Impact and Legacy
Many innovations of the early Ultimas - in particular Ultima III: Exodus (1983) - eventually became standard among later RPGs, such as the use of tiled graphics and party-based combat, its mix of fantasy and science-fiction elements, and the introduction of time travel as a plot device. In turn, some of these elements were inspired by Wizardry, specifically the party-based combat. Exodus was also revolutionary in its use of a written narrative to convey a larger story than the typically minimal plots that were common at the time. Most video games - including Garriott's own Ultima I and II and Akalabeth - tended to focus primarily on things like combat without venturing much further. In addition, Garriott would introduce in Ultima IV a theme that would persist throughout later Ultimas - a system of chivalry and code of conduct in which the player, or "Avatar", is tested periodically (in both obvious and unseen ways) and judged according to his or her actions. This system of morals and ethics was unique, in that in other video games players could for the most part act and do as they wished without having to consider the consequences of their actions. In 2000, Britannia was included in GameSpot's list of the ten best game world, called "the oldest and one of the most historically rich gameworlds."
Ultima III would go on to be released for many other platforms and influence the development of such RPGs as Excalibur and Dragon Quest; and many consider the game to be the first modern CRPG.
Read more about this topic: Ultima (series)
Famous quotes containing the words impact and/or legacy:
“One can describe a landscape in many different words and sentences, but one would not normally cut up a picture of a landscape and rearrange it in different patterns in order to describe it in different ways. Because a photograph is not composed of discrete units strung out in a linear row of meaningful pieces, we do not understand it by looking at one element after another in a set sequence. The photograph is understood in one act of seeing; it is perceived in a gestalt.”
—Joshua Meyrowitz, U.S. educator, media critic. The Blurring of Public and Private Behaviors, No Sense of Place: The Impact of Electronic Media on Social Behavior, Oxford University Press (1985)
“What is popularly called fame is nothing but an empty name and a legacy from paganism.”
—Desiderius Erasmus (c. 14661536)