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- A VISIT TO ORIGIN SYSTEMS
-
- By late October in the Hill Country of Texas, the scorching heat of summer has
- mellowed into warm days and cool nights. The sun's rays are welcome rather than
- shunned, and it is easy to kick back and relax in some of the finest weather and
- scenery that Texas has to offer. But in one set of offices nestled in the hills
- outside of Austin, the energy is beginning to approach a fever pitch. Just
- around the corner is Christmas, traditionally the busiest time of year for
- computer games and the companies that produce them. Origin Systems is certainly
- no exception.
-
- I had the opportunity to visit the Origin offices and learn about the games
- they've created, as well as a few that they're working on now. In this report, I
- hope to convey some of the creative energy and excitement of the work being done
- at Origin, while providing some insight into the way modern computer games are
- made.
-
- LORD BRITISH
-
- During my visit, Lord British (aka Richard Garriott) was working night and day
- (literally) on his Spookhouse, set to run for the five days leading up to
- Halloween. He did have some time to chat with me about his ULTIMA series of
- computer role-playing games.
-
- Over a dinner of sesame chicken, I asked Richard about the moral themes that
- ran through the latest ULTIMA Trilogy (ULTIMA's IV through VI). Where would he
- take this thread next, or was it destined to be dropped?
-
- Richard replied by first correcting me: "My games are concerned with _ethical_
- issues, not moral ones." He went on to explain that ethics are founded on logic,
- and provide a systematic basis for human interaction. Morality, by contrast,
- tends to be dogmatic and rigid, a point amply demonstrated in ULTIMA V. He also
- said that his pursuit of ethical issues would continue in ULTIMA VII.
-
- Richard cautioned that ULTIMA VII was not yet defined. He did say that the game
- would be yet another re-working of the ULTIMA game system. "Each time, I tear
- down the old and create something new, hopefully preserving some of the best
- ideas of previous ULTIMAs, while breaking new ground. We also work hard to
- preserve the spirit of ULTIMA in each game, so that even as the system evolves,
- you can always tell when you are playing an ULTIMA."
-
- As I struggled with my chopsticks, we discussed the WORLDS OF ULTIMA games, and
- Richard mentioned that these games would use the most current ULTIMA system.
- Thus, SAVAGE EMPIRE uses the ULTIMA VI system, as does the WORLDS OF ULTIMA game
- in development: MARTIAN DREAMS. For the first time, the elaborate systems
- developed for the ULTIMA games is being re-used in other, similar games to take
- advantage of the latest advance in computer role-playing engineered by Richard
- and the crew at Origin.
-
- I mentioned the recent success of WING COMMANDER, and Richard nodded
- vigorously. "It's a fantastic game, Chris [Roberts, the designer] has done an
- incredible job. However, I admit to some ambivalent feelings. Till now, the
- success of Origin depended to a large degree on my work with ULTIMA. Now that
- isn't true, which of course is an adjustment for my ego." He laughed a bit at
- this, and seemed obviously pleased with the new situation. He also gave credit
- to Chris for inspiring some of the new interface ideas used in ULTIMA VI through
- Chris's game, TIMES OF LORE.
-
- CHRIS ROBERTS
-
- Chris and I were able to chat as we recovered from a horseback ride in the
- hills. We began by talking about his newest game, WING COMMANDER.
-
- Chris emphasized the cinematic elements in the game, pointing out some of the
- visual effects that help propel the story line and convey some sense of how the
- player's actions fit into the scheme of things. He pointed out that there were
- 40 missions in WING COMMANDER, but most players will see only a subset of those
- (perhaps two dozen) while playing a complete game. Not only does this enhance
- replay value, but it gives players who fail at a mission a different path
- through the game. Thus, it can actually be more enjoyable to struggle through
- the complete game, as a player may then get to experience more of the missions
- included.
-
- Another innovation that Chris was excited about is the way he used music to
- dynamically reflect the action taking place in the game. In WING COMMANDER, the
- music shifts in tone depending on what is happening to the player. Again, this
- lends a cinematic feel to the game, with the music helping to establish the
- right mood for each situation.
-
- Chris is also enthused about the 3-D bit-map technology employed in the game. I
- asked him how he was able to achieve real-time animation using sophisticated 3-D
- images. The secret, he told me, is in doing the work ahead of time. First, 3-D
- polygons are generated for each object in the game. Then, bit-maps are painted
- for each facet of these polygons. Finally, the bit-maps are rotated through all
- angles of display for each polygon. These different images are stored in memory
- when the game is started, and retrieved dynamically as required for the game.
-
- Needless to say, this puts a tremendous premium on memory when running a
- program of this type. That was one of the reasons for the use of expanded memory
- by WING COMMANDER. Fortunately, for those of us who don't have expanded memory,
- WING COMMANDER will run using just 640K of RAM; what you lose are some special
- effects and some caching of images.
-
- I suggested that Origin was the first company I knew of to break the 640K
- barrier, and asked Chris if he had any concerns about being a pioneer. He
- responded by saying that he felt it was important for Origin to be out in front
- of the technology. This includes not only the ability to exploit the
- capabilities of high-powered machines, but also the use of other technologies,
- such as CD-ROM.
-
- Chris and I chatted about other games that he found interesting, and DUNGEON
- MASTER was mentioned. Chris pointed out that Origin is working on a new game
- (tentatively entitled TUNNELS OF ULTIMA) that he promises will go beyond DUNGEON
- MASTER. Chris described how you'll be able to move freely in the new game,
- rather than by squares and 90-degree turns. Walls and objects will be 3-D
- bit-maps, similar to those used in WING COMMANDER, and some of the
- objectification techniques of ULTIMA VI will be carried over to TUNNELS OF
- ULTIMA. Chris was clearly excited about the project, but said it was too early
- to project a date for release.
