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We take a look at PC Gamer's Ultimate RPG Handbook, and comment on its presentation of the history and influence of the *Ultima* series.

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What's the best way to design a game: solidify the story first, or get the underlying tech in place and then craft a story around it?

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The later Ultimas featured robust interactive world systems, which even allowed for objects to be combined to make other objects (e.g. bread). How does this relate to modern crafting systems in RPGs?

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Spam Spam Spam Humbug chats with Richard Garriott and Starr Long about the genesis and first years of Ultima Online.

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Ultima 4 was released thirty years ago, if you can believe that. As such, the SSSH crew discuss the game, its legacy, and whether or not modern gamers can handle it.

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Eleven years ago, the Ultima Codex's predecessor — Ultima Aiera — was launched. Some pretty wild stuff has happened since then.

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In which WtF Dragon comments on Warren Spector's SXSW lecture on “the dangers of thinking of games as fun” and raises some objections thereto. Because the real danger is the idea that fun is necessarily the same as escapism.

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