any sort of information about it. i guess, shame on me too. i've done some research though, so now i'm a few points less ignorant than i was before.
i learned quite a bit about the ultima series off of wikipedia. i used to own ultima:exodus and ultima:avatar when i was younger, for the NES, and i played
them a little bit. i couldn't beat exodus, the collapsing castle always killed me, and avatar didn't keep my interest in the storyline. mrfun pointed me at an
href="">abandonware site and i found ultima 7, and downloaded it along with a newer win32 runtime, exult. i played it for probably 4
hours. i'll probably play it again as research, but its not really my kind of game.
looking into my past would reveal that i purchased Neverwinter Nights and Icewind Dale II. they're the only two "big" pc rpgs i've played. i've done the ____Quests and a few
c64 d&d games, so i'm not a complete pc-rpg noob. i do know that they were all massively boring to me. i've tried a fair share of console rpgs and some have hooked me,
and some have bored me. most of the rpgs i've played on consoles were from japan. i bring this point up because japanese rpgs are very focused peices of software. game
budgets don't rely on GTA freedom to make their sales, so you better have a good idea of what you want the experience to be, or it won't likely be done. its hard to sell
ultima7 let me do some things i've never been able to do in games. for one, you can't usually touch the environment, much less rearrange (or steal!) it. if there was a potion
behind a picture in final fantasy, and you checked, it's supposed to be there for you to find. the problem with the amount of items and freedom to do things with them is that
most interactions are purposeless. i can pick up a cup off of a table and put it on the floor, or another table, or a bed, or in my backpack. but what would be the point of that?
you can pick up and move chairs if you want. for all the added interactivity with the surroundings, the user really isn't getting alot back from all the extra effort you put in to
allow for it.
the other thing i thought was a noteworthy difference was that if you did bad things in front of people, they would eventually call the guards. if you took stuff of theirs, they
would holler; if you attacked them, they would holler. i killed a barmaid and equipped her to my left hand, walked out of the tavern and talked to some townsfolk. none of
them batted an eyelash. what i'm talking about here is that there are no real consequences to doing bad things. i know that there was the reputation thing in Fable, and i
own it but haven't played it alot. it was boring too. but its more than consequences. i was expecting people to treat me different when i just took the scroll sitting in front of
them and put it in my bag. i was even allowed to keep the things i stole! they didn't fight to keep it or pester you about it. it was gone and they just gave up on it. i stole
some things from a clinic, and guards came to teach me a lesson. i killed them in front of the person than hollered for them and when the battle was done, i talked to him
again and his script ran exactly the same as if i hadn't stolen or killed in front of him at all. i was most disappointed about that.
the thing i wanted to do with actionRPG most was to have a few party characters that would actually 'live' to a certain degree. they would interact with you sometimes,
change moods, have opinions about your actions, and basically act as something more than just a pet. i'm probably dreaming the same dream many people that write rpgs
do. i don't want to have a fully-featured 3d rendering engine and a plot that will beat any FF game (though that wouldn't be too hard nowadays). i'm not so sure if i want to
have a world full of useless cups, but i do want to have more interaction than i'm getting in the games i'm playing. i want the games to last past beating the end boss and
watching the final cg movie.