{"id":14002,"date":"2023-03-21T02:47:08","date_gmt":"2023-03-21T01:47:08","guid":{"rendered":"https:\/\/www.graviton.at\/letterswaplibrary\/a-visit-to-origin-systems\/"},"modified":"2023-03-21T02:47:08","modified_gmt":"2023-03-21T01:47:08","slug":"a-visit-to-origin-systems","status":"publish","type":"post","link":"https:\/\/www.graviton.at\/letterswaplibrary\/a-visit-to-origin-systems\/","title":{"rendered":"A Visit To Origin Systems"},"content":{"rendered":"<p> A VISIT TO ORIGIN SYSTEMS<\/p>\n<p> By late October in the Hill Country of Texas, the scorching heat of summer has<br \/>\nmellowed into warm days and cool nights. The sun&#8217;s rays are welcome rather than<br \/>\nshunned, and it is easy to kick back and relax in some of the finest weather and<br \/>\nscenery that Texas has to offer. But in one set of offices nestled in the hills<br \/>\noutside of Austin, the energy is beginning to approach a fever pitch. Just<br \/>\naround the corner is Christmas, traditionally the busiest time of year for<br \/>\ncomputer games and the companies that produce them. Origin Systems is certainly<br \/>\nno exception.<\/p>\n<p> I had the opportunity to visit the Origin offices and learn about the games<br \/>\nthey&#8217;ve created, as well as a few that they&#8217;re working on now. In this report, I<br \/>\nhope to convey some of the creative energy and excitement of the work being done<br \/>\nat Origin, while providing some insight into the way modern computer games are<br \/>\nmade.<\/p>\n<p> LORD BRITISH<\/p>\n<p> During my visit, Lord British (aka Richard Garriott) was working night and day<br \/>\n(literally) on his Spookhouse, set to run for the five days leading up to<br \/>\nHalloween. He did have some time to chat with me about his ULTIMA series of<br \/>\ncomputer role-playing games.<\/p>\n<p> Over a dinner of sesame chicken, I asked Richard about the moral themes that<br \/>\nran through the latest ULTIMA Trilogy (ULTIMA&#8217;s IV through VI). Where would he<br \/>\ntake this thread next, or was it destined to be dropped?<\/p>\n<p> Richard replied by first correcting me: &#8220;My games are concerned with _ethical_<br \/>\nissues, not moral ones.&#8221; He went on to explain that ethics are founded on logic,<br \/>\nand provide a systematic basis for human interaction. Morality, by contrast,<br \/>\ntends to be dogmatic and rigid, a point amply demonstrated in ULTIMA V. He also<br \/>\nsaid that his pursuit of ethical issues would continue in ULTIMA VII.<\/p>\n<p> Richard cautioned that ULTIMA VII was not yet defined. He did say that the game<br \/>\nwould be yet another re-working of the ULTIMA game system. &#8220;Each time, I tear<br \/>\ndown the old and create something new, hopefully preserving some of the best<br \/>\nideas of previous ULTIMAs, while breaking new ground. We also work hard to<br \/>\npreserve the spirit of ULTIMA in each game, so that even as the system evolves,<br \/>\nyou can always tell when you are playing an ULTIMA.&#8221;<\/p>\n<p> As I struggled with my chopsticks, we discussed the WORLDS OF ULTIMA games, and<br \/>\nRichard mentioned that these games would use the most current ULTIMA system.<br \/>\nThus, SAVAGE EMPIRE uses the ULTIMA VI system, as does the WORLDS OF ULTIMA game<br \/>\nin development: MARTIAN DREAMS. For the first time, the elaborate systems<br \/>\ndeveloped for the ULTIMA games is being re-used in other, similar games to take<br \/>\nadvantage of the latest advance in computer role-playing engineered by Richard<br \/>\nand the crew at Origin.<\/p>\n<p> I mentioned the recent success of WING COMMANDER, and Richard nodded<br \/>\nvigorously. &#8220;It&#8217;s a fantastic game, Chris [Roberts, the designer] has done an<br \/>\nincredible job. However, I admit to some ambivalent feelings. Till now, the<br \/>\nsuccess of Origin depended to a large degree on my work with ULTIMA. Now that<br \/>\nisn&#8217;t true, which of course is an adjustment for my ego.&#8221; He laughed a bit at<br \/>\nthis, and seemed obviously pleased with the new situation. He also gave credit<br \/>\nto Chris for inspiring some of the new interface ideas used in ULTIMA VI through<br \/>\nChris&#8217;s game, TIMES OF LORE.