Ultima Underworld
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''Ultima Underworld: The Stygian Abyss'' is a first-person
role-playing video game A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
developed by
Blue Sky Productions Looking Glass Studios, Inc. (formerly Blue Sky Productions and LookingGlass Technologies, Inc.) was an American video game developer based in Cambridge, Massachusetts. The company was founded by Paul Neurath with Ned Lerner as Blue Sky Producti ...
(later Looking Glass Studios) and published by
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 ...
. Released in March 1992, the game is set in the fantasy world of the ''Ultima'' series. It takes place inside the Great Stygian Abyss: a large cave system that contains the remnants of a failed
utopia A utopia ( ) typically describes an imaginary community or society that possesses highly desirable or nearly perfect qualities for its members. It was coined by Sir Thomas More for his 1516 book ''Utopia (book), Utopia'', describing a fictional ...
n civilization. The player assumes the role of the
Avatar Avatar (, ; ), is a concept within Hinduism that in Sanskrit literally means "descent". It signifies the material appearance or incarnation of a powerful deity, goddess or spirit on Earth. The relative verb to "alight, to make one's appearanc ...
—the ''Ultima'' series's
protagonist A protagonist () is the main character of a story. The protagonist makes key decisions that affect the plot, primarily influencing the story and propelling it forward, and is often the character who faces the most significant obstacles. If a st ...
—and attempts to find and rescue a baron's kidnapped daughter. ''Ultima Underworld'' has been cited as the first role-playing game to feature first-person action in a 3D environment, and it introduced technological innovations such as allowing the player to look up and down. Its design combines
simulation A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of Conceptual model, models; the model represents the key characteristics or behaviors of the selected system or proc ...
elements with concepts from earlier role-playing video games, including ''
Wizardry ''Wizardry'' is a series of role-playing video games, developed by Sir-Tech, that were highly influential in the evolution of modern role-playing video games. The original ''Wizardry'' was a significant influence on early console role-playing g ...
'' and '' Dungeon Master'', which led the game's designers to call it a " dungeon simulation". As such, the game is
non-linear In mathematics and science, a nonlinear system is a system in which the change of the output is not proportional to the change of the input. Nonlinear problems are of interest to engineers, biologists, physicists, mathematicians, and many other ...
and allows for
emergent gameplay Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics. Designers have attempted to encourage emergent play by providing to ...
. ''Ultima Underworld'' sold nearly 500,000 units, and was placed on numerous hall of fame lists. It influenced game developers such as
Bethesda Softworks Bethesda Softworks LLC is an American video game publisher based in Rockville, Maryland. The company was founded by Christopher Weaver in 1986 as a division of Media Technology Limited, and in 1999 became a subsidiary of ZeniMax Media. In its ...
and
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or slurries) by opening, closing, or partially obstructing various passageways. Valves are technically fittings ...
, and it was an inspiration behind the games ''
Deus Ex ''Deus Ex'' is a series of role-playing video games, set during the mid 21st century. Focusing on the conflict between secretive factions who wish to control the world by proxy, and the effects of transhumanistic attitudes and technologies in a ...
'' and ''
BioShock ''BioShock'' is a 2007 first-person shooter game developed by 2K Boston (later Irrational Games) and 2K Australia, and published by 2K Games. The first game in the ''BioShock'' series, it was released for Microsoft Windows and Xbox 360 pla ...
''. The game had a sequel, '' Ultima Underworld II: Labyrinth of Worlds'' (1993), and a new game in the series, ''
Underworld Ascendant ''Underworld Ascendant'' is a first-person action role-playing game developed by Otherside Entertainment and published by 505 Games. It is the sequel to '' Ultima Underworld: The Stygian Abyss'' and '' Ultima Underworld II: Labyrinth of Worlds ...
'', was released in late 2018.


