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Ultima

A 1981 computer RPG by Richard Garriott with an open world, quests and hunger.

1 source4 tips

Where Ultima comes up1 episode or test

Gcreator of Game Maker's Toolkit testThe Birth of the Japanese RPG | Design Icons
In short

Ultima (1981) gave players the open world of Sosaria and made them buy food to stay alive. Koichi Nakamura loved it, and Dragon Quest borrowed its overworld, with towns and castles as single tiles, while taking its battles from Wizardry. Lesson: combine the strongest parts of two influences, and use a steady pressure like hunger to make resources matter.

At a glanceUltima's hunger made every trip into the world cost something
  1. 1Explore the worldLarge open world to travel
  2. 2Hunger buildsPersistent pressure while you play
  3. 3Buy foodSpend resources to stay alive
  4. 4Eat to surviveThen decide whether to go further

From Ultima page note, 1981 game

What was said about Ultima

  • Ultima made players buy food, so every trip into the world had a cost. Ultima had a hunger system that forced players to buy and eat food to stay alive. That turned exploring a large world into a resource decision.

    The source puts it this way: "The game also had a hunger system, forcing you to buy and eat food to stay alive." The lesson is that a persistent pressure like hunger makes resources matter.

  • .

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