-
- THE ULTIMA ARTISTS
-
- I confess that I'm fascinated with computer art, particularly the outstanding
- work that has been created in the past year or so using the capabilities of VGA.
- In that time, Origin has gone from a company with forgettable graphics, to one
- on the leading edge in graphics and presentation in its games. When I had the
- opportunity to chat with some of the people responsible for this transformation,
- I found myself spending literally hours talking about their work.
-
- Just over two years ago, Origin made the decision to hire Denis Loubet as its
- full-time artist. Denis had already done extensive work for Origin, stretching
- back to the artwork used to advertise ULTIMA I. But now Denis was being asked to
- illustrate not only the game materials (box, rules, etc.), but the actual game
- itself. As Origin moved into full support of VGA graphics and the scope of its
- games increased, it became clear that this was more than a one-person job. At
- this time, Origin employs six full-time artists, and there is plenty of work to
- go around.
-
- At one machine in the crowded artists' area, Denis was working on the art for
- the ULTIMA Gameboy product due in early 1991. We shared some chuckles about the
- extensive "four shades of green" palette that he had to use. Still, Denis was
- able to create astonishingly detailed "tiles" for the game.
-
- Behind Denis, Keith Berdak was working in zoom mode on the face of one of the
- Martian characters in MARTIAN DREAMS (the next WORLDS OF ULTIMA game). Keith is
- responsible for the character portraits in this game, and helped create many (if
- not most) of the 188 character portraits in ULTIMA VI. Keith showed me several
- of his unique creations, as well as several that were derived from actual human
- characters. Players of SAVAGE EMPIRE should have little trouble recognizing
- Larry, Moe, and Curly of the Three Stooges.
-
- Keith was working in DELUXE PAINT II ENHANCED, as were all of the Origin
- artists. I asked if they used any object-based drawing tools like COREL DRAW,
- but was told that for the types of images used in Origin games, that kind of
- program would not be terribly useful.
-
- On another table, I saw the Space Shell that will appear in MARTIAN DREAMS to
- propel the characters from Earth to Mars. Spying the ULTIMA ankh prompt twirling
- at the lower left, I asked Dan Bourbonnais (another artist) about it. Was this
- the game, or the painting/tile program?
-
- As it turned out, the answer was: Both! As Dan explained it to me, in some ways
- the tile builder _becomes_ the game. That is, as the game evolves, the program
- modules for tile manipulation are removed and the actual game modules are
- brought in. So the prompt I saw twirling at the bottom is the same prompt
- players of MARTIAN DREAMS will see in the completed product.
-
- In Dan's office, he showed me a hand-held scanner he had recently purchased.
- Interestingly, he did not use it to scan images from source materials. Instead,
- he used it to scan images that he'd drawn by hand -- images too complex to be
- easily created in the paint program. I asked Dan how well he had adapted to the
- mouse, and he said that after a while, it is quite natural. Thus, no one used a
- stylus in the office.
-
- Interestingly, all of Origin's artists are professional artists whose first
- exposure to computer art was their job at Origin. In fact, most of the artists
- had examples of their manually produced works hanging around the office.
-
- Strewn throughout the artists' area were books and magazines of all types and
- styles: source material for their work. Lying near one machine was a Sears
- catalogue from the turn of the century. Nearby, a book of 19th century clothing
- was laid open. I noticed that Victorian-era motifs had been worked into all the
- artwork for MARTIAN DREAMS -- not only in clothing and hair styles, but in the
- objects, and even the screen borders and fonts.
-
- ORIGIN DOWN THE ROAD
-
- As I walked around the offices, Greg Malone of MOEBIUS and WINDWALKER fame took
- me in tow. He showed me out to a balcony with a view of the surrounding hills.
- As he described some of ORIGIN's new products, I spied a roadrunner dashing into
- nearby bushes.
-
- Greg described how the WORLDS OF ULTIMA games are intended to provide a more
- directed gaming experience than the ULTIMA games. In ULTIMA, the player is
- presented with a complete and detailed world, and set loose to explore and
- (hopefully) perform whatever missions are presented to them. In WORLDS OF
- ULTIMA, the story is intended to be more apparent. Players will be guided
- forward more than in ULTIMA.
-
- This allows the use of more cinematic interludes, similar to the opening of
- ULTIMA VI. Greg reiterated a theme I'd heard throughout Origin, when he said
- they wanted to include more cinematic elements in their games.
-
- This led to a discussion of WING COMMANDER. Greg mentioned that the SECRET
- MISSIONS disk will be available through retail outlets, something they had not
- originally planned. He also mentioned that this disk would give players access
- to all 40 of the missions included in the original game.
-
- Greg also talked with me about the new ULTIMA IV game for Nintendo, due around
- the end of the year. He also discussed the new GAMEBOY port of ULTIMA, and
- showed me the figures touting the Nintendo ULTIMA III game as the best-selling
- Nintendo cartridge in Japan. In contrast with that game, future Nintendo
- programming is being done in-house. Given the number of Nintendo machines in
- households across the country, Origin seems well-positioned to break out of the
- family computer market.
-
- We also discussed other exciting Origin projects, such as TUNNELS OF ULTIMA and
- WING COMMANDER 2. These are still on the drawing board, but Greg promised they
- would help Origin continue to push the envelope of computer game technology.
- From everything I saw that day, I'm sure he's right.