
Dear Ultima Fans,

	With each Ultima we have created, we have made massive changes 
in technology, interface and approach.  This pattern was started with the 
first few Ultimas.  Back in those days we were just learning how to make 
games.  By the time one was finished it was clear that there was a much 
better way, so the best plan was usually to start over from scratch.  
Interestingly, it had another effect as well.  Since each game was really, 
measurably, noticeably better than its predecessor, it also sold better.  
Whereas, most of Ultima's competitors, were cranking out sequels in the 
same old engine and selling to a subset of their initial market.  So our 
pattern of innovation and experimentation that began as a learning 
experience became a powerful tool to insure success.

	With each new game it is always the interface and play style 
experiments that cause the most debate.   With each product it is interesting 
to note how changes we have made are received.  I remember how much 
debate there was about converting from keyboard control to mouse control, 
a decision I am very pleased with now.  There is still an ongoing debate 
about 'mono scale maps' like we have had in the last few Ultimas.  In fact it 
appears that for Ultima IX we are going to have two scales, town scale and 
outdoor travel scale.  This will allow more interesting travel by horses, 
ships, dragons and such.  I'm sure these debates will continue.  Probably the 
most debated play style changes, though, came in Ultima VIII.

	In Ultima VIII, we worked very hard to reach a lofty goal of audio 
visual impact.  We wanted the Avatar to be seen in greatly  detailed 
animation.  We wanted it to feel like you were really there.  In addition we 
were concerned by the fact that Ultimas had become so big, that only hard 
core gamers were willing to play them. They were especially daunting to 
new, non-Ultima-playing gamers.  So we decided to really focus on the 
scope and pace of the game to try to reach some of this 'new' audience.  To 
a large degree, we succeeded at many of our goals.  Ultima VIII is easily the 
most beautiful Ultima to date; the animation is smooth and detailed.  This 
helped draw new players to the product who had never bothered to look 
before, especially in Europe.  This did, however, come at some cost.

	Many aspects of what people had grown accustomed to in an Ultima 
were less emphasized, and some new aspects felt a bit out of place. And, 
overall, there was so much change that I think we had not yet mastered the 
new style.  Like they say, hindsight is 20/20...  

	We have studied and examined Ultima VIII, considered customer 
feedback, and debated new directions for Ultima IX.  We have come up 
with a plan that, we believe, will retain the strong advancements we made 
in Ultima VIII and really give people the epic game that will be worthy of 
the last game in the trilogy of trilogies!

	Origin has always prided itself on strong customer interaction.  
Customer feedback consistently mentioned issues with the implementation 
of jumping, the arcade feel, a frustrating user interface, holes in the 
storyline, and low interactivity. 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.

	Some of the new design features were tested in the Ultima VIII 
engine. The jumping was improved by removing the fixed distance and 
allow a 'targeted' jump. The user interface was also improved.  Ultima VIII 
game play was enhanced so much that Origin decided to publish a patch.  
As long as a patch was going to be published, some members of the Ultima VIII 
team got together and fixed other parts of the game: interface, story, and 
even some map details. In all, nearly 100 different modifications and 
enhancements were made.

	I am confident that if you try out this patch, you will be very 
pleased.

Lord British