<\/p>\n<p> CHRIS ROBERTS<\/p>\n<p> Chris and I were able to chat as we recovered from a horseback ride in the<br \/>\nhills. We began by talking about his newest game, WING COMMANDER.<\/p>\n<p> Chris emphasized the cinematic elements in the game, pointing out some of the<br \/>\nvisual effects that help propel the story line and convey some sense of how the<br \/>\nplayer&#8217;s actions fit into the scheme of things. He pointed out that there were<br \/>\n40 missions in WING COMMANDER, but most players will see only a subset of those<br \/>\n(perhaps two dozen) while playing a complete game. Not only does this enhance<br \/>\nreplay value, but it gives players who fail at a mission a different path<br \/>\nthrough the game. Thus, it can actually be more enjoyable to struggle through<br \/>\nthe complete game, as a player may then get to experience more of the missions<br \/>\nincluded.<\/p>\n<p> Another innovation that Chris was excited about is the way he used music to<br \/>\ndynamically reflect the action taking place in the game. In WING COMMANDER, the<br \/>\nmusic shifts in tone depending on what is happening to the player. Again, this<br \/>\nlends a cinematic feel to the game, with the music helping to establish the<br \/>\nright mood for each situation.<\/p>\n<p> Chris is also enthused about the 3-D bit-map technology employed in the game. I<br \/>\nasked him how he was able to achieve real-time animation using sophisticated 3-D<br \/>\nimages. The secret, he told me, is in doing the work ahead of time. First, 3-D<br \/>\npolygons are generated for each object in the game. Then, bit-maps are painted<br \/>\nfor each facet of these polygons. Finally, the bit-maps are rotated through all<br \/>\nangles of display for each polygon. These different images are stored in memory<br \/>\nwhen the game is started, and retrieved dynamically as required for the game.<\/p>\n<p> Needless to say, this puts a tremendous premium on memory when running a<br \/>\nprogram of this type. That was one of the reasons for the use of expanded memory<br \/>\nby WING COMMANDER. Fortunately, for those of us who don&#8217;t have expanded memory,<br \/>\nWING COMMANDER will run using just 640K of RAM; what you lose are some special<br \/>\neffects and some caching of images.<\/p>\n<p> I suggested that Origin was the first company I knew of to break the 640K<br \/>\nbarrier, and asked Chris if he had any concerns about being a pioneer. He<br \/>\nresponded by saying that he felt it was important for Origin to be out in front<br \/>\nof the technology. This includes not only the ability to exploit the<br \/>\ncapabilities of high-powered machines, but also the use of other technologies,<br \/>\nsuch as CD-ROM.<\/p>\n<p> Chris and I chatted about other games that he found interesting, and DUNGEON<br \/>\nMASTER was mentioned. Chris pointed out that Origin is working on a new game<br \/>\n(tentatively entitled TUNNELS OF ULTIMA) that he promises will go beyond DUNGEON<br \/>\nMASTER. Chris described how you&#8217;ll be able to move freely in the new game,<br \/>\nrather than by squares and 90-degree turns. Walls and objects will be 3-D<br \/>\nbit-maps, similar to those used in WING COMMANDER, and some of the<br \/>\nobjectification techniques of ULTIMA VI will be carried over to TUNNELS OF<br \/>\nULTIMA. Chris was clearly excited about the project, but said it was too early<br \/>\nto project a date for release.<\/p>\n<p> THE ULTIMA ARTISTS<\/p>\n<p> I confess that I&#8217;m fascinated with computer art, particularly the outstanding<br \/>\nwork that has been created in the past year or so using the capabilities of VGA.<br \/>\nIn that time, Origin has gone from a company with forgettable graphics, to one<br \/>\non the leading edge in graphics and presentation in its games. When I had the<br \/>\nopportunity to chat with some of the people responsible for this transformation,<br \/>\nI found myself spending literally hours talking about their work.