fans still decrying the lack of a home? It could be because they want one home for everyone to settle in together, basically one game to rule them all. But how realistic is that? Even with the plethora of offerings now, many folks want to play their ideal sandbox, and everyone has their own idea of what the perfect one would be (and conversely, what would kill it). Perhaps the answer, then, is to forget about a single universal home that accommodates the masses and actually create a number of niche games where people find exactly what they are looking for. Wait, that's already happening? Enter Kickstarter.

  • Crowdfunding collective TinyLightbulbs shows off its iOS products

    by 
    Megan Lavey-Heaton
    Megan Lavey-Heaton
    01.31.2013

    Last year, e-commerce site TinyLightbulbs formed in Denver, focusing on products that are funded via crowdfunding sites such as Kickstarter and Indiegogo. TinyLightbulbs brought five of the products available on its site Macworld/iWorld 2013, including: SlingShot: This smartphone stand received more than US$70,000 in funding on Kickstarter and acts as a combination tripod and cradle for your iPhone. An attached handle helps create smooth panning shots. Erica Sadun took a look at it in October. Ultima: A smartphone stand for the car that is made with an aluminum body with a suction cup that is use to secure it to your car's interior. It raised more than $64,000 on Kickstarter. CableKeeps: This was my favorite of the products offered at this booth. These fish-shaped rubber cable holders were funded in 2011. Insert an Apple iPhone or iPad charger in one end, then thread the 30-pin or Lightning cable through the tail and wrap it around the fins to keep the cable in one place. When it's in use, you can use the fins as a stand for your iOS device. The CableKeeps are offered in three styles: two for iPad adaptors and one for the smaller USB adaptor used with iPhones, iPods and the iPad mini. SoundJaw: Steve Sande reviewed the SoundJaw in 2011. Originally developed for the iPad 2, this clip attaches to an iPad near the speaker and boosts the sound by directing the sound waves forward. It raised $17,000 on Kickstarter and is compatible with the iPad models that came out in 2012. Soft Touch Flex: This iPad mounting system is available with a clamp or a mic thread to fit it to a microphone stand. It comes in white and black.

  • The Perfect Ten: Memorable marketing campaigns

    by 
    Justin Olivetti
    Justin Olivetti
    01.24.2013

    I took only a single marketing class in college, so by no means am I an instant expert in anything but being on the receiving end of marketers' nefarious experiments to manipulate me so that I buy their stuff. I did take away the lesson that all marketers are professional liars who have no shame or dignity. Pretty much the same as a blogger, so I guess I have a backup career. Believe it or not, MMOs get off easy when it comes to notorious marketing campaigns. Anything on the following list, good or bad, is a pale shadow of what we've seen in the larger video game industry. Still, there have been plenty of attempts to promote MMOs in ways that make us either applaud or laugh at the studio (and sometimes both at once, which takes coordination). After doing some staff polling and internal polling, here are 10 memorable marketing campaigns from the era of MMORPGs. Maybe they're all winners in that they got noticed by at least one person, even if they're the most foolish notions in history. Here we go!

  • Ultima Online gives much love to housing

    by 
    Justin Olivetti
    Justin Olivetti
    01.19.2013

    Ultima Online is well-known for being a player housing paradise, and it looks like the ability to make a comfy nest for oneself will get even better with the next game update. Producer Bonnie Armstrong posted a preview of what players should expect in the near future. The big news is that the UO team is considering allowing players to have houses on both Siege Perilous and standard shards, opening up the possibilities for multiple home ownership. Houses will also get a new theme pack that includes interactive gadgets. The art team continues to work on hi-res versions of house items, although this is "slow going" as it's a huge project. The UO team is also working on revamps to weapons and armor, the ability for players to run for ambassadorships of towns, new instruments, and a new global arc.

  • Massively Interview: Dr. Lawrence Sanders on MMO loyalty

    by 
    Mike Foster
    Mike Foster
    01.09.2013

    Beyond amazing character design, compelling narratives, and the presence of dragons, there is one thing that all MMOs depend upon for success: player loyalty. Without returning subscribers, a loving community, or folks dropping a few dimes in the cash shop now and again, MMOs simply wouldn't be a feasible way for a games studio to do business. Smart development teams have player retention departments tasked specifically with tracking and analyzing the rise and fall of player allegiances and finding ways to leverage loyalty is becoming an increasingly important aspect of the creation process. Even the non-gaming world is getting in on the fray. Back in November, researchers at the University at Buffalo School of Management published a study tracing the roots of player loyalties in a variety of MMO environments. The study outlined the mentalities of MMO gamers and the things that successfully encouraged them to keep coming back for more looting, more grinding, and more /hugging. Most importantly, the study declared that an MMO that increases loyalty by just 5% can increase profits by 25-95%. We sat down with Dr. Lawrence Sanders, co-author of the study, to dive a little deeper into the researchers' methods, results, and plans for future MMO investigation.

  • Richard Garriott throws end-of-the-world party, world survives in style

    by 
    Justin Olivetti
    Justin Olivetti
    01.03.2013

    If you've got the means and know-how to throw the world's best apocalyptic party, would there be anything from stopping you doing it? Nothing got in the way of Portalarium's Richard Garriott when he wanted to create one of the most cool- and insane-sounding end-of-the-world bashes on December 21st in Austin, Texas. "We thought this date shouldn't pass without an interactive soiree," Garriott explained. The creator of Ultima Online is famous for throwing strange elaborate parties, including a Titanic get-together where he sunk the boat with the party-goers on it. Garriott created a 30-foot Mayan pyramid as the centerpiece of the event. Around the pyramid were four apocalypse-themed tents, including an alien tent with a Sputnik replica and a hedonism display with naked zebra ladies prancing about. The $1,000-plus door charge for the party went toward the X Prize Foundation.

  • The Game Archaeologist's top MMO stories of 2012

    by 
    Justin Olivetti
    Justin Olivetti
    12.29.2012

    As another gaming year spins to a close, we here at the Institute for Digital Interactive Entertainment have been holding our archaeological department hostage with a trained buffy-tufted marmoset until it delivered a final report. After hours of begging and infected monkey bites, the head of that department, Prof. Justin Olivetti, Ph.D., handed us a scrap of urine-soaked paper with the following article inscribed. While the Institute strongly suggests that you ignore this report and instead work on your button-mashing exercises, the board of directors stated that all such papers must be posted for the public to see. This report is presented in the Yetbari typeface and contains a sequential series of items that number between 11 and 13.

  • Ultima Online levies two-week rollback for high-pop server

    by 
    Justin Olivetti
    Justin Olivetti
    12.18.2012

    It's not a good time to be a player on Ultima Online's Atlantic server, to put it lightly. Mythic was forced to rollback the game (and players' progress) yesterday on Atlantic to a backup from two weeks ago. Atlantic is the highest-populated shard in the Western hemisphere. The official announcement cut straight to the point: "Due to issues beyond our control, I am sorry to have to inform all of Atlantic that we had to revert to a Dec 5th backup. We have tried to retrieve a more current backup but we have been unable to do so due to corruption issues." Mythic said that it will be compensating affected players with a month of free game time, although that's undoubtedly small consolation to those who have lost progress and acquisitions during this period. Apart from the short announcement, there has been no additional communication from the studio on the issue. [Thanks to Brad for the tip!]