A previously unpublished 2014 interview with Richard Garriott, in which he discusses Ultima 9, Ultima X, Shroud of the Avatar, and other things besides.
We talk about Ireland, hurricanes, Star Wars, and eventually Shroud of the Avatar.
Shroud of the Avatar isn’t the first game to propose the idea that one or more entries in a series should be playable as a contiguous experience.
An examination of games which have over- or under-delivered on promises made early in development.
How much prominence does combat need to have in an RPG? How necessary should combat be to progressing through — or passing — the game? And is there something “lesser” about including an “easy” difficulty setting?
Eleven years ago, the Ultima Codex’s predecessor — Ultima Aiera — was launched. Some pretty wild stuff has happened since then.
The response to the announcement of New Project Britannia has been overwhelming, so let’s talk a bit about what the project needs and where we want to see it go.
Project Britannia II: a new framework to be built by and for the Ultima & SotA fandoms, which intends to become the go-to resource for Ultima & SotA fan projects.
What is a companion, in an RPG context? What is a henchman? Does the distinction even matter, and if so, why?
Being an excerpt from the Journal of the Avatar, from the period of history known as “The Warriors of Destiny”.