Ultima Forever - Interview @ RPS
There's an Ultima Forever interview at Rock, Paper, Shotgun featuring lead designer Kate Flack. There are also two screenshots that I don't I've seen before. Here's a snip on modernising Ultima:
RPS: So to reboot it, what do you think has to be changed for a modern audience? Admittedly, as someone who bangs the drum for the series all the time, I do appreciate that it can be difficult to show them to one of these youths I hear about and try to get them interested, particularly with the early ones.
Flack: There’s some basic stuff to do, like core controls, which have to fit the platform you’re on. Having it so you don’t need 27 differnet function keys to remember. Nice menus, quest logs, maps. Things we take for granted now.
We’ve also focused gameplay into segments. The shortest loop you can play the game for is fifteen minutes, so it’s built into these fifteen minute chunks. This isn’t sit down for six hours like with something along the lines of Skyrim. You can get in and get out fairly quickly. So, short dungeons, get in, get to the end, get out. That’s both to facilitate play on the iPad but also to accomodate groups coming in and coming out. Not everyone has hours to sit down and raid anymore. I squeeze my gaming in around a whole bunch of stuff I’m doing in my life.
You can play for fifteen minutes and have a viable and productive session, but if you do have two hours you can do multiple game loops, dungeon runs, quests, advance your virtues some more.
Do you play a lot of MMOs?