• Garriot Returns (again)

    From Spalls Hurgenson@21:1/5 to All on Wed Apr 13 12:09:39 2022
    Richard Garriot is making a new game! I don't think I can stress quite
    how much I adored the old "Ultima" games. I absolutely loved those
    programs and considered them some of the finest examples of CRPGs
    written. To this day, I still put "Ultima VII" on a pedestal.

    So why does this news fill me with dread?

    Probably because he - like Ken and Roberta Williams - seem to be
    banking on nostalgia rather than actual ability. The last truly great
    game Garriot could claim a majority stake in developing was Ultima V,
    and - as awesome an experience as that game was - it's close to 35
    years old. His later projects owed their success as much to others
    (including Warren Spector) as to Garriot himself, and games where
    Garriot had more exclusive control tended to be... not fun.

    It doesn't help that Garriot has espoused an interest in utilizing
    'the blockchain' in this as-yet-unnamed game. Yup, NFTs rear their
    ugly heads again. I'd love to say that if anyone could make NFTs a
    useful part of gaming, it would be Garriot, but a) I don't believe
    that, and b) his earlier flirtations with kickstarter ("Shroud of the
    Avatar") are ample evidence that he's not to be trusted in that
    regard. His interest in blockchain only assures me that he is either a
    huckster or a fool, and neither are promising attributes in a game
    developer.

    So it's with an extremely heavy heart that I read that Garriot is
    trying to make a comeback and all I can think is, "Oh god, I hope he
    fails miserably and finally learns that his day as a developer is
    over." Perhaps this lack of Compassion has cost me an eighth, but
    that's just the way it is.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Thu Apr 14 09:34:44 2022
    On 13/04/2022 17:09, Spalls Hurgenson wrote:

    Richard Garriot is making a new game! I don't think I can stress quite
    how much I adored the old "Ultima" games. I absolutely loved those
    programs and considered them some of the finest examples of CRPGs
    written. To this day, I still put "Ultima VII" on a pedestal.

    So why does this news fill me with dread?

    Probably because he - like Ken and Roberta Williams - seem to be
    banking on nostalgia rather than actual ability. The last truly great
    game Garriot could claim a majority stake in developing was Ultima V,
    and - as awesome an experience as that game was - it's close to 35
    years old. His later projects owed their success as much to others
    (including Warren Spector) as to Garriot himself, and games where
    Garriot had more exclusive control tended to be... not fun.

    It doesn't help that Garriot has espoused an interest in utilizing
    'the blockchain' in this as-yet-unnamed game. Yup, NFTs rear their
    ugly heads again. I'd love to say that if anyone could make NFTs a
    useful part of gaming, it would be Garriot, but a) I don't believe
    that, and b) his earlier flirtations with kickstarter ("Shroud of the Avatar") are ample evidence that he's not to be trusted in that
    regard. His interest in blockchain only assures me that he is either a huckster or a fool, and neither are promising attributes in a game
    developer.

    So it's with an extremely heavy heart that I read that Garriot is
    trying to make a comeback and all I can think is, "Oh god, I hope he
    fails miserably and finally learns that his day as a developer is
    over." Perhaps this lack of Compassion has cost me an eighth, but
    that's just the way it is.


    It's a bit of a shame really when the big hitters don't realise that the
    game industry moves fairly rapidly and is also fairly fickle when it
    comes to what's the next big thing. It does happen in other parts of the entertainment industry but games are far more prone to it. My assumption
    is that in part that's due to computer games being more lead by
    technology than say books or films. The flavour of the month genre may
    change (boy I can't wait until we move away from, oh look another
    Superhero film how original) but what you're doing is fundamentally the
    same.

    Another part, which I think applies to products in generally, is that a
    lot of it just comes down to having the right product at the right time
    also know as luck.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to JAB on Thu Apr 14 13:09:34 2022
    On Thu, 14 Apr 2022 09:34:44 +0100, JAB <noway@nochance.com> wrote:
    On 13/04/2022 17:09, Spalls Hurgenson wrote:

    Richard Garriot is making a new game! I don't think I can stress quite
    how much I adored the old "Ultima" games. I absolutely loved those
    programs and considered them some of the finest examples of CRPGs
    written. To this day, I still put "Ultima VII" on a pedestal.

    So why does this news fill me with dread?

    It's a bit of a shame really when the big hitters don't realise that the
    game industry moves fairly rapidly and is also fairly fickle when it
    comes to what's the next big thing. It does happen in other parts of the >entertainment industry but games are far more prone to it. My assumption
    is that in part that's due to computer games being more lead by
    technology than say books or films. The flavour of the month genre may
    change (boy I can't wait until we move away from, oh look another
    Superhero film how original) but what you're doing is fundamentally the
    same.

    Another part, which I think applies to products in generally, is that a
    lot of it just comes down to having the right product at the right time
    also know as luck.

    There's a lot of ego involved too. Early computer games were made by individuals or very small groups of people, and it is assumed that any
    success can be directly attributed to the skill and creativity of
    those developers. But - as you pointed out - it is as often a matter
    of timing and luck (not to mention marketing) - that propels one game
    above the others as it is the actual content of the game itself.

    Was "Bards Tale II" really that much better a game than, say,
    "Sentinel Worlds"? Why is "Outrun" remembered as one of the great
    classic racers and not "Crazy Cars 2"? Was it really just based on the
    product and the crazy talent of its programmers? Of course it wasn't,
    but it made great ad-copy to prop up these developers as wunderkinds
    from whose minds these games sprung out like Athena from Zeus' skull.
    And after decades of that sort of praise, how could even the most
    humble programmer not take some of that to heart?

    Games in the 80s and 90s were also far more niche than they are today.
    Modern games are mass-market products; they need to be designed to
    appeal to a huge swathe of the population if they are to make money.
    Thirty years ago, the population of gamers was much more restricted -
    younger, whiter, more Western - and the games of that day catered to
    their specific tastes.