Gameplay

''Ultima Underworld'' is a
role-playing video game A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
(RPG) that takes place from a first-person perspective in a
three-dimensional Three-dimensional space (also: 3D space, 3-space or, rarely, tri-dimensional space) is a geometric setting in which three values (called ''parameters'') are required to determine the position of an element (i.e., point). This is the informal ...
environment. The player's goal is to adventure through a large, multi-level
dungeon A dungeon is a room or cell in which prisoners are held, especially underground. Dungeons are generally associated with medieval castles, though their association with torture probably belongs more to the Renaissance period. An oubliette (from ...
, in which the entire game is set. The player uses a freely movable mouse cursor to interact with the game's world, and with the icon-based interface on the
heads-up display A head-up display, or heads-up display, also known as a HUD (), is any transparent display that presents data without requiring users to look away from their usual viewpoints. The origin of the name stems from a pilot being able to view informa ...
(HUD). Each icon has a specific effect; for example, the player uses the Look icon to examine objects closely, while the Fight icon causes the
player character A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
to ready their weapon. The player's progression through the game is non-linear: areas may be explored, and puzzles and quests finished, in any order. An automatically filling map, to which the player may add notes, records what the player has seen above a minimum level of brightness. The player character may carry light sources to extend the
line of sight The line of sight, also known as visual axis or sightline (also sight line), is an imaginary line between a viewer/observer/spectator's eye(s) and a subject of interest, or their relative direction. The subject may be any definable object taken ...
in varying amounts. Exploratory actions include looking up and down, jumping, and swimming. The player begins the game by creating a character, for whom traits such as gender,
class Class or The Class may refer to: Common uses not otherwise categorized * Class (biology), a taxonomic rank * Class (knowledge representation), a collection of individuals or objects * Class (philosophy), an analytical concept used differentl ...
and skills may be selected. Skills range from fighting with an axe, to bartering, to picking locks. By participating in combat, quests and exploration, the character gains
experience point An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experi ...
s. When certain amounts of experience points are accumulated, the character
levels up An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experien ...
, gaining additional
hit points Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the for ...
and
mana According to Melanesian and Polynesian mythology, ''mana'' is a supernatural force that permeates the universe. Anyone or anything can have ''mana''. They believed it to be a cultivation or possession of energy and power, rather than being a ...
. Experience is required to recite
mantra A mantra (Pali: ''manta'') or mantram (मन्त्रम्) is a sacred utterance, a numinous sound, a syllable, word or phonemes, or group of words in Sanskrit, Pali and other languages believed by practitioners to have religious, ma ...
s at
shrine A shrine ( la, scrinium "case or chest for books or papers"; Old French: ''escrin'' "box or case") is a sacred or holy sacred space, space dedicated to a specific deity, ancestor worship, ancestor, hero, martyr, saint, Daemon (mythology), daem ...
s in the game. Each mantra is a statement—such as " Om Cah"—that increases proficiency in a specific skill when typed. Simple mantras are provided in the game's manual, while more complex ones are hidden throughout the game. An inventory on the HUD lists the items and weapons carried by the player character; capacity is limited by weight. Players equip items via a
paper doll Paper dolls are figures cut out of paper or thin card, with separate clothes, also made of paper, that are usually held onto the dolls by paper folding tabs. They may be a figure of a person, animal or inanimate object. Paper dolls have been inex ...
system, wherein items are clicked-and-dragged onto a representation of the player character. Combat occurs in real-time, and the player character may use both melee and ranged weapons. The player attacks by holding the cursor over the game screen and clicking, depressing the button longer to inflict greater damage. Some weapons allow for different types of attacks depending on where the cursor is held; for example, clicking near the bottom of the screen may result in a jab, while clicking in the middle produces a slash. Simulated dice rolls occur behind the scenes to determine weapon accuracy. Enemies sometimes try to escape when near death, and the game's stealth mechanics may occasionally be used to avoid combat altogether. The player may cast spells by selecting an appropriate combination of
runestone A runestone is typically a raised stone with a runic inscription, but the term can also be applied to inscriptions on boulders and on bedrock. The tradition began in the 4th century and lasted into the 12th century, but most of the runestones da ...
s. Like mantras, runestones must be found in the game world before use. There are over forty spells, some undocumented; their effects range from causing earthquakes to flight. The developers intended ''Ultima Underworld'' to be a realistic and interactive "dungeon simulation", rather than a straightforward
role-playing video game A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
. For example, many objects in the game have no actual use, while a lit torch may be used on corn to create
popcorn Popcorn (also called popped corn, popcorns or pop-corn) is a variety of corn kernel which expands and puffs up when heated; the same names also refer to the foodstuff produced by the expansion. A popcorn kernel's strong hull contains the se ...
. Weapons deteriorate with use, and the player character must eat and rest; light sources burn out unless extinguished before sleeping. A physics system allows, among other things, for items to bounce when thrown against surfaces. The game contains
non-player character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster o ...
s (NPCs) with whom the player may interact by selecting dialogue choices from a menu. Most NPCs have possessions, and are willing to trade them. The game was designed to give players "a palette of strategies" with which to approach situations, and its simulation systems allow for
emergent gameplay Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics. Designers have attempted to encourage emergent play by providing to ...
.


Plot


Setting

''Ultima Underworld'' is set in Britannia, the fantasy world of the ''Ultima'' series. Specifically, the game takes place inside a large, underground
dungeon A dungeon is a room or cell in which prisoners are held, especially underground. Dungeons are generally associated with medieval castles, though their association with torture probably belongs more to the Renaissance period. An oubliette (from ...
called the Great Stygian Abyss. The dungeon's entrance lies on the Isle of the Avatar, an island ruled by Baron Almric. The Abyss first appeared in '' Ultima IV: Quest of the Avatar'', in which it contains the player's final goal, the Codex of Ultimate Wisdom. ''Ultima Underworld'' is set after the events of '' Ultima VI: The False Prophet''; in the time between the two games, a man named Cabirus attempted to create a
utopia A utopia ( ) typically describes an imaginary community or society that possesses highly desirable or nearly perfect qualities for its members. It was coined by Sir Thomas More for his 1516 book ''Utopia (book), Utopia'', describing a fictional ...
n colony inside the Abyss. The eight settlements of the ''Ultima'' series each embody one of eight virtues, and Cabirus wished to create a ninth that embodied all virtues. To achieve this, he united diverse cultures and races in peaceful co-existence and planned to promote harmony by giving each group one of eight virtue-imbued magical artifacts. However, he died before distributing the artifacts, and left no instructions for doing so. As a result, the colony collapsed into anarchy and war, and the artifacts were lost. At the time of ''Ultima Underworld'', the Abyss contains the remnants of Cabirus's colony, inhabited by fractious groups of humans, goblins, trolls and others.


