Frequently Asked Questions
This page will contain the answers to questions asked during the AMA on reddit, on the forums, and elsewhere.
This article is currently under construction. You are welcome to help in its construction by editing it as well. |
Q&A
Q: The $75 tier says it includes stretch goals and none of the other tiers do. I'm assuming this is an oversight. Will other tiers get stretch goals as well?
A: All tiers above $75 receive the benefit.[1]
Q: You've got an Avatar in the Stygian Abyss where we see the classic runes from the Ultima games, but this isn't an Ultima game. There are portals where this world has in the past connected to New Britannia from Shroud of the Avatar. And yet Ascendant is set in a new world. Can you clarify what the new IP is and how it correlates to other IP?
A: While we don't have the Ultima brand, we can use everything else from the original Underworld games. Spells, lore, backstory, an Upset Specter named Warren...[1]
Q: Do you plan a DRM-free release?
A: Yes! We will have a DRM-free release.[1]
Q: You have a stretch goal for mod tools which will allow players to make their own content and share them with other players. However, has OtherSide considered allowing crowdsourced assets in the main retail game?
A: Great question. We'd love to: it would come as part of the stretch goals.[1]
Q: Sorry if this has been asked/debated before. What was the reasoning behind using the cliche tolkenesque/D&D dwarves instead of the slightly more original mountain-folk from the classic underworld and bumping the Abyss' Lizardmen from the core game to stretch goals in favor of never before seen dark elves?
A: We wanted to have a combination of familiar fantasy tropes as well as more out-there, original stuff. We also wanted to call back to the original games with the Lizardman stretch goal, the Lurker...[1]
Q: Just wanted to say thanks to you and the rest of Looking Glass for helping create some of the greatest games of my childhood. I chipped into the kickstarter mainly out of gratitude.
What do you think made Looking Glass such a creative and successful game developer?
How does your previous experience with Looking Glass shape creating this new group?
A: Many people didn't know that we were actually an advanced alien vanguard from Alpha Centauri.
Aside from that, it was passion for innovation and great games, more than anything.[1] ___
Q: In the pitch video, I think it was Tim that said "other opportunities that were cut short when looking glass closed its doors." Were you guys talking about the canceled Deep Cover and the next generation Siege Engine that was in the works and the game was intended to be developed on?
If Underworld Ascendant succeeds, what is the next step for Otherside Entertainment? Maybe a Deep Cover revival?
A: All our focus is on Underworld Ascendant for now. If we hit our expectations on that, we'll explore other games. Not so much specific projects, as innovations and new directions to take our games in.[1]
Q: Please tell us more about what was really happening with Ultima Underworld's infamous "Object List Error" - why does it happen, and what were the coding mistakes that lead to it?
I have noticed that throwing things into the water, especially the useless clutter like skulls and broken weapons, helps keep the error away. Any truth to my observation or am I just imagining things?
A: Well, even advanced Alpha Centaurians aren't perfect.
Very good. The error came up when there wasn't room to place an object in the world, but over water it would be destroyed rather than telling the player "there's no room." That was the code path with the error.
It turns out that's why it wasn't caught in playtest: it was so much more fun to throw things than drop them that players got subconsciously trained to do that.[1]
Q: How important will story, quests and reactivity be in the game?
A: Absolutely important. But quests and story in the Underworld games are player-driven. We never want to put the player on a narrative rail.[1]
Q: If the co-op stretch goal is reached, since players represent "the Avatar"... Is there going to be an in lore explanation for a different "the Avatar" showing up in your game is it more going to be handwaved because as players we know it's a multiplayer caveat?
A: Interesting question. Split personalities?
When your friend joins, they're an ethereal doppleganger, not their actual full Avatar self.[1]
Q: Will it be possible to play through the game with non-lethal or purely stealth means?
A: We're not sure about winning the game entirely without fighting, but certainly players can rely on stealth in many if not most encounters.
One of the things we saw with Thief, was players are far more clever than we are. The whole Lytha style came out of the community, playing the whole game without killing, not just not killing humans which is what we based hard difficulty on. So I bet if you try hard enough...[1]
Q: Saying that (heaven forbid) your Kickstarter doesn't meet it's goal, do you guys have a plan B?
A: Yes, Plan B from Outer Space.
We hope we won't need Plan B, but we do have something in mind. Rather not spend time thinking about that now.[1]
Q: Do you guys have any plans for an official wiki?