    Old-school developers thus have to learn not only new programming
    skills, but entirely mind set with how games are made. It's no longer
    a single-vision driving a game; now it's a team effort (this is in
    particular an area Garriot has repeatedly shown that he lacks skill).
    Gameplay needs to be more rounded and diverse; older games - largely
    due to technical limitations - usually had simplistic, often one-note mechanics. We expect better developed game-worlds too, which again
    depend heavily on team-effort and not just a solo programmer's input.

    Some developers have made that transition. However, these are usually
    people who have remained active in the industry throughout, as opposed
    to dropping back in after years or decades (and many of them struggled
    at times with the systemic changes forced upon their companies by the
    hobby's burgeoning success). Garriot - and the Williams - don't have
    that hard-won education to help them, and instead seem to believe
    their own talent (and recognizable names) will be enough to make a
    popular, profitable game. That's pure ego.

    And I think they're all in for a rude awakening.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Fri Apr 15 08:33:49 2022
    On 14/04/2022 18:09, Spalls Hurgenson wrote:
    Games in the 80s and 90s were also far more niche than they are today.
    Modern games are mass-market products; they need to be designed to
    appeal to a huge swathe of the population if they are to make money.
    Thirty years ago, the population of gamers was much more restricted - younger, whiter, more Western - and the games of that day catered to
    their specific tastes.


    Agreed the games market is very, very different from the 80's and 90's.
    Then I still considered it as a hobby but now I consider it more as a
    form of entertainment much then same as films are. I look at quite a few
    of the games I used to play and for a lot of them you really needed not
    only to read the manual but also do some leg work to get the best out of
    the game. For what is now the mass market that's just generally not true
    any more and games often go out of their way to make them 'accessible'.

    Of course that doesn't mean that I think that's intrinsically wrong nor
    that you can't find games that are more what I think of as a hobby. You
    see a similar thing in modelling, although to a much lesser extent. When
    I was doing that in the 80's the selection of kits was fairly limited
    and if you wanted to do any detailing than you had to do it from scratch
    and the same for a diorama. Nowadays you can just go out and buy an
    update set for almost anything you want and you don't even have to worry
    about weathering effects as they've got a product for that as well.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Ross Ridge@21:1/5 to spallshurgenson@gmail.com on Tue Apr 19 05:21:43 2022
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    Was "Bards Tale II" really that much better a game than, say,
    "Sentinel Worlds"?

    Yah, Bard's Tale II was definitely a better game than Sentinel Worlds I:
    Future Magic. Much better? I'd have to go back and play them to go that
    far, but I'd say significantly better at least. Sentinel Worlds was a
    more ambitious game, more innovative, but I don't it really succeeded
    at being what it wanted to be. Bard's Tale II was building on not just
    the original Bard's Tale, but also Wizardry and other similar games.
    It wasn't very innovative but it was a more polished game,

    --
    l/ // Ross Ridge -- The Great HTMU
    [oo][oo] rridge@csclub.uwaterloo.ca
    -()-/()/ http://www.csclub.uwaterloo.ca:11068/
    db //

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Werner P.@21:1/5 to All on Tue Apr 19 18:53:41 2022
    Am 13.04.22 um 18:09 schrieb Spalls Hurgenson:
    So why does this news fill me with dread?
    Well not dread, he is on to his usual con artist scheme
    this time he is at least honest that he just wants to nickel and dime
    the users. His announcement of the new game sounded like a new variant
    of the next STD and he was not even talking about the games content.

    And yes i loved the Ultimas but Gariott clearly has lost it years ago!

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to Ross Ridge on Tue Apr 19 13:27:06 2022
    On Tue, 19 Apr 2022 05:21:43 -0000 (UTC), rridge@csclub.uwaterloo.ca
    (Ross Ridge) wrote:

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    Was "Bards Tale II" really that much better a game than, say,
    "Sentinel Worlds"?

    Yah, Bard's Tale II was definitely a better game than Sentinel Worlds I: >Future Magic. Much better? I'd have to go back and play them to go that >far, but I'd say significantly better at least. Sentinel Worlds was a
    more ambitious game, more innovative, but I don't it really succeeded
    at being what it wanted to be. Bard's Tale II was building on not just
    the original Bard's Tale, but also Wizardry and other similar games.
    It wasn't very innovative but it was a more polished game,

    Oh, I'm not going to argue that point. But - especially from a modern perspective - it's difficult to see the differences between the two,
    yet one of the games is remembered fondly and the other is essentially forgotten. Even for its day, both games were satisfying.

    Perhaps a better example would have been "Bards Tale I" and "Dragon
    Wars"? Why did the latter disappear from the market while the former
    series is still revered? It's not because the developer... who happen
    to be the same for both games. Certainly it's not the game itself;
    personally, I think "Dragon Wars" was the far superior product. It's
    the timing of the release and the marketing that played a much bigger
    role... yet there is a continued belief in the 'rockstar developer'
    that - I think - people like Garriot and Roberta Williams take
    advantage of.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to Spalls Hurgenson on Tue Apr 19 13:47:13 2022
    On 4/19/2022 10:27 AM, Spalls Hurgenson wrote:
    On Tue, 19 Apr 2022 05:21:43 -0000 (UTC), rridge@csclub.uwaterloo.ca
    (Ross Ridge) wrote:

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    Was "Bards Tale II" really that much better a game than, say,
    "Sentinel Worlds"?

    Yah, Bard's Tale II was definitely a better game than Sentinel Worlds I:
    Future Magic. Much better? I'd have to go back and play them to go that
    far, but I'd say significantly better at least. Sentinel Worlds was a
    more ambitious game, more innovative, but I don't it really succeeded
    at being what it wanted to be. Bard's Tale II was building on not just
    the original Bard's Tale, but also Wizardry and other similar games.
    It wasn't very innovative but it was a more polished game,

    Oh, I'm not going to argue that point. But - especially from a modern perspective - it's difficult to see the differences between the two,
    yet one of the games is remembered fondly and the other is essentially forgotten. Even for its day, both games were satisfying.