Story

Before the beginning of the game, the Abyss-dwelling wizard brothers Garamon and Tyball accidentally summon a demon, the Slasher of Veils, while experimenting with inter-dimensional travel. Garamon is used as bait to lure the demon into a room imbued with virtue. However, the demon offers Tyball great power if he betrays Garamon. Tyball agrees, but the betrayal fails; Garamon is killed, but seals the demon inside the room. Because he lacks virtue, Tyball cannot re-enter by himself, and plans to sacrifice Baron Almric's daughter, Arial, at the doorway to gain entrance. In the game's introduction, the ghost of Garamon haunts the Avatar's dreams with warnings of a great danger in Britannia. The Avatar allows Garamon to take him there, where he watches Tyball kidnap Arial. Tyball escapes, leaving the Avatar to be caught by the Baron's guards. The guards take him to the Baron, who banishes him to the Great Stygian Abyss to rescue Arial. After the introduction, the Avatar explores the dungeon and finds remnants of Cabirus's colony. A few possible scenarios include deciding the fate of two warring goblin tribes, learning a language, and playing an instrument to complete a quest. The Avatar eventually defeats Tyball and frees Arial. However, as he dies, Tyball reveals that he had decided to contain the Slasher of Veils, whose prison he had been weakening, within Arial as a way to prevent it from destroying the world. Arial asks the Avatar to prevent the Slasher of Veils from being unleashed, and magically teleports back to the surface to evacuate its inhabitants. With help from Garamon's ghost, the Avatar gathers the eight talismans of Cabirus and throws them in the volcano at the base of the Abyss; Garamon uses the energy they release to open a portal and send the Slasher of Veils into another dimension. The Avatar is sucked through the portal into a chaotic alternate dimension, but escapes back to the Isle of the Avatar and makes it on board the Baron's ship as the volcano erupts. As the game ends, Garamon's spirit reveals that he teleported the inhabitants of the Abyss to another cave.


