From a gameplay perspective Plants versus Zombies is far far far superior to Skyrim… hmm, well actually from any perspective so I totally agree with him.
Plants versus Zombies is not an RPG ( so it perhaps doesn't make sense to compare those two ), but from a gameplay perspective if Skyrim had gameplay anywhere near as good as Plants versus Zombies it'd have been a really great game.
Tabula Rasa sucked
From a gameplay perspective Plants versus Zombies is far far far superior to Skyrim… hmm, well actually from any perspective so I totally agree with him.
Plants versus Zombies is not an RPG ( so it perhaps doesn't make sense to compare those two ), but from a gameplay perspective if Skyrim had gameplay anywhere near as good as Plants versus Zombies it'd have been a really great game.
We're talking about a guy who published one of the first CRPGs in history, influenced JRPGs with Ultima 3, showed what interactivity is with Ultima 5,6 and 7, influenced FPS-RPGs like Elders Scrolls with Ultima Underworld, increased the popularity of MMORPGs with Ultima Online and also made first TPS-RPG with Ultima 9.
In short we're talking about a guy who set the standarts for nearly every RPG styles out there. Although I'm not a fun of social games, I'm curious about this Ultimate RPG thing.
But it was far too much combat-oriented for my taste. From Richard Garriott I had expected something more mystical … _ And there were a few vague hints of that in the game, rather in form of the natives and their quests …
I think Tabula Raser was much of a result of "Fan Feedback" and Push from the publisher.
Leading to a product, most people deemed "ok". But which attracted not enough people who really wanted to play it in the end.
Tabula Rasa is not a genuine "Lord British Product" but has merely a "Lord British Stamp" on it.
As I wrote before, Garriott was probably more of a frontman here but not the head behind it.
From Wikipedia
In the works since May 2001, the game underwent a major revamp two years into the project. Conflicts between developers and the vague direction of the game were said to be the causes of this dramatic change. Twenty percent of the original team was replaced, and 75% of the code had to be redone.[17] Some staff working on other NCsoft projects were transferred to the Tabula Rasa development team, including City of Heroes' Community Coordinator April "CuppaJo" Burba.[18] First re-shown at E3 2005, the game then transformed into the current science fiction setting and look.