    Perhaps a better example would have been "Bards Tale I" and "Dragon
    Wars"? Why did the latter disappear from the market while the former
    series is still revered? It's not because the developer... who happen
    to be the same for both games. Certainly it's not the game itself; personally, I think "Dragon Wars" was the far superior product. It's
    the timing of the release and the marketing that played a much bigger
    role... yet there is a continued belief in the 'rockstar developer'
    that - I think - people like Garriot and Roberta Williams take
    advantage of.

    My experience is that the "rock star developers" aren't actually the
    genius behind a good game. (Or at least not what I consider a good
    game.) They just happen to be the public face of a team who gets their
    name on the box. Sid Meier is an example as well IMO. Civilization and Civilization II are great games IMHO, a great collaboration between
    Meier and Reynolds. CivIII, without Reynolds, and the sequels are trash
    that lost the spark and balance that made the first two great. (My
    biggest problem with CivIII was that Meier's went to ridiculous lengths
    to stop players from expanding by conquest at all and expanding by any
    means enough to actually become dominant. Woke game mechanics before
    Woke had even woken up. I haven't been tempted to even look at any Civilization game after that.)


    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Werner P.@21:1/5 to All on Wed Apr 20 06:43:54 2022
    Am 13.04.22 um 18:09 schrieb Spalls Hurgenson:
    So it's with an extremely heavy heart that I read that Garriot is
    trying to make a comeback and all I can think is, "Oh god, I hope he
    fails miserably and finally learns that his day as a developer is
    over." Perhaps this lack of Compassion has cost me an eighth, but
    that's just the way it is.
    He is not interested in games anymore, his vision of a fun game is
    selling things and getting a share of every item sold nowadays. He
    clearly stated that in the Ultimate Collector, then he tried the same
    with Shroud of the Avatar, which was basically a big asset store with a
    buggy game attached to it and now he tries the same but adds NFTs.

    In one of the interviews he said it irked him that people were earning
    money by deals in Ultima Online and he did not get his share of those
    deals, he wanted to fix that.

    Btw. if you want to see a cringe video check his Ultimate Collector announcement, this shows much much he has lost it.
    And no "rockstar" developers do not necessarily lose it over the years.
    Just check Ron Gilbert, he does smaller games with small teams but every
    single one of them has been good.

    The same goes for the couple who did the Quest for Glory games, they are
    doing the occasional game every once in a while, solid good indie
    experiences.

    Why I hate RG nowadays is, that he is not honest and basically applies
    con artist methods in his dealings. He promised stuff which never was
    delivered to NCSoft with Tabula Rasa (one of the many reasons why they
    ousted him). Then he did the same to the kickstarter backers. After that basically they he got rid of the liabilities to their investors with Portalarium and SOTA in a shady way.

    And now he runs the same scheme with the same bunch of shady people with
    his next project, but plasters NFTs on top of it left and right.

    Here is the ultimate collector video I was talking about:

    https://www.youtube.com/watch?v=4V2PbH1GU0c

    He clearly has another vision of fun than everbody else.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Werner P. on Thu Apr 21 09:11:42 2022
    On 20/04/2022 05:43, Werner P. wrote:
    Am 13.04.22 um 18:09 schrieb Spalls Hurgenson:
    So it's with an extremely heavy heart that I read that Garriot is
    trying to make a comeback and all I can think is, "Oh god, I hope he
    fails miserably and finally learns that his day as a developer is
    over." Perhaps this lack of Compassion has cost me an eighth, but
    that's just the way it is.
    He is not interested in games anymore, his vision of a fun game is
    selling things and getting a share of every item sold nowadays. He
    clearly stated that in the Ultimate Collector, then he tried the same
    with Shroud of the Avatar, which was basically a big asset store with a
    buggy game attached to it and now he tries the same but adds NFTs.

    In one of the interviews he said it irked him that people were earning
    money by deals in Ultima Online and he did not get his share of those
    deals, he wanted to fix that.

    Btw. if you want to see a cringe video check his Ultimate Collector announcement, this shows much much he has lost it.
    And no "rockstar" developers do not necessarily lose it over the years.
    Just check Ron Gilbert, he does smaller games with small teams but every single one of them has been good.

    The same goes for the couple who did the Quest for Glory games, they are doing the occasional game every once in a while, solid good indie experiences.

    Why I hate RG nowadays is, that he is not honest and basically applies
    con artist methods in his dealings. He promised stuff which never was delivered to NCSoft with Tabula Rasa (one of the many reasons why they
    ousted him). Then he did the same to the kickstarter backers. After that basically they he got rid of the liabilities to their investors with Portalarium and SOTA in a shady way.

    And now he runs the same scheme with the same bunch of shady people with
    his next project, but plasters NFTs on top of it left and right.

    Here is the ultimate collector video I was talking about:

    https://www.youtube.com/watch?v=4V2PbH1GU0c

    He clearly has another vision of fun than everbody else.


    I did watch the video and yes that's pretty awful. You couldn't get
    further away from Ultima if you tried.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Werner P.@21:1/5 to All on Thu Apr 21 14:52:33 2022
    Am 21.04.22 um 10:11 schrieb JAB:

    Here is the ultimate collector video I was talking about:

    https://www.youtube.com/watch?v=4V2PbH1GU0c

    He clearly has another vision of fun than everbody else.


    I did watch the video and yes that's pretty awful. You couldn't get
    further away from Ultima if you tried.

    Shroud of the Avatar basically was Ultimate collector reloaded on top of
    an Ultimaish setting. And again it bombed. Now his next game is his
    third approach on the "Sell things to others and give me a share is so
    much fun" game design.

    Whatever EA did with the franchise in Ultima Forever with their lootbox
    system, what Gariott did in SoTA was ten times worse. Both games bombed,
    and rightfully so.

    I just wished the series would go into the hands of people actually
    wanting to make a solid single player experience instead of selling
    overpriced bits and bytes to people.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to Werner P. on Thu Apr 21 18:34:04 2022
    On Thu, 21 Apr 2022 14:52:33 +0200, "Werner P." <werpu@gmx.at> wrote:
    Am 21.04.22 um 10:11 schrieb JAB:

    Shroud of the Avatar basically was Ultimate collector reloaded on top of
    an Ultimaish setting. And again it bombed. Now his next game is his
    third approach on the "Sell things to others and give me a share is so
    much fun" game design.