Development

''Ultima Underworld'' was conceived in 1989 by
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 ...
employee
Paul Neurath Paul Neurath is a video game designer and creative director. He founded both Blue Sky Productions (later renamed Looking Glass Studios) and Floodgate Entertainment. He was the creative director of Zynga Boston. In 2014 he founded OtherSide Entertain ...
. He had just completed work on '' Space Rogue'', a hybrid title that features sequences both of 2D tile-based role-playing and of 3D space flight simulation. According to Neurath, ''Space Rogue'' "took the first, tentative steps in exploring a blend of RPG and simulation elements, and this seemed to me a promising direction." He felt that the way it combined the elements was jarring, however, and believed that he could create a more immersive experience. Neurath had enjoyed
role-playing video game A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
s like ''
Wizardry ''Wizardry'' is a series of role-playing video games, developed by Sir-Tech, that were highly influential in the evolution of modern role-playing video games. The original ''Wizardry'' was a significant influence on early console role-playing g ...
'', but found that their simple, abstract visuals were an obstacle to the
suspension of disbelief Suspension of disbelief, sometimes called willing suspension of disbelief, is the avoidance of critical thinking or logic in examining something unreal or impossible in reality, such as a work of speculative fiction, in order to believe it for ...
. He believed that '' Dungeon Masters detailed first-person presentation was a "glimpse into the future", and he sought to create a fantasy role-playing game that built on its example. In early 1990, Neurath wrote a design document for a game titled ''Underworld'', which described such elements as "goblins on the prows of rowboats tossed in the waves, shooting arrows at the player above on a rope bridge swinging in the wind." He contracted former Origin employee Doug Wike to create
concept art Concept art is a form of visual art used to convey an idea for use in films, video games, animation, comic books, or other media before it is put into the final product. Concept art usually refers to world-building artwork used to inspire the ...
. Wike created a brief, hand-drawn animation with Deluxe Paint Animation, which depicted the game's interface and a creature moving toward the player. The animation defined the game's direction, and it was used as a reference point for the game's tone and features throughout development. That spring, Neurath founded the company Blue Sky Productions in
Salem, New Hampshire Salem is a town in Rockingham County, New Hampshire, United States. The population was 30,089 at the 2020 census. Being located on Interstate 93 as the first town in New Hampshire, which lacks any state sales tax, Salem has grown into a commer ...
, with the intention to create ''Underworld''. Among the company's first employees was
Doug Church Doug Church (born November 16, 1968, in Evanston, Illinois), is an American video game designer and producer. He attended MIT in the late 1980s, but left and went to work with Looking Glass Studios, when they were making primarily MS-DOS-based im ...
, who was studying at the
Massachusetts Institute of Technology The Massachusetts Institute of Technology (MIT) is a private land-grant research university in Cambridge, Massachusetts. Established in 1861, MIT has played a key role in the development of modern technology and science, and is one of the ...
(MIT). The team was thus composed of Doug Church as programmer, Doug Wike as lead artist and Paul Neurath as lead designer. Development began in May 1990. An early difficulty was the implementation of
texture mapping Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mapping ...
. Neurath had experimented unsuccessfully with the concept on an
Apple II The Apple II (stylized as ) is an 8-bit home computer and one of the world's first highly successful mass-produced microcomputer products. It was designed primarily by Steve Wozniak; Jerry Manock developed the design of Apple II's foam-m ...
computer in the late 1980s, but he believed that the more powerful IBM PCs of the time might be able to process it. He contacted
Lerner Research Looking Glass Studios, Inc. (formerly Blue Sky Productions and LookingGlass Technologies, Inc.) was an American video game developer based in Cambridge, Massachusetts. The company was founded by Paul Neurath with Ned Lerner as Blue Sky Producti ...
programmer Chris Green—an acquaintance from his past work with
Ned Lerner Edward Lerner, or Ned Lerner, is a video game programmer and technology project leader in the video game industry. Career In 1983 he founded Lerner Research (a 3D simulation development company) which was responsible for '' Chuck Yeager's Advan ...
—who created a working
algorithm In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specificat ...
. Using the ''Space Rogue'' engine, Green's algorithm, assembly code from Lerner Research's ''
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'' and original programming, the Blue Sky team completed a prototype of ''Underworld'' after roughly a month of work. Neurath described the prototype as "fast, smooth, and eaturingtrue texture mapped walls, though the ceiling and floor were flat shaded and the corridors and rooms were all 10' .0 mhigh—it looked a lot like '' Wolfenstein-3D'' in fact." The team demonstrated it at the June 1990
Consumer Electronics Show CES (; formerly an initialism for Consumer Electronics Show) is an annual trade show organized by the Consumer Technology Association (CTA). Held in January at the Las Vegas Convention Center in Winchester, Nevada, United States, the event typi ...
(CES) and impressed
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 ...
. Origin producer
Warren Spector Warren Evan Spector (born October 2, 1955) is an American role-playing and video game designer, director, writer, producer and production designer. He is known for creating immersive sim games, which give players a wide variety of choices in how ...
later said, "I remember Paul showing me that demo ... at CES and being totally floored by it. None of us had ever seen anything like it." The two companies reached a publishing agreement that summer, and Origin suggested that the game be reworked to fit into the ''Ultima'' universe. The team agreed, and the game was renamed ''Ultima Underworld''. While Spector had hoped to produce the game, he was not assigned to the role; and he later said that he "sort of watched he other producerjealously from the sidelines." After the game was renamed, Doug Church recruited Dan Schmidt, a college friend who had just graduated from MIT, as a programmer. The team abandoned the ''Space Rogue'' engine and created a new one that could display a believable 3D world—one with varying heights and texture-mapped floors and ceilings. Church estimated that the first year of production was dedicated to creating the game's technological base. However, Neurath stated that the team spent "comparatively little" time on the game's technology, and that "most was spent working on game features, mechanics, and world building". Their ultimate goal was to create the "finest dungeon game, a game that was tangibly better than any of the long line of dungeon games that came before it." Each member of the small team assumed multiple roles; for example, the game's first two levels were designed by Paul Neurath, while the rest were built by artists, designers and programmers. According to Schmidt, Neurath contracted a writer to create the game's story and dialogue, but the relationship was a "mismatch"; and so the team decided to write the plot themselves. Alongside his programming work, Church co-wrote the game's story with Dan Schmidt, and he gradually took on project leader responsibilities. Writing duties for each level were given to the person who created that level; Schmidt's role was to edit the dialogue of each level to fit with that of the others. Schmidt also created the game's sound effects, which were synthesized—no recorded sounds were used—in a graphical sound editor. Neurath, who Church said was "very day to day at the beginning of the project", became more involved with the company's business and finances. Church explained that the core of the project was its "dynamic creation". He noted that the team had "no set of rules ... or pre-written plan", but rather worked organically toward the general idea of creating a "dungeon simulation". Church believed that the game's ''Ultima'' series heritage was extremely helpful, as it gave the team an anchor for their experiments. According to Church, because the team was young and inexperienced, they were "improvising almost the whole time". He said that they would "just write something" that seemed interesting, but would then "get it half done, and we'd say, 'Eh? That's not working.'" He believed that this iterative method was useful overall, but that it entailed an abnormally large workload: it resulted in the creation of "four movement systems before we were done, several combat systems, and so forth". Certain failed experiments meant that the team created " Icode for many ideas which turned out to be largely irrelevant to the actual gameplay". During the first year of the game's development, Church believed that Origin had little faith in the team's ability to complete the game. He later said, "They didn't pay any attention at all, frankly." While Origin CEO
Richard Garriott Richard Allen Garriott de Cayeux (''né'' Garriott; born July 4, 1961) is an American video game developer, entrepreneur and private astronaut. Although both his parents were American, he maintains dual British and American citizenship by birth. ...
helped the team in fitting the game into the ''Ultima'' franchise, Warren Spector later said that the company seemed "blasé" about ''Ultima Underworld'' "for the first several months after ORIGIN and Blue Sky signed the deal", despite his own belief that it was a "change-the-world project". Neurath opined that this was due to the team's status as outsiders, whose company was "some 1,500 miles distant" from their publisher. The team was advanced $30,000 to create the game, but its final cost was $400,000. The game was funded partly by Ned Lerner, and by Neurath's royalties from ''Space Rogue''. Throughout the game's production, the studio was run on a tight budget. Roughly a year into development, the team discovered that their second producer—the first having quit Origin near the beginning of development—had left the project. Neurath later said that "neither roducerhad much involvement" in the game, and that, following the second's departure, the team spent time without any producer at all. Rumors circulated that Origin planned to cancel the project. Following a proposal by the team around this time, Spector, who had previously worked with Neurath on ''Space Rogue'', assumed the role of producer. Church later described this event as "a big win for everyone". Spector began to interact regularly with the team by phone and to visit the studio in person. Neurath later said, "Warren understood immediately what we were trying to accomplish with the game, and became our biggest champion within Origin. Had not Warren stepped in this role at that stage, I'm not sure ''Ultima Underworld'' would have ever seen the light of day." Church said that Spector helped the team polish the game and "make it real", and that Spector's past experience in the industry enabled him to keep the team focused on completing the game. He explained that Spector "had that ability to help me and the rest of the guys reset, from the big-picture view of someone who has done it before." The final four months of the game's development constituted "crunch time". During this period, Neurath rented an extremely small basement office space in a
Somerville, Massachusetts Somerville ( ) is a city located directly to the northwest of Boston, and north of Cambridge, Massachusetts, Cambridge, in Middlesex County, Massachusetts, United States. As of the 2020 United States Census, the city had a total population of 81, ...
social services building: he sought to circumvent the long commute that several team members had been making from Massachusetts. Furniture consisted of inexpensive folding tables and "uncomfortable red deck chairs". Development took place during the winter, but the room was drafty and poorly heated. The team hired college friends such as
Marc LeBlanc Marc "Mahk" LeBlanc is an educator and designer of video games. LeBlanc attended MIT where he received a B.S. and M.S. in Computer Science. Through his work with Looking Glass Studios, LeBlanc contributed to a number of important video game title ...
to bug test the game, and Spector stayed at the studio for roughly a month and a half, according to Church. Spector later said that "in that little office, that team created some serious magic. I mean, the sense of doing something incredible was palpable". Neurath summarized, "Despite the austere working environment, the game came together amazingly well in the final stretch, and we delivered the Gold Master just about two years after we had started." The game was released in March 1992.


