The King of the Underworld is Exploration

Ultima Underworld

Chalk another game off my backlog, I just completed Ultima Underworld and I must say it was much more than the game I was expecting. Sometimes when the nostalgia bug bites, you head back to an older game or two, and they just don’t hold up. It’s not as good as you remember it being, the graphics are just too dated to enjoy it, or times have changed so much that the flow of the game is totally opposed to today’s standards. Ultima Underworld, though, was more of a look into the future from the past.

Did I forget to mention that you could also play musical instruments in Underworld? Yup, you totally could. Not only that, but at one point it became integral to the main quest. Fishing, too. The amount of features stuffed into this one game, a game who this month is turning 23 years old, is absolutely staggering. Not only did the game hold up well over time, it held up well enough for me to play a complete runthrough of the game without even wanting to divert my attention elsewhere.

Ultima Underworld

I should… call Origin to receive a personal congratulations?! I wonder if any one of the old Origin employees or anyone at EA would honor this.

The best feature of Underworld, hands down, is it really nailed that feeling of exploration. The storyline was bare at best, and revolved around saving a maiden and finding a handful of particular items, using clues given by the NPCs you met. Finding them is what drove you forward, and every item you needed was just down one more level tucked into a far corner somewhere or held by some unsuspecting NPC, and all you had to do was find it. Around any corner could be a monster that would slap you around, a friendly face, a pile of treasure, a piece of lore, a freaking game of Pac-Man, a talking door, a developer homage, lava and waterfalls, a platform puzzle, etc. In other words, Ultima Underworld rewarded handsomely the person who explored every nook and cranny.

Ultima Underworld, Pac-Man

So I’m to collect these blue orbs as I run around this maze that’s filled with different colored ghosts. Sure, that sounds perfectly reasonable.

And not a single drop of procedural generation was used. The only randomness seemed to come from periodic monster spawns. After clearing a level occasionally you would meet a random monster, and these either didn’t happen often, or happened and they mixed in so well that they weren’t that noticeable. They didn’t use random encounters as an experience crutch, though, as is commonly found in a metric ton of other games. Everything was on purpose. But even with those rails, it felt like the rails didn’t exist.

Werit, another Star Trek Online player, makes a couple great points about the topic of exploration. If “exploration” is made procedurally generated, it doesn’t “feel” like you’re really exploring. It instead feels like you’re traveling down the highway and seeing yet another rest stop. A few restaurants, maybe a quirky gift shop, bathrooms, and that’s about it. If all you have to look forward to with more exploration is yet another rest stop, it doesn’t feel that fulfilling. And yet, Star Trek Online players, like many other players, are clamoring for more exploration!

Ultima Underworld really nailed what games today are still having problems trying to emulate. The Elder Scrolls series, I think, has come the closest to that feeling of rewarding exploration, where you could pick any direction and find rewarding adventure. That’s the reason why Skyrim has sold an almost mind-boggling amount of units. Rewarding exploration is what players really want. It is also why The Elder Scrolls Online didn’t fare so hot on release, their rails were showing too much.

Ultima Underworld, Warren Spector

A spectre named Warren, a not-so-subtle nod to Warren Spector. Wonder why he’s upset, though? Maybe the whole ‘ghost’ thing has something to do with it.

Not many younger players these days can stomach a game that has such dated graphics, no matter how good it is. Ultima Underworld, though, felt like listening to good classic rock. Different from today’s music, both in structure and style, but the soul never changes.

Playing Ultima Underworld evoked feelings like listening to Pink Floyd’s ‘The Wall’. You know that what you’re experiencing is from a different time period, but that does nothing to diminish the genius that went into producing it.

//Ocho

P.S. – By the way, mark it down. On March 2nd, 2015 the Internet was won by Ocho.

Ultima Underworld, Richard Garriott, Congratulations

P.S. – Supporting the Underworld Ascendant Kickstarter for me was a no brainer. It’s being produced by the same designer, Paul Neurath, someone who obviously knows what’s up. Their biggest hurdle, I believe, will be in topping what was an industry-changing game. No small feat.

P.P.S.- Here are links to my other two writeups on Underworld: My initial writeup, My mid-game writeup.

Ultima Underworld, Moongate

The whole Pink Floyd analogy was a little more apt, too. The run after the final encounter is a little… trippy.