    I'm willing to give Garriot a pass for SotA* because I don't think he
    intended it be the pay-to-(win)** shit-show it eventually became. SotA
    was intended to half mainstream Ultima & half Ultima Online***, and
    took ideas from both. Owning 'land' was one of UO's biggest features,
    so it's no surprise it was added to Shroud. Then that became a
    convenient way to bring in bit extra development cash... and then it
    just spiraled downward, until selling to 'land investors' became the
    primary goal, rather than creating an enjoyable game.

    Plus, at a certain point Garriot seemed to lose interest in the whole
    thing (possibly because it wasn't living up to his initial hopes). Now
    the project exists as a zombie-game that seemingly has no purpose but
    to funnel cash into the publisher's pockets.**** But this again just
    goes to show how Garriot is neither a good project lead nor a good
    businessman.

    Of course, none of this is news; "Tabula Rasa" had a similar arc
    (minus the selling of digital real estate); when it wasn't the instant
    success he hoped for, and when the opportunity came for him to go to
    space, he pretty much dropped out of that game's development too.

    And let us not forget "Ultima 9"... half the reason it's so awful is
    because EA forced it out the door long before it was ready because
    Garriot was bumbling about and the project was over-budget and
    under-done.

    So even with this latest announcement of his proposed new NFT-infected
    game, I'm hesitant to assume the worst about Garriot. Is he throwing
    in with the crypto-bros because he thinks it'd be a great way to
    quickly swindle people out of money, or because he himself doesn't
    quite understand the technology and its implications? I'm leaning
    towards the latter.

    Richard was never the best when it came to business; in fact, he hired
    his brother to handle the business aspects for Origin so he could
    focus on writing the games. It's just not his area of forté. He is a self-educated middle-class kid come into lots of new money and he
    really hasn't done much with all that cash beyond conspicuous
    consumption (his ridiculous manors, trips to space, trips to the
    Titanic, etc). While I've some moral issues with the latter, he earned
    that money through his own hard work, so if he wants to throw it away foolishly, so be it. But he's hardly the poster-boy I'd want at the
    head of my next game.

    Garriot is bright, creative and - in his own arena - skilled. His
    renown for his older titles is well earned. He just doesn't have what
    it takes to make games for a modern audience. Maybe he can claw his
    way back into the industry, but not the way he's doing it. He's
    cashing in on his name and the associated nostalgia for his older
    games; whether this is due to ego (as I believe) or calculated
    manipulation is uncertain. But either way, it doesn't inspire any hope
    that any games he is developing will be worth buying.

    Whatever EA did with the franchise in Ultima Forever with their lootbox >system, what Gariott did in SoTA was ten times worse. Both games bombed,
    and rightfully so.

    As I said, while the end-product that was SotA was bad, I think the
    intent wasn't. "Ultima Forever", on the other hand, was from day-one
    intended to be a lootbox game. For me, intent matters as much as
    results. As such, I've a bit more loathing for EA's offering... all
    the more since it warped Ultima IV into its antithesis.


    I just wished the series would go into the hands of people actually
    wanting to make a solid single player experience instead of selling >overpriced bits and bytes to people.

    Or just let the franchise die. As much as it pains me to say it, as
    much as I love the Ultima games, but it's time has come and gone. We
    should never forget its lessons but let's build on them rather than
    repeat them ad infinitum.







    ----------------------
    * although I'll cheerfully acknowledge I may have a bit of a
    blind-spot because of my fondness for his earlier endeavors
    ** It's not really a pay-to-win game, it's more a
    pay-if-you-wana-have-any-fun game
    *** a silly idea to start with, and one that satisfied nobody. UO fans
    wanted a proper online sequel, single-player games wanted a more
    traditional RPG
    **** Not into Garriot's, however. He sold the game - and his
    development company, Portalarium - to a separate publisher back in
    2019

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Werner P.@21:1/5 to All on Fri Apr 22 08:28:57 2022
    Am 22.04.22 um 00:34 schrieb Spalls Hurgenson:
    Or just let the franchise die. As much as it pains me to say it, as
    much as I love the Ultima games, but it's time has come and gone. We
    should never forget its lessons but let's build on them rather than
    repeat them ad infinitum.

    The franchise is basically dead anyway, it is a zombie at this stage.
    Younger people dont know it anymore and the old die hards are pushed
    away by the constant montarization schemes by EA and Gariott put on top
    of the revival games.

    It is somehow sad to see it fade it still had so much potential in it,
    but the mismanagement from all sides simply killed it. There still is a timewindow of about 10 years where a revival would be possible but then
    it is entirely over and out.

    Funny thing is, its biggest competitor in the 80s Wizardry has survived
    by going to japan and now being japanese dungeon crawlers.
    But how it ended up there is a mess of lawsuits legal mumbo jumbo and coincidences. But in the west it is basically as dead as Ultima due to
    the legal reasons and entanglements.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Werner P.@21:1/5 to All on Fri Apr 22 08:23:54 2022
    Am 22.04.22 um 00:34 schrieb Spalls Hurgenson:
    I'm willing to give Garriot a pass for SotA* because I don't think he intended it be the pay-to-(win)** shit-show it eventually became. SotA
    was intended to half mainstream Ultima & half Ultima Online***, and
    took ideas from both. Owning 'land' was one of UO's biggest features,
    so it's no surprise it was added to Shroud. Then that became a
    convenient way to bring in bit extra development cash... and then it
    just spiraled downward, until selling to 'land investors' became the
    primary goal, rather than creating an enjoyable game.

    I can´t, I personally think this was his plan all along, the shitshow
    started few weeks after the kickstarter ended when they publicly made a
    u-turn on their promises. He also was the one who got one of the most
    infamous RMTs from the UO era on board, the one who let children in
    china loot money for him.