Technology

''Ultima Underworlds
game engine A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software i ...
was written by a small team. Chris Green provided the game's texture mapping algorithm, which was applied to walls, floors and ceilings. The engine allowed for transparencies, walls at 45 degree angles, multiple tile heights and inclined surfaces, and other aspects. ''Ultima Underworld'' was the first video game to implement many of these effects. The game was also the first indoor, real-time, 3D first-person game to allow the player to look up and down, and to jump. ''Ultima Underworld'' uses two-dimensional sprites for characters, but also features 3D objects, as the team believed that it "had to do 3D objects in order to have reasonable visuals". The game uses physics to calculate the motion of thrown objects. During the game's alpha testing phase, part of the programming team worked to create a smooth lighting model. The game's advanced technology caused the engine to run slowly, and its
system requirements To be used efficiently, all computer software needs certain hardware components or other software resources to be present on a computer. These prerequisites are known as (computer) system requirements and are often used as a guideline as opposed ...
were extremely high. Doug Church later downplayed the importance of the game's technology, stating that technological advancement "is somewhat inevitable in our field ... ndsadly, as an industry we seem to know much less about design, and how to continue to extend and grow design capabilities". Instead, he claimed that ''Ultima Underworld''s most important achievement was its incorporation of simulation elements into a role-playing game.