<\/p>\n<p> Just over two years ago, Origin made the decision to hire Denis Loubet as its<br \/>\nfull-time artist. Denis had already done extensive work for Origin, stretching<br \/>\nback to the artwork used to advertise ULTIMA I. But now Denis was being asked to<br \/>\nillustrate not only the game materials (box, rules, etc.), but the actual game<br \/>\nitself. As Origin moved into full support of VGA graphics and the scope of its<br \/>\ngames increased, it became clear that this was more than a one-person job. At<br \/>\nthis time, Origin employs six full-time artists, and there is plenty of work to<br \/>\ngo around.<\/p>\n<p> At one machine in the crowded artists&#8217; area, Denis was working on the art for<br \/>\nthe ULTIMA Gameboy product due in early 1991. We shared some chuckles about the<br \/>\nextensive &#8220;four shades of green&#8221; palette that he had to use. Still, Denis was<br \/>\nable to create astonishingly detailed &#8220;tiles&#8221; for the game.<\/p>\n<p> Behind Denis, Keith Berdak was working in zoom mode on the face of one of the<br \/>\nMartian characters in MARTIAN DREAMS (the next WORLDS OF ULTIMA game). Keith is<br \/>\nresponsible for the character portraits in this game, and helped create many (if<br \/>\nnot most) of the 188 character portraits in ULTIMA VI. Keith showed me several<br \/>\nof his unique creations, as well as several that were derived from actual human<br \/>\ncharacters. Players of SAVAGE EMPIRE should have little trouble recognizing<br \/>\nLarry, Moe, and Curly of the Three Stooges.<\/p>\n<p> Keith was working in DELUXE PAINT II ENHANCED, as were all of the Origin<br \/>\nartists. I asked if they used any object-based drawing tools like COREL DRAW,<br \/>\nbut was told that for the types of images used in Origin games, that kind of<br \/>\nprogram would not be terribly useful.<\/p>\n<p> On another table, I saw the Space Shell that will appear in MARTIAN DREAMS to<br \/>\npropel the characters from Earth to Mars. Spying the ULTIMA ankh prompt twirling<br \/>\nat the lower left, I asked Dan Bourbonnais (another artist) about it. Was this<br \/>\nthe game, or the painting\/tile program?<\/p>\n<p> As it turned out, the answer was: Both! As Dan explained it to me, in some ways<br \/>\nthe tile builder _becomes_ the game. That is, as the game evolves, the program<br \/>\nmodules for tile manipulation are removed and the actual game modules are<br \/>\nbrought in. So the prompt I saw twirling at the bottom is the same prompt<br \/>\nplayers of MARTIAN DREAMS will see in the completed product.<\/p>\n<p> In Dan&#8217;s office, he showed me a hand-held scanner he had recently purchased.<br \/>\nInterestingly, he did not use it to scan images from source materials. Instead,<br \/>\nhe used it to scan images that he&#8217;d drawn by hand &#8212; images too complex to be<br \/>\neasily created in the paint program. I asked Dan how well he had adapted to the<br \/>\nmouse, and he said that after a while, it is quite natural. Thus, no one used a<br \/>\nstylus in the office.<\/p>\n<p> Interestingly, all of Origin&#8217;s artists are professional artists whose first<br \/>\nexposure to computer art was their job at Origin. In fact, most of the artists<br \/>\nhad examples of their manually produced works hanging around the office.<\/p>\n<p> Strewn throughout the artists&#8217; area were books and magazines of all types and<br \/>\nstyles: source material for their work. Lying near one machine was a Sears<br \/>\ncatalogue from the turn of the century. Nearby, a book of 19th century clothing<br \/>\nwas laid open. I noticed that Victorian-era motifs had been worked into all the<br \/>\nartwork for MARTIAN DREAMS &#8212; not only in clothing and hair styles, but in the<br \/>\nobjects, and even the screen borders and fonts.<\/p>\n<p> ORIGIN DOWN THE ROAD<\/p>\n<p> As I walked around the offices, Greg Malone of MOEBIUS and WINDWALKER fame took<br \/>\nme in tow. He showed me out to a balcony with a view of the surrounding hills.<br \/>\nAs he described some of ORIGIN&#8217;s new products, I spied a roadrunner dashing into<br \/>\nnearby bushes.