    Its not like he never had been lying to investors before the kickstarter (Tabular Rasa comes to my mind), or lying overall (aka UO being his
    design, while someone else pulled it off who came from the Mud scene, or
    his overpromising on Ultima 9)

    As for crypto, this is SOTA reloaded with NFTs, he even has the same
    team on board (aka even guy who is feeding the SOTA corpse by being the
    mothers basement CEO of the company they founded to get rid of the nasty investors asking for their return)

    But at least this time he is honest about his intentions upfront unless
    he is going to drop the entire after market monetization angle and
    delivers actually a game.

    I doubht it however just as he saw with SOTA that Chris Roberts was
    raking in millions with Star Citizen and tried to pull a similar stunt,
    he now has seen that Molineux had pulled in 50 million just with pulling
    an NFT stunt.

    As I said, he is not in for good game design anymore, his last good game
    was Ultima 4 or Ultima 5 after that others pulled it a while up for him
    until he took the reigns again with Ultima 9. He is in for elevating to
    the next level of millionaire and constantly fails to do so by trying to
    apply get rich quick schemes and con artist methods instead of actually delivering a good game.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Fri Apr 22 09:14:36 2022
    On 21/04/2022 23:34, Spalls Hurgenson wrote:
    I just wished the series would go into the hands of people actually
    wanting to make a solid single player experience instead of selling
    overpriced bits and bytes to people.
    Or just let the franchise die. As much as it pains me to say it, as
    much as I love the Ultima games, but it's time has come and gone. We
    should never forget its lessons but let's build on them rather than
    repeat them ad infinitum.

    I tend to agree, games more than other forms of entrainment are bound by technology so I wonder how you produce a game that has the feel of
    Ultima while at the same time has success beyond for nostalgia reasons.

    As a possible counter example, Legend of Grimrock. Now that may not use
    the name Dungeon Master (a wildly successful game of its time) but yes
    it really is. Looking at the sales figures it seemed to do pretty well
    and at least well enough to make a sequel.

    I have played it, and I did enjoy it, but I kinda think how make of that enjoyment was because it reminded my of the gold old days (IMO) of
    gaming and how much was because of the gameplay itself. I can't know for
    sure but I'm betting the former had a large role in it.

    Ultimately though I never finished the game as it just got a bit stale
    as Dungeon Master had limitations that were a product of the technology
    of the time not because a game designer thought they were a good idea.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Werner P.@21:1/5 to All on Fri Apr 22 10:23:53 2022
    Am 22.04.22 um 10:14 schrieb JAB:
    On 21/04/2022 23:34, Spalls Hurgenson wrote:
    I just wished the series would go into the hands of people actually
    wanting to make a solid single player experience instead of selling
    overpriced bits and bytes to people.
    Or just let the franchise die. As much as it pains me to say it, as
    much as I love the Ultima games, but it's time has come and gone. We
    should never forget its lessons but let's build on them rather than
    repeat them ad infinitum.

    I tend to agree, games more than other forms of entrainment are bound by technology so I wonder how you produce a game that has the feel of
    Ultima while at the same time has success beyond for nostalgia reasons.

    There have been some, I would add the Piranha Bytes Games to the list especially Gothic 2 also Divinity Original Sin! Larian has removed the
    day and night cycles but outside of that the games feel very Ultimaish.
    There also are several indie games which harken back on the old Ultimas
    with their tile graphics and there is one in development which tries to
    be a 3d Ultima whatever in the veins the original Ultima 9 was planned.
    There was a Kickstarter for that a while ago.

    As a possible counter example, Legend of Grimrock. Now that may not use
    the name Dungeon Master (a wildly successful game of its time) but yes
    it really is. Looking at the sales figures it seemed to do pretty well
    and at least well enough to make a sequel.

    There have been many games in the veigns of dungeon master, but DM was basically just building on top of Wizardry and added a little
    interaction. The real milestones more than DM were in my Opinion the
    Ultima Underworlds and Albion. But DM launched tons of tile step dungeon crawlers following its example, I can give it that and it was innovative.

    I have played it, and I did enjoy it, but I kinda think how make of that enjoyment was because it reminded my of the gold old days (IMO) of
    gaming and how much was because of the gameplay itself. I can't know for
    sure but I'm betting the former had a large role in it.

    Ultimately though I never finished the game as it just got a bit stale
    as Dungeon Master had limitations that were a product of the technology
    of the time not because a game designer thought they were a good idea.


    Yes I never could get into the endless hack and slash dungeon crawling
    genre, tried many times, it always ended up terminating the clickfest
    for good after a while. I always preferred RPG games with story over those.
    In the 90s I once had the thought that those Wizardry/DM inspired
    dungeon crawlers are basically the 3d shooters of RPG, light on story if
    there even is one except for beating the bad boss and high on combat.

    But YMMV there are enough people who loved that genre for the
    statistical aspects I guess.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Ross Ridge@21:1/5 to spallshurgenson@gmail.com on Fri Apr 22 16:50:14 2022
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    Perhaps a better example would have been "Bards Tale I" and "Dragon
    Wars"? Why did the latter disappear from the market while the former
    series is still revered? It's not because the developer... who happen
    to be the same for both games. Certainly it's not the game itself; >personally, I think "Dragon Wars" was the far superior product. It's
    the timing of the release and the marketing that played a much bigger
    role... yet there is a continued belief in the 'rockstar developer'
    that - I think - people like Garriot and Roberta Williams take
    advantage of.

    Dragon Wars had two problems, one it wasn't named Bard's Tale 4, as it
    was originally intended to be, and at that point the classic Wizardry
    formula had become stale and dated. Dungeon Master, released two years earlier, blew it out of the water in terms of innovative gameplay,
    although at the expense of only working on more modern 16-bit platforms.
    Pool of Radiance, released a year earlier, also made it look dated, and
    on the same 8-bit platforms, although it did so by partially abandoning
    the first-person dungeon crawling interface.

    I'm not sure how much this really matters anyways. Richard Garriot's
    name is not one that can sell many new products these days. It's not
    a name like Sid Meier, which has appeared in the title of numerous
    games over the last 20 years, regardless how invovled he was in them.
    It's been well over 20 years since an Ultima game has been released
    that anyone cared about, so even a "a game from the creator of Ultima"
    isn't going to have much weight. Even EA doesn't think the Ultima name
    is worth anything today.

