Ultima 7
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Ultima 7
''Ultima VII: The Black Gate'' is the seventh installment of the ''Ultima (series), Ultima series'' of role-playing video games, released on April 16, 1992. In it the player returns as The Avatar, a would-be paragon of moral virtue who faces down many dangers and deceptions in order to cleanse the medieval fantasy world of Britannia of assorted plots and schemes, monster infestations, and the undermining of crown authority. ''The Black Gate'' was critically acclaimed and commercially successful, being widely lauded as a high point in the series and as one of the best RPGs ever created. In an interview with GameSpot, Richard Garriott stated that ''Ultima VII'' "was the most masterfully executed of the ''Ultima'' series". He has also often stated that the game was, along with ''Ultima IV: Quest of the Avatar, Ultima IV'', his own favorite installment overall. Gameplay Game system ''Ultima VII'' introduced major changes in the ''Ultima'' series. The most serious alteration is t ...
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Origin Systems
Origin Systems, Inc. was an American video game developer based in Austin, Texas. It was founded on March 3, 1983, by Richard Garriott and his brother Robert Garriott, Robert. Origin is best known for their groundbreaking work in multiple genres of video games, such as the ''Ultima (series), Ultima'' and ''Wing Commander (franchise), Wing Commander'' series. The company was purchased by Electronic Arts in 1992. History Brothers Richard Garriott, Richard and Robert Garriott, their astronaut-engineer father Owen K. Garriott, Owen, and programmer Chuck Bueche founded Origin Systems in 1983 because of the trouble they had collecting money owed to Richard for his games released by other companies. Origin was initially based in the Garriotts' garage in Houston, Texas. The company's first game was ''Ultima III: Exodus''; because of Ultima's established reputation and the fact that the company's games were released on computers and not consoles, Origin survived the Video game crash of 19 ...
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Quest Of The Avatar
A quest is a journey toward a specific mission or a goal. The word serves as a plot device in mythology and fiction: a difficult journey towards a goal, often symbolic or allegorical. Tales of quests figure prominently in the folklore of every nation and ethnic culture. In literature, the object of a quest requires great exertion on the part of the hero, who must overcome many obstacles, typically including much travel. The aspect of travel allows the storyteller to showcase exotic locations and cultures (an objective of the narrative, not of the character). The object of a quest may also have supernatural properties, often leading the protagonist into other worlds and dimensions. The moral of a quest tale often centers on the changed character of the hero. Quest objects The hero normally aims to obtain something or someone by the quest, and with this object to return home. The object can be something new, that fulfills a lack in their life, or something that was stolen ...
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Artificial Intelligence In Video Games
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-player characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1950s. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and decision trees to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation. In general, game AI does not, as might be thought and sometimes i ...
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Real-time Games
In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game ''Terraria'', where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games). Real-time gameplay is the dominant form of time-keeping found in simulation video games, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance real-time strateg ...
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Paper Doll (video Games)
In role-playing video games, a paper doll is a way of representing a player character's inventory and currently used equipment. In games that use a paper doll inventory management system, the sprites or 3D models of equipment, such as clothing or armour, can be placed on top of an image of the player character. This is similar to how the paper cut-outs of real-world paper dolls are used. The innovative and very successful '' Dungeon Master'' popularized the paper doll interface. Using a paper doll inventory system is either done by dragging equipment in place, or by selecting them from a list. In games with multiple main characters, the different player characters are usually shown posing the same way. In some cases, there are multiple poses for the characters. For example, there may one unique pose when a one-handed weapon is equipped, and another when a two-handed weapon is equipped. Typically, the paper dolls are a separate part of the inventory management. Sometimes, however, ...
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Serpent Isle
''Ultima VII Part Two: Serpent Isle'' is a role-playing video game released in 1993 as part of the core Ultima (series), ''Ultima'' series, its story beginning eighteen months after the conclusion of ''Ultima VII: The Black Gate''. In ''Serpent Isle'', the Avatar (Ultima), Avatar follows Batlin to the eponymous land called Serpent Isle, finding three city-states founded by those who left Britannia generations before and ancient ruins from a still-older lost civilization that was there long before them. This is the first game in the main ''Ultima'' series to take place in its entirety outside Britannia as it has been known since ''Ultima III: Exodus, Ultima III''. It is also more linear than the earlier parts—unlike the earlier games, where the order in which quests were completed was of little concern, the new approach makes it possible to give the game a more carefully plotted storyline, while at the same time somewhat limiting the player's choice.''MobyGames: Ultima VII: Part ...
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