Reception

''Ultima Underworld'' was not an immediate commercial success, which caused Origin to decrease its marketing support. However, its popularity increased via
word of mouth Word of mouth, or ''viva voce'', is the passing of information from person to person using oral communication, which could be as simple as telling someone the time of day. Storytelling is a common form of word-of-mouth communication where one pe ...
in the years following its release. Sales eventually reached nearly 500,000 copies, with praise for its 3D presentation and automapping feature. In 1993 the game won the
Origins Award The Origins Awards are American awards for outstanding work in the game industry. They are presented by the Academy of Adventure Gaming Arts and Design at the Origins Game Fair on an annual basis for the previous year, so (for example) the 1979 aw ...
for Best Fantasy or Science Fiction Computer Game of 1992, and was nominated for an award at the
Game Developers Conference The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tutori ...
. ''
ACE An ace is a playing card, Dice, die or domino with a single Pip (counting), pip. In the standard French deck, an ace has a single suit (cards), suit symbol (a heart, diamond, spade, or club) located in the middle of the card, sometimes large a ...
'' called ''Ultima Underworld'' "the next true evolutionary step in the RPG genre", and noted that its simulation-style dungeon was "frighteningly realistic". The magazine thought that the game's sprite character models "detract from the dense atmosphere a bit", but ended the review by stating, "If you've got a PC, then you've got to have ''Ultima Underworld''." ''
Dragon Magazine Dragon Magazine may refer to: * ''Dragon'' (magazine), an American magazine for ''Dungeons & Dragons'' players * ''Dragon Magazine'' (Fujimi Shobo), a Japanese light novel magazine {{disambig ...
'' opined that "to say this is the best dungeon game we've ever played is quite an understatement," and it "will leave you wondering how other game entertainments can ever stack up against the new standards ''Abyss'' sets." ''
Computer Gaming World ''Computer Gaming World'' (CGW) was an American computer game magazine published between 1981 and 2006. One of the few magazines of the era to survive the video game crash of 1983, it was sold to Ziff Davis in 1993. It expanded greatly through ...
''s Allen Greenberg in 1992 described it as "an ambitious project" but "not without its share of problems." He praised the game's "enjoyable story and well-crafted puzzles", but disliked its "robotic" controls and "confusing" perspectives, and stated that "far more impressive sounds and pictures have been produced for other dungeon games". He summarized the game as "an enjoyable challenge with a unique game-playing engine to back it up." Scorpia was also positive, stating that despite flaws "''Ultima Underworld'' is an impressive first product. The meticulous construction of a real-world dungeon environment is outstanding. tmay be a dungeon trek, but it is certainly the dungeon trek of the future". In 1993 she praised the "superb graphics" of "a definite must for game players". The magazine later awarded the game "Role-Playing Game of the Year". '' Computer Shopper'' enjoyed its storyline and characters, and believed that the game "makes you feel as if you've entered a virtual reality". Despite describing its interface as "not truly intuitive", the reviewer finished by calling the game "addictive" and "a fine value". The ''
Chicago Tribune The ''Chicago Tribune'' is a daily newspaper based in Chicago, Illinois, United States, owned by Tribune Publishing. Founded in 1847, and formerly self-styled as the "World's Greatest Newspaper" (a slogan for which WGN radio and television ar ...
'' awarded it Best Game of the Year, and called it "an amazing triumph of the imagination" and "the creme de la creme of dungeon epics". The game was also well received by non-English publications. The Swedish ''Datormagazin'' considered the game to be "in a class by itself". In Germany, ''Power Play'' praised its "technical perfection" and "excellent" story, while ''Play Time'' lauded its graphical and aural presentation, and awarded it Game of the Month. Finland's ''
Pelit ''Pelit'' ("Games") is a Finnish video games magazine published in Helsinki, Finland. History ''Pelit'' dates back to 1987, as an annual extra games-only issue of '' MikroBitti'' and '' C-lehti''. Another annual issue was published in 1988, and in ...
'' stated, "''Ultima Underworld'' is something totally new in the CRPG field. The Virtual Fantasy of the Abyss left reviewers speechless." ''Ultima Underworld'' was inducted into many hall of fame lists, including those compiled by
GameSpy GameSpy was an American provider of online multiplayer and matchmaking middleware for video games founded in 1996 by Mark Surfas. After the release of a multiplayer server browser for the game, QSpy, Surfas licensed the software under the GameS ...
,
IGN ''IGN'' (formerly ''Imagine Games Network'') is an American video game and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa distri ...
and ''Computer Gaming World''. ''
PC Gamer US ''PC Gamer'' is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games mag ...
'' ranked the game and its sequel 20th on their 1997 The 50 Best Games Ever list, citing "strong character interaction, thoughtful puzzles, unprecedented control, and genuine roleplaying in ways that have yet to be duplicated". In 2004, readers of ''
Retro Gamer ''Retro Gamer'' is a British magazine, published worldwide, covering retro video games. It was the first commercial magazine to be devoted entirely to the subject. Launched in January 2004 as a quarterly publication, ''Retro Gamer'' soon became ...
'' voted ''Ultima Underworld'' as the 62nd top retro game: the staff called it "easily one of the best entries in the long-running ''Ultima'' series." In 1998, ''
PC Gamer ''PC Gamer'' is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games ma ...
'' declared it the 18th-best computer game ever released, and the editors called it "Light-years ahead of their time, and still regarded as some of the best roleplaying games ever created".


