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A previously unpublished 2014 interview with Richard Garriott, in which he discusses Ultima 9, Ultima X, Shroud of the Avatar, and other things besides.

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In which Raph Koster — Designer Dragon, the original designer working on Ultima Online — tells still yet more stories from that game's earliest years.

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What better way to mark the 20th anniversary of Ultima Online than by hearing stories from the original designer thereof?

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What exactly is an RPG, anyway?

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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.

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Let's talk about our first Ultima fan projects, our first explorations of programming, and/or our first experiences messing with a game's editing toolkit.

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We take a look at gameplay features — NPC schedules, day/night cycles, and other systems — and their impact on one's enjoyment of a game.

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In which we discuss The Legend of Zelda: Breath of the Wild and how it hearkens back, in its own way, to Ultima 6.

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For lack of any decided-upon topic, we instead talk about random bits of gaming news...notably, the Nintendo Switch and Mass Effect: Andromeda.

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