Something
Lord British often stresses about his Ultima series is that in less early Ultimas he tried not to base the
design of the
game only on
hack-and-slash action, but he also tried to enrich it with human social interaction elements, as well as
character feelings and
psychology, and more, thus making the
Avatar's
role a more
likely one. This makes easier for the
player to
identify himself into the game
experience, and gives true weight to his
behaviour.
In his own words:
[...] One of the things I feel really good about is that Ultima stories are about social consciousness. [...] This is why I feel really good about the role-playing content in Ultima, where you're allowed to cheat, steal and be dishonest, but the game remembers it and shows it back to you later on. [...]
Taken on April 28, 2001 from a Computer Games Online interview with RG (http://www.cdmag.com/articles/023/004/garriott_interview6.html).
So, kinda karma. And in Iolo's cheat menu in the sixth Ultima you can edit yours, if you really want to ...
Today,
Ultima VII: The Black Gate and
Ultima VII: Serpent Isle (the latter is the Part II of the former), two of the most beloved and famous Ultimas, have the chance of not being only a thing of the past anymore: for Ultima
fans, it's indeed time to
exult :-) !