A 1981 computer RPG by Richard Garriott with an open world, quests and hunger.
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.
From Ultima page note, 1981 game
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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It offered the open world of Sosaria and made players buy food to stay alive. Koichi Nakamura loved it, and Dragon Quest took its overworld, with towns and castles as single tiles.
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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