Legacy

''Ultima Underworld'' has been cited as the first RPG to feature first-person action in a 3D environment, and even as the first true first-person 3D game in any genre. Rival 3D games appeared; ''
Legends of Valour ''Legends of Valour'' is a role-playing video game developed by Synthetic Dimensions and released by U.S. Gold and Strategic Simulations in 1992 for the Amiga, Atari ST and MS-DOS, with the additional FM Towns and PC-98 versions in 1993-1994 i ...
'' advertised "''Ultima Underworld'', move over!"
Gamasutra ''Game Developer'', known as ''Gamasutra'' until 2021, is a website founded in 1997 that focuses on aspects of video game development. It is owned and operated by Informa and acts as the online sister publication to the print magazine '' Gam ...
posited that "all 3D RPG titles from ''
Morrowind ''The Elder Scrolls III: Morrowind'' is an open world, open-world action role-playing video game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the third installment in the ''The Elder Scrolls, Elder Scrolls'' ser ...
'' to ''
World of Warcraft ''World of Warcraft'' (''WoW'') is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. Set in the ''Warcraft'' fantasy universe, ''World of Warcraft'' takes place within the world of Azeroth ...
'' share ''Ultima Underworld'' as a common ancestor, both graphically and spiritually ... ndfor better or for worse, ''Underworld'' moved the text-based RPG out of the realm of imagination and into the third dimension". Its soundtrack, composed by George "The Fat Man" Sanger and Dave Govett, was the first in a major first-person game to use a
dynamic music In video games, adaptive music (also called dynamic or interactive music) is background music whose volume, rhythm or tune changes in response to specific events in the game. History Adaptive music was first used in the video game ''Frogger'' by ...
system; the player's actions alter the game's music. ''Ultima Underworld'' is considered the first example of an
immersive sim An immersive sim (simulation) is a video game genre that emphasizes player choice. Its core, defining trait is the use of simulated systems that respond to a variety of player actions which, combined with a comparatively broad array of player ...
, a genre that combines elements from other genres to create a game with strong player agency and emergent gameplay, and has influenced many games since its release. The game's influence has been found in ''
BioShock ''BioShock'' is a 2007 first-person shooter game developed by 2K Boston (later Irrational Games) and 2K Australia, and published by 2K Games. The first game in the ''BioShock'' series, it was released for Microsoft Windows and Xbox 360 pla ...
'' (2007), and that game's designer, Ken Levine, has stated that "all the things that I wanted to do and all the games that I ended up working on came out of the inspiration I took from 'Ultima Underworld''" ''
Gears of War ''Gears of War'' is a media franchise centered on a series of video games created by Epic Games, developed and managed by The Coalition, and owned and published by Xbox Game Studios. The franchise is best known for its third-person shooter vide ...
'' designer
Cliff Bleszinski Cliff Bleszinski (; born February 12, 1975), popularly known as CliffyB, is an American video game designer, known for his work in the development of the ''Unreal'' and '' Gears of War'' series. After working at Epic Games from 1992 to 2012, he ...
also cited it as an early influence, stating that it had "far more impact on me than ''Doom''". Other games influenced by ''Ultima Underworld'' include '' The Elder Scrolls: Arena'', ''
Deus Ex ''Deus Ex'' is a series of role-playing video games, set during the mid 21st century. Focusing on the conflict between secretive factions who wish to control the world by proxy, and the effects of transhumanistic attitudes and technologies in a ...
'', '' Deus Ex: Invisible War'', '' Vampire: The Masquerade – Bloodlines'', and ''
Half-Life 2 ''Half-Life 2'' is a 2004 first-person shooter game developed by Valve. It was published by Valve through its distribution service Steam. Like the original ''Half-Life'' (1998), ''Half-Life 2'' combines shooting, puzzles, and storytelling, and ...
''.
Toby Gard Toby is a popular, usually male, name in many English speaking countries. The name is from the Middle English vernacular form of Tobias. Tobias itself is the Greek transliteration of the Hebrew טוביה ''Toviah'', which translates to ''Good i ...
stated that, when designing ''
Tomb Raider ''Tomb Raider'', also known as ''Lara Croft: Tomb Raider'' from 2001 to 2008, is a media franchise that originated with an action-adventure video game series created by British gaming company Core Design. Formerly owned by Eidos Interactive, th ...
'', he "was a big fan of ... ''Ultima Underworld'' and I wanted to mix that type of game with the sort of polygon characters that were just being showcased in ''
Virtua Fighter is a series of fighting games created by Sega-AM2 and designer Yu Suzuki. The original ''Virtua Fighter'' was released in October 1993 and has received four main sequels and several spin-offs. The highly influential first ''Virtua Fighter'' game ...
''." ''Ultima Underworld'' was also the basis for Looking Glass Technologies' later ''
System Shock ''System Shock'' is a 1994 first-person action-adventure video game developed by LookingGlass Technologies and published by Origin Systems. It was directed by Doug Church with Warren Spector serving as producer. The game is set aboard a space s ...
''.
Id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and ar ...
's use of
texture mapping Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mapping ...
in ''
Catacomb 3-D ''Catacomb 3-D'' (also known as ''Catacomb 3-D: A New Dimension'', ''Catacomb 3-D: The Descent'', and ''Catacombs 3'') is a first-person shooter video game, the third in the '' Catacomb'' series, the first of which to feature 3D computer graphics ...
'', a precursor to ''
Wolfenstein 3D ''Wolfenstein 3D'' is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen. Originally released on May 5, 1992, for DOS, it was inspired by the 1981 Muse Software video game ''Castle Wolfenstei ...
'', was influenced by ''Ultima Underworld''. Conflicting accounts exist regarding the extent of this influence, however. In the book ''