    --
    l/ // Ross Ridge -- The Great HTMU
    [oo][oo] rridge@csclub.uwaterloo.ca
    -()-/()/ http://www.csclub.uwaterloo.ca:11068/
    db //

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Werner P. on Fri Apr 22 18:44:47 2022
    On 22/04/2022 09:23, Werner P. wrote:
    As a possible counter example, Legend of Grimrock. Now that may not
    use the name Dungeon Master (a wildly successful game of its time) but
    yes it really is. Looking at the sales figures it seemed to do pretty
    well and at least well enough to make a sequel.

    There have been many games in the veigns of dungeon master, but DM was basically just building on top of Wizardry and added a little
    interaction. The real milestones more than DM were in my Opinion the
    Ultima Underworlds and Albion. But DM launched tons of tile step dungeon crawlers following its example, I can give it that and it was innovative.


    DM was definitely the one I remember and part of that was back in the
    day most of my purchases came from walking in a shop and then doing that
    rather old fashion thing of browsing games and picking up one based on
    the box. I spent a lot of time of both on it Chaos Strikes Back. This
    was something quite therapeutic about not only have a piece of gridded
    paper to map out the level but also a notebook if you found out how a
    spell worked.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Werner P.@21:1/5 to All on Sat Apr 23 11:54:18 2022
    Am 22.04.22 um 19:44 schrieb JAB:
    On 22/04/2022 09:23, Werner P. wrote:
    As a possible counter example, Legend of Grimrock. Now that may not
    use the name Dungeon Master (a wildly successful game of its time)
    but yes it really is. Looking at the sales figures it seemed to do
    pretty well and at least well enough to make a sequel.

    There have been many games in the veigns of dungeon master, but DM was
    basically just building on top of Wizardry and added a little
    interaction. The real milestones more than DM were in my Opinion the
    Ultima Underworlds and Albion. But DM launched tons of tile step
    dungeon crawlers following its example, I can give it that and it was
    innovative.


    DM was definitely the one I remember and part of that was back in the
    day most of my purchases came from walking in a shop and then doing that rather old fashion thing of browsing games and picking up one based on
    the box. I spent a lot of time of both on it Chaos Strikes Back. This
    was something quite therapeutic about not only have a piece of gridded
    paper to map out the level but also a notebook if you found out how a
    spell worked.


    DM was the next step up from Bards tale, which added tiles based
    Graphics on the Wizardry concept (which used vector graphics just like
    the Ukltima dungeons). It added a little bit of interactivity and moving monsters to the formula. The real milestone was when Ultima Underworld
    came out with its 3d movement in all directions even up and down (before
    castle wolfenstein 3d btw) and full interactivity in the environment,
    NPCs which were lingering around with their own stories and of course
    moving monsters. But even that was not the first, Albion added free 3d
    first, but with less interactivity. All around the same era (1990 - 1992)
    I never really got into dungeon master, went to the pc from the 8 bit
    era, but I also could never really get the buzz around it. It probably
    has to do that for many DM was the first real dungen crawler. I also
    never could get into the hack and slash tiles movement dungeon crawler
    genre at all, I tried so many times, that might play into it.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Werner P.@21:1/5 to All on Sat Apr 23 11:56:02 2022
    Am 23.04.22 um 11:54 schrieb Werner P.:

    DM was the next step up from Bards tale, which added tiles based
    Graphics on the Wizardry concept (which used vector graphics just like
    the Ukltima dungeons). It added a little bit of interactivity and moving monsters to the formula. The real milestone was when Ultima Underworld
    came out with its 3d movement in all directions even up and down (before castle wolfenstein 3d btw) and full interactivity in the environment,
    NPCs which were lingering around with their own stories and of course
    moving monsters. But even that was not the first, Albion added free 3d
    first, but with less interactivity. All around the same era (1990 - 1992)
    I never really got into dungeon master, went to the pc from the 8 bit
    era, but I also could never really get the buzz around it. It probably
    has to do that for many DM was the first real dungen crawler. I also
    never could get into the hack and slash tiles movement dungeon crawler
    genre at all, I tried so many times, that might play into it.

    Heck even Bards Tale was not the first to add tile graphics, it was
    Alternate Reality the City which did that.
    An almost forgotten series of games (only 2 came out 7 were planned)
    It also was one of the games which had an animated intro movie and
    pushed the atari 8 bit graphics to its limits.
    Too bad the series was stopped after the second part.
    I always liked it more than Bards Tale.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Werner P. on Sat Apr 23 19:19:22 2022
    On 23/04/2022 10:54, Werner P. wrote:
    Am 22.04.22 um 19:44 schrieb JAB:
    On 22/04/2022 09:23, Werner P. wrote:
    As a possible counter example, Legend of Grimrock. Now that may not
    use the name Dungeon Master (a wildly successful game of its time)
    but yes it really is. Looking at the sales figures it seemed to do
    pretty well and at least well enough to make a sequel.

    There have been many games in the veigns of dungeon master, but DM
    was basically just building on top of Wizardry and added a little
    interaction. The real milestones more than DM were in my Opinion the
    Ultima Underworlds and Albion. But DM launched tons of tile step
    dungeon crawlers following its example, I can give it that and it was
    innovative.


    DM was definitely the one I remember and part of that was back in the
    day most of my purchases came from walking in a shop and then doing
    that rather old fashion thing of browsing games and picking up one
    based on the box. I spent a lot of time of both on it Chaos Strikes
    Back. This was something quite therapeutic about not only have a piece
    of gridded paper to map out the level but also a notebook if you found
    out how a spell worked.


    DM was the next step up from Bards tale, which added tiles based
    Graphics on the Wizardry concept (which used vector graphics just like
    the Ukltima dungeons). It added a little bit of interactivity and moving monsters to the formula. The real milestone was when Ultima Underworld
    came out with its 3d movement in all directions even up and down (before castle wolfenstein 3d btw) and full interactivity in the environment,
    NPCs which were lingering around with their own stories and of course
    moving monsters. But even that was not the first, Albion added free 3d
    first, but with less interactivity. All around the same era (1990 - 1992)
    I never really got into dungeon master, went to the pc from the 8 bit
    era, but I also could never really get the buzz around it. It probably
    has to do that for many DM was the first real dungen crawler. I also
    never could get into the hack and slash tiles movement dungeon crawler
    genre at all, I tried so many times, that might play into it.


