Development
There have been at least four distinct versions of Ultima IX in development, which have differed in both storyline elements and technological implementation.
The first version was as it was conceived of by Ultima creator Richard Garriott during his initial planning for the third Ultima trilogy as Origin began to work on Ultima VII. The original concept for the third Ultima trilogy appeared to have focused on the Avatar's conflict with the enigmatic Guardian, each game taking place in a different world: Ultima VII in Britannia, Ultima VIII in the conquered world of Pagan, and Ultima IX in the Guardian's homeworld itself.
The second version was developed between 1995-1997. In 1994, the feedback that Origin had received had altered its plans for Ultima IX and had caused it to re-consider the direction it was taking. In a text file included with the final patch (v2.12) for Ultima VIII, called "fans.txt", it is stated that "The design of Ultima IX (which is still in progress) relies heavily on this feedback and has resulted in a dramatic turnaround back toward classic role-playing. Even better, it has resulted in a classic Britannian Ultima." At this point, the gameplay of Ultima IX would have been re-located to Britannia, and a new storyline would have to be written to incorporate this change.
By late 1995 or early 1996, the first screenshots of Ultima IX appeared in gaming magazines and Origin started to reveal some information about the plot and gameplay aspects of the game. These previews of the game demonstrated the software-rendered 3D engine that now powered Ultima IX. The camera appeared locked into an overhead view that approximated the isometric point of view of Ultima VIII, but could be rotated about its vertical axis and zoomed in or out. Images of the pre-rendered cinematics also began to appear at this time. Some of these images showed the Avatar in a rocky, barren landscape with a red sky and it was at this time that it was first stated that the Avatar had actually arrived in Britannia at the end of Ultima VIII and that the Guardian had now conquered this world.
With the unexpected success of the beta phase of Ultima Online (UO), Origin moved most of the Ultima IX team to work on that game in late 1996. By the time work was resumed on Ultima IX in late 1997, corporate interest in Ultima IX had greatly diminished, many of the original team members had left Origin, and the 3D engine was already becoming out of date. Ultima IX had a technically impressive game engine, but it was completely software-rendered and would not be able to compete with newer engines taking advantage of 3D hardware acceleration.
Once Ultima IX had resumed production in late 1997, Origin hired Ed del Castillo, who had produced such hits as Command & Conquer, as producer of the title. The third version of the game was developed between 1997 and 1998. The Ultima IX team experimented with different camera angles in the now hardware-acclerated 3D engine and decided that a third-person over-the-shoulder perspective, similar to that used in Tomb Raider, made for a more immersive gaming experience.
Over the next few months, it was revealed that the game would no longer have a party of companions for the Avatar and would once again be a single-character game. The amount of art and voice recording work required meant that there would not be a female Avatar option. The plot had changed as well. Many aspects of the previous plot still seemed to be present, but Britannia appeared to be a world much more firmly under the Guardian's grasp. The player would control the Avatar throughout most of the game, but some parts of the game would put him in control of Lord British, Shamino, or the female pirate Raven.
In early 1998, several designers of the game, including lead designer Bob White, left Origin. By the middle of 1998, del Castillo resigned due to "philosophical differences", Richard Garriott took a more active role in the production of the game, and Seth Mendelsohn joined the team as lead designer. They re-wrote the entire story for the game, now focusing on the Avatar's final visit to Britannia, and the reaction of the people of Britannia to this news. Some elements of the previous storyline were kept, presumably to make use of the existing (and expensive) pre-rendered cinematics, but most of them were either heavily edited or used in a dramatically different context than originally intended, and sometimes both.
The game's release was initially complicated by a rather buggy first issue, with very advanced hardware requirements for the time; the design team had objected strongly to the timing of release, but the Electronic Arts management enforced it. A few months later, a fixed version was released; a further unofficial fix was leaked on the Internet a bit later by an anonymous member of the team.
Read more about this topic: Ultima IX: Ascension
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