Masters of Doom ''Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture'' is a 2003 book by David Kushner about id Software and its influence on popular culture, focusing chiefly on the video-game company's co-founders John Carmack and John ...
'', author David Kushner asserts that the concept was discussed only briefly during a 1991 telephone conversation between Paul Neurath and
John Romero John is a common English name and surname: * John (given name) * John (surname) John may also refer to: New Testament Works * Gospel of John, a title often shortened to John * First Epistle of John, often shortened to 1 John * Second ...
. However,
Doug Church Doug Church (born November 16, 1968, in Evanston, Illinois), is an American video game designer and producer. He attended MIT in the late 1980s, but left and went to work with Looking Glass Studios, when they were making primarily MS-DOS-based im ...
has said that
John Carmack John D. Carmack II (born August 20, 1970) is an American computer programmer and video game developer. He co-founded the video game company id Software and was the lead programmer of its 1990s games ''Commander Keen'', ''Wolfenstein 3D'', ''Doo ...
saw the game's summer 1990 software convention demo, and recalled a comment from Carmack that he could write a faster texture mapper. Paul Neurath has recounted the incident similarly, with both Carmack and Romero present. Despite the technology developed for ''Ultima Underworld'', Origin opted to continue using traditional top-down, 2D graphics for future mainline ''Ultima'' games. The engine was re-used and enhanced for ''Ultima Underworld''s 1993 sequel, '' Ultima Underworld II: Labyrinth of Worlds''. Looking Glass Studios planned to create a third ''Ultima Underworld'', but Origin rejected their pitches. After
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the d ...
(EA) rejected
Arkane Studios Arkane Studios SASU is a French video game developer based in Lyon. It was founded in 1999, and released its first game, ''Arx Fatalis'', in 2002. Besides the Lyon studio, Arkane Lyon, Arkane Studios operates Arkane Studios LLC (trade name, tra ...
' pitch for ''Ultima Underworld III'', the studio instead created a
spiritual successor A spiritual successor (sometimes called a spiritual sequel) is a product or fictional work that is similar to, or directly inspired by, another previous work, but (unlike a traditional prequel or sequel) does not explicitly continue the product lin ...
: ''
Arx Fatalis ''Arx Fatalis'' is an action role-playing video game developed by Arkane Studios and released for Microsoft Windows in 2002 and Xbox in 2003. The game is played from a first-person perspective and is set on a world whose sun has failed, forcing t ...
''. In the early 2000s, Paul Neurath approached EA to discuss a port of ''Ultima Underworld'' to the
Pocket PC A Pocket PC (P/PC, PPC) is a class of personal digital assistant (PDA) that runs the Windows Mobile or Windows Embedded Compact operating system that has some of the abilities of modern desktop PCs. The name was introduced by Microsoft in 2000 ...
. EA rejected the suggestion, but allowed him to look for possible developers; Neurath found that ZIO Interactive enthusiastically supported the idea, and EA eventually licensed the rights to the company. Doug Church and
Floodgate Entertainment Floodgate Entertainment was an American video game developer founded by Paul Neurath in 2000. Many of the company's employees are former Looking Glass Studios employees. Floodgate co-developed '' Neverwinter Nights: Shadows of Undrentide'' alongs ...
assisted with portions of its Pocket PC development, and the port was released in 2002.
GOG.com GOG.com (formerly Good Old Games) is a digital distribution platform for video games and films. It is operated by GOG sp. z o.o., a wholly owned subsidiary of CD Projekt based in Warsaw, Poland. GOG.com delivers DRM-free video games through it ...
released an
emulated In computing, an emulator is Computer hardware, hardware or software that enables one computer system (called the ''host'') to behave like another computer system (called the ''guest''). An emulator typically enables the host system to run so ...
version in June 2011 for
Windows Windows is a group of several proprietary graphical operating system families developed and marketed by Microsoft. Each family caters to a certain sector of the computing industry. For example, Windows NT for consumers, Windows Server for serv ...
and in October 2012 for
Mac OS X macOS (; previously OS X and originally Mac OS X) is a Unix operating system developed and marketed by Apple Inc. since 2001. It is the primary operating system for Apple's Mac (computer), Mac computers. Within the market of ...
. In 2015,
Otherside Entertainment OtherSide Entertainment, Inc. is an American video game developer based in Boston, Massachusetts, founded in 2013 by Looking Glass Studios co-founder Paul Neurath. In June 2016, the company opened a second studio in Austin, Texas, led by Warren ...
, a new developer founded by Paul Neurath and other Looking Glass and Irrational veterans, announced a new entry in the series, entitled ''
Underworld Ascendant ''Underworld Ascendant'' is a first-person action role-playing game developed by Otherside Entertainment and published by 505 Games. It is the sequel to '' Ultima Underworld: The Stygian Abyss'' and '' Ultima Underworld II: Labyrinth of Worlds ...
''. The new title is an officially licensed part of the series set in the Stygian Abyss, but this licensing agreement does not extend to the '' Ultima'' name or greater IP, effectively orphaning ''Underworld'' from the ''Ultima'' series.


References


External links

*
"Descending into the Abyss: A Storyteller explores the narrative accomplishments of ''Ultima Underworld: The Stygian Abyss''"
- (from ''Well Played 1.0'') {{featured article 1992 video games Action role-playing video games DOS games Dungeon crawler video games Electronic Arts games First-person video games FM Towns games Games commercially released with DOSBox Immersive sims Looking Glass Studios games MacOS games NEC PC-9801 games Origins Award winners PlayStation (console) games Role-playing video games Single-player video games Stygian Abyss Victor Entertainment games Video games featuring protagonists of selectable gender Video games produced by Warren Spector Video games scored by George Sanger Windows games Windows Mobile Professional games Video games developed in the United States