    I didn't even realise there was a buzz around it. Unlike when I had a
    Speccky 48k and used to expectantly wait for the next issue of Crash
    magazine I just didn't buy magazines at all and I was in that cross over
    period of drink and drugs was coming to the fore. Within probably a year
    or so gaming had taking a complete backseat until I got a PC about ten
    years later.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Werner P.@21:1/5 to All on Wed Apr 27 15:50:44 2022
    Am 23.04.22 um 20:19 schrieb JAB:
    I didn't even realise there was a buzz around it. Unlike when I had a
    Speccky 48k and used to expectantly wait for the next issue of Crash
    magazine I just didn't buy magazines at all and I was in that cross over period of drink and drugs was coming to the fore. Within probably a year
    or so gaming had taking a complete backseat until I got a PC about ten
    years later.
    Dungeon master was huge in the late 80s when it came out, it was one of
    the showcase titles of the Atari ST and also the blueprint for many tile
    based first person rpgs of the early 90s.
    I personally found that Alternate reality a few years earlier was way
    more innovative then dungeon master, but thats a personal opinion.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to Werner P. on Wed Apr 27 14:14:08 2022
    On Wed, 27 Apr 2022 15:50:44 +0200, "Werner P." <werpu@gmx.at> wrote:

    Am 23.04.22 um 20:19 schrieb JAB:
    I didn't even realise there was a buzz around it. Unlike when I had a
    Speccky 48k and used to expectantly wait for the next issue of Crash
    magazine I just didn't buy magazines at all and I was in that cross over
    period of drink and drugs was coming to the fore. Within probably a year
    or so gaming had taking a complete backseat until I got a PC about ten
    years later.

    Dungeon master was huge in the late 80s when it came out, it was one of
    the showcase titles of the Atari ST and also the blueprint for many tile >based first person rpgs of the early 90s.
    I personally found that Alternate reality a few years earlier was way
    more innovative then dungeon master, but thats a personal opinion.

    I remember there being a lot of hype and excitement about the
    "Alternate Reality" games when they were first released, but it didn't
    seem to last; people were excited about the titles and then just as
    quickly forgot them. Finding a copy in the stores - at least 'round my
    parts - seemed near impossible too.

    "Dungeon Master" had more lasting effect and was long-cited as the
    foundational rock upon which other tile-based CRPGs were judged (even
    games released years earlier). Unfortunately, by the time I got to
    play it in the mid-90s, it was seriously out of date, and I didn't
    think it compared all that favorably to similar games of its era
    ("Bards Tale", "Might & Magic", etc). And of course, by then it was
    also significantly outclassed by the "Eye of the Beholder" games,
    which themselves were obsoleted by "Underworld", "Arena" and the like.
    So it was never a series for which I had any opportunity to be
    nostalgic.

    But it was really the Gold Box games that put the nail in the coffin
    for the genre. Before, they were the standard everyone had to match;
    after "Pool of Radiance", tile-based dungeon-crawlers felt old-hat.
    They didn't die off immediately, but after the Xeen games, they were
    pretty much gone from the market (except for shareware titles and the
    like) until a resurgence in 2010s with games like "Legend of Grimrock"
    brought them back to prominence (if still somewhat niche).

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to Werner P. on Wed Apr 27 16:09:12 2022
    On Wed, 27 Apr 2022 21:33:07 +0200, "Werner P." <werpu@gmx.at> wrote:

    Am 27.04.22 um 20:14 schrieb Spalls Hurgenson:
    I remember there being a lot of hype and excitement about the
    "Alternate Reality" games when they were first released, but it didn't
    seem to last; people were excited about the titles and then just as
    quickly forgot them. Finding a copy in the stores - at least 'round my
    parts - seemed near impossible too.

    As far as I have read, it seems the original programmer made relatively
    few money despite the games being successfull, basically Datasoft
    screwed him out of the money because they could deduct 100% of the
    porting costs from the money he was owed. Classical movie industry trick
    they applied there, i have read about this cost strategy several times
    from the movie industry screwing artists out of their money that way.

    Bah, amateurs. Hollywood would offer to only pay the developer a
    percentage of profits, sure, but also contract the port to an outside
    firm (which they actually own), at an outrageously high price. Then,
    even though the product sells excellently, because the porting price
    was so high, it doesn't show any profit. The original developer gets
    nothing (because he was promised only a percentage of profits), the
    publisher makes bank through their 'contractor', plus they escape
    paying taxes ('cause there's no profit to tax) and may even get
    government relief to help their 'failing' company.

    Even modern-day software publishers ain't got nuthin' on Hollywood
    accounting.

    Still shitty behavior on Datasoft's part, if true.

    Price then left the gaming industry for good.
    Personal interpretation, the series died when he left taking the license
    with him or parts of the license which prevented further sequels.

    According to The Wiki he tried in the 90s to make an Alternate Reality
    MMO with Monolith, but the project failed due to a lack of funds.
    Whatever his skill at game development, he was not a lucky guy when it
    came to the business side of things ;-)

    Then again, even had the original Alternate Reality games been
    profitable enough for him to keep making more games, its questionable
    that the rest of the series would have fared as well as the first game
    (and even that received mixed reviews; IIRC, many praised its ideas
    more than the actual implementation). Odds are that the sequels would
    have been inferior, as not only would Price have had to keep making
    new games, but also updating them with new technologies.

    This just goes back to the earlier argument about how the success of
    these older games (and modern games too) owes as much to timing and
    other factors as the actual game itself, which in itself questions why
    we should care if a famous developer from times past throws his hat
    back into the ring after years or decades of absence.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Werner P.@21:1/5 to All on Wed Apr 27 21:33:07 2022
    Am 27.04.22 um 20:14 schrieb Spalls Hurgenson:
    I remember there being a lot of hype and excitement about the
    "Alternate Reality" games when they were first released, but it didn't
    seem to last; people were excited about the titles and then just as
    quickly forgot them. Finding a copy in the stores - at least 'round my
    parts - seemed near impossible too.