<\/p>\n<p> Greg described how the WORLDS OF ULTIMA games are intended to provide a more<br \/>\ndirected gaming experience than the ULTIMA games. In ULTIMA, the player is<br \/>\npresented with a complete and detailed world, and set loose to explore and<br \/>\n(hopefully) perform whatever missions are presented to them. In WORLDS OF<br \/>\nULTIMA, the story is intended to be more apparent. Players will be guided<br \/>\nforward more than in ULTIMA.<\/p>\n<p> This allows the use of more cinematic interludes, similar to the opening of<br \/>\nULTIMA VI. Greg reiterated a theme I&#8217;d heard throughout Origin, when he said<br \/>\nthey wanted to include more cinematic elements in their games.<\/p>\n<p> This led to a discussion of WING COMMANDER. Greg mentioned that the SECRET<br \/>\nMISSIONS disk will be available through retail outlets, something they had not<br \/>\noriginally planned. He also mentioned that this disk would give players access<br \/>\nto all 40 of the missions included in the original game.<\/p>\n<p> Greg also talked with me about the new ULTIMA IV game for Nintendo, due around<br \/>\nthe end of the year. He also discussed the new GAMEBOY port of ULTIMA, and<br \/>\nshowed me the figures touting the Nintendo ULTIMA III game as the best-selling<br \/>\nNintendo cartridge in Japan. In contrast with that game, future Nintendo<br \/>\nprogramming is being done in-house. Given the number of Nintendo machines in<br \/>\nhouseholds across the country, Origin seems well-positioned to break out of the<br \/>\nfamily computer market.<\/p>\n<p> We also discussed other exciting Origin projects, such as TUNNELS OF ULTIMA and<br \/>\nWING COMMANDER 2. These are still on the drawing board, but Greg promised they<br \/>\nwould help Origin continue to push the envelope of computer game technology.<br \/>\nFrom everything I saw that day, I&#8217;m sure he&#8217;s right.<\/p>\n<p>X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X<br \/>\n Another file downloaded from:                     The NIRVANAnet(tm) Seven<\/p>\n<p> &amp; the Temple of the Screaming Electron   Taipan Enigma        510\/935-5845<br \/>\n Burn This Flag                           Zardoz               408\/363-9766<br \/>\n realitycheck                             Poindexter Fortran   510\/527-1662<br \/>\n Lies Unlimited                           Mick Freen           801\/278-2699<br \/>\n The New Dork Sublime                     Biffnix              415\/864-DORK<br \/>\n The Shrine                               Rif Raf              206\/794-6674<br \/>\n Planet Mirth                             Simon Jester         510\/786-6560<\/p>\n<p>                          &#8220;Raw Data for Raw Nerves&#8221;<br \/>\nX-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X<\/p>\n<div class='watch-action'><div class='watch-position align-right'><div class='action-like'><a class='lbg-style1 like-14002 jlk' href='javascript:void(0)' data-task='like' data-post_id='14002' data-nonce='65e0e39b87' rel='nofollow'><img class='wti-pixel' src='https:\/\/www.graviton.at\/letterswaplibrary\/wp-content\/plugins\/wti-like-post\/images\/pixel.gif' title='Like' \/><span class='lc-14002 lc'>0<\/span><\/a><\/div><\/div> <div class='status-14002 status align-right'><\/div><\/div><div class='wti-clear'><\/div>","protected":false},"excerpt":{"rendered":"<p>A VISIT TO ORIGIN SYSTEMS By late October in the Hill Country of Texas, the scorching heat&#8230;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[27],"class_list":["post-14002","post","type-post","status-publish","format-standard","hentry","category-othernonsense","tag-english","wpcat-7-id"],"_links":{"self":[{"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/posts\/14002","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/comments?post=14002"}],"version-history":[{"count":1,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/posts\/14002\/revisions"}],"predecessor-version":[{"id":14003,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/posts\/14002\/revisions\/14003"}],"wp:attachment":[{"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/media?parent=14002"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/categories?post=14002"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/tags?post=14002"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}