    As far as I have read, it seems the original programmer made relatively
    few money despite the games being successfull, basically Datasoft
    screwed him out of the money because they could deduct 100% of the
    porting costs from the money he was owed. Classical movie industry trick
    they applied there, i have read about this cost strategy several times
    from the movie industry screwing artists out of their money that way.

    Price then left the gaming industry for good.

    Personal interpretation, the series died when he left taking the license
    with him or parts of the license which prevented further sequels.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Werner P.@21:1/5 to All on Thu Apr 28 08:40:04 2022
    Am 28.04.22 um 08:36 schrieb Werner P.:
    According to an interview with him Datasoft made millions on the games,
    they sold really well, but he was offered peanuts aka a small expense compensation to hold him for sequels. He left because he was sick
    earning 15.000 per year and basically having to live from a backyard
    garage while they were raking in millions from Alternate Reality. He
    still worked later in the gaming business but more on the military avian simulation side where he could program "games" but still made better
    money. I cannot find the interview anymore but you can google it up somehwere.
    Either way he worked on both games the same time, left when The City was
    done and the Dungeon was fairly far in progress, others picked up where
    he left The Dungeon and wrapped it up as finished game, after that no
    other parts came out. The interview stated that he had planned the game
    as expansion game, every part expanded the original city with new
    portals into new worlds hence rewriting the original city executable
    slightly. In the end he wanted to have a continous portal world
    consisting of the 7 parts planned and various different endings on how
    you leave the planet for good.
    Would not have worked out on the 8 bit versions because the line of
    computers basically died for good in 1987 (85 the city was released)
    might have worked out for the 16 bit ports though.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Werner P.@21:1/5 to All on Thu Apr 28 08:36:16 2022
    Am 27.04.22 um 22:09 schrieb Spalls Hurgenson:
    Then again, even had the original Alternate Reality games been
    profitable enough for him to keep making more games
    According to an interview with him Datasoft made millions on the games,
    they sold really well, but he was offered peanuts aka a small expense compensation to hold him for sequels. He left because he was sick
    earning 15.000 per year and basically having to live from a backyard
    garage while they were raking in millions from Alternate Reality. He
    still worked later in the gaming business but more on the military avian simulation side where he could program "games" but still made better
    money. I cannot find the interview anymore but you can google it up
    somehwere.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to Werner P. on Thu Apr 28 10:24:31 2022
    On Thu, 28 Apr 2022 08:40:04 +0200, "Werner P." <werpu@gmx.at> wrote:

    Am 28.04.22 um 08:36 schrieb Werner P.:
    According to an interview with him Datasoft made millions on the games,
    they sold really well, but he was offered peanuts aka a small expense
    compensation to hold him for sequels. He left because he was sick
    earning 15.000 per year and basically having to live from a backyard
    garage while they were raking in millions from Alternate Reality. He
    still worked later in the gaming business but more on the military avian
    simulation side where he could program "games" but still made better
    money. I cannot find the interview anymore but you can google it up
    somehwere.
    Either way he worked on both games the same time, left when The City was
    done and the Dungeon was fairly far in progress, others picked up where
    he left The Dungeon and wrapped it up as finished game, after that no
    other parts came out. The interview stated that he had planned the game
    as expansion game, every part expanded the original city with new
    portals into new worlds hence rewriting the original city executable >slightly. In the end he wanted to have a continous portal world
    consisting of the 7 parts planned and various different endings on how
    you leave the planet for good.
    Would not have worked out on the 8 bit versions because the line of
    computers basically died for good in 1987 (85 the city was released)
    might have worked out for the 16 bit ports though.

    Given it took two years between the release of AR:TC and AR:TD, I
    don't think it would have worked on 16-bits either. At that rate, it
    would have taken until 1997 to finish the series, and there is a lot
    of difference between the games of '85 and games of '97... certainly a
    lot more than what could be added by tweaking the executables.

    If the goal was to create a continuous world that included all six
    (seven) games, he'd either a) have had to be constantly redesigning
    the earlier games to make them fit in with the newer games, b) try to
    sell what was essentially an 8-bit game against titles like "Quake 2",
    or c) abandon the whole concept and create what were franchise sequels
    that shared the IP but were otherwise wholey separate. This latter
    option would have been the most workable (and sellable) of the three,
    but it would have reduced the series to nothing more special than any
    of its competitors.

    The conceit behind the Alternate Reality games was a nifty one - and
    largely why it gained such high praise on its initial release - but
    its acutal implementation was all but impossible back then. The speed
    at which the technology was evolving and the small size of the
    development teams made it unworkable.

    It probably could work today, though. Graphics have, for a long time,
    been 'good enough', especially if go for a more stylistic approach,
    and there's a 'common core' to controls and basic game mechanics. In
    1997, few people would have wanted to play a game 12 years out of
    date, because the games looked and played old. These days, it's common
    to do so (e.g., "Minecraft"). There's also a lot more support for
    games developed by small (or even 1-man) development houses.

    If Price has truly left the industry, it's a shame, because he
    probably could have pulled off his vision more easily today than back
    in 1985. All the more so since 'retro' gaming is more popular than
    ever.

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  • From Werner P.@21:1/5 to All on Thu Apr 28 17:37:02 2022
    Am 28.04.22 um 16:24 schrieb Spalls Hurgenson:
    If Price has truly left the industry, it's a shame, because he
    probably could have pulled off his vision more easily today than back
    in 1985. All the more so since 'retro' gaming is more popular than
    ever.
    Well he was an early genious who was shafted out of the industry by
    greedy executives. It really is a shame he ever only did 2 games, it
    would have been interesting what he could have done in the 90s when
    small teams were possible to pull big commercial projects, given his
    ideas he was floating. Nowadays as you said it is again possible with
    the better tooling to get projects up with small teams if you cut down
    on the artwork and people would accept it, but I doubt we will ever see
    another game from him again.

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