A: We're happy leaving that to the fans![1]
Q: How do you plan on differentiating Underworld Ascension from the myriad First Person "RPG"s that are on the market today? I ask this because I find it a shame that games like Skyrim, while quite impressive in their own right, have in my opinion dumbed down the genre a fair bit since the days of Ultima Underworld. Will that same depth and complexity be present in Ascension?
A: For one, we think we can get a lot more out of sandbox play than what other RPGs are doing these days. We're building tech we're calling the Improvisation Engine that should really open up players' ability to get super-creative with solving challenges, and finding their own approaches.[1]
Q: How do you cope with your legendary renown ? :)
A: Paul gets no respect on Alpha Centauri.[1]
Q: How involved with Warren be? Advisor could be anything from "We give him a 15 minute phone call once a season" to "He lives under the lead developers desk and calls the version control servers his 'precious'." :)
A: Precious? We think Warren plays a better upset specter than he does Gollum.
Warren's been a closely involved creative adviser since we got underway. He provided a LOT of creative insight, and will continue to do so.[1]
Q: The $200 Avatar tier says it includes "all digital Kickstarter Add-On’s for FREE" however...the only other thing on the page that says addons is the Shroud of the Avatar tie in item which clearly states you need to pledge to Shroud of the Avatar to receive.
So what exactly does the "all digital Kickstarter Add-On’s for FREE" line pertain to?
A: We're planning to reveal some add-ons during the campaign, and for any that we do, folks who pledge at the $200+ tier will get any of the digital add-ons automatically for free.[1]
Q: Will there be a minimap?
A: We liked the auto-map from the original games, which was a different thing. We want to use the strengths of that in a modern UI. And we won't hold players' hands![1]
Q: What I remember most fondly about Ultima Underworld 2 was getting lost. It was as if the world wasn't made FOR me, I was just stuck in it. Finding a new area after hours of searching and being all excited only to find the remains of a previous explorer who lost hope at the same dead end...
With all the internet guides and videos now available, do you plan on making the world more linear to guarantee your content will be seen, or risk making it like a maze where someone who knows where to go can clear the level in minutes?
I would love to get lost again, but I can understand why most games now put the player on rails.
A: Heavens, no. We think it's fun to get lost. We do it all the time. We don't like rails. Not a fan.[1]
Q: Are we going to be facing an impending Armageddon event such as the Slasher of Veils losing his bonds more and more the longer we putter around or will be just be relying on things like hunger mechanics to create that sense of impending peril if we don't keep pressing forward?
A: More the impending armageddon kind of thing.[1]
Q: Just a quick engine tech query:
Will Ascendant use global illumination?
A: Yes. Current prototype doesn't have it yet. It is an Underworld, so there will be a lot of dark areas.[1]
Q: No mention of first-person perspective on the Kickstarter page ! Am I correct to assume it's so obvious it wasn't worth mentioning ?
A: Yes![1]
Q: With all innovations that UUs brought to VGs (and are standards now), what and how do you want to innovate things now?
A: Looking back the two decades since we did the Underworlds, there's actually less innovation in gameplay than we would have thought. Videogames are still a new medium, with lots of room to innovate still. It's what we love to do![1]
Q: I have two independent questions concerning the design choices you face in this new title.
My first question is about leveling and skill progression; what mechanics do you intend to use? Are you going to borrow a boilerplate XP-reward system, an improve-through-use system like Elder Scrolls titles, or do you intend to approach the question of improvement/levelling in a more unique and innovative way? (I will say that I think ES improve-through-(successful)-use is inherently flawed; skills are learned by failing, not by succeeding).
My second question is about darkness. Since your entire game is set underground it seems reasonable to assume that there will be large, unlit regions. What sort of gameplay challenge/feature does darkness versus light pose in Underworld Ascendant? Let's say you run out of light sources, will this entail a desperate scramble to get back into a lit region at all costs, or will it merely result in a marginal decrease in ambient light level (DS2 I'm looking at you).
A: On character advancement, we're taking some elements from the original games, but then we're going to innovate. It won't be the same as any other current RPG.
On darkness, yes.[1]
Q: Is there anything from the original set of games that in retrospect you'd like to move away from? Puzzles, platforming, secret areas, NPC interactions, RPG systems, orienteering/exploration in a vast labyrinth, no handholding, simulation, I hope it all is retained, only expanded upon.
A: We'd like to get away from the D&D-style stats, old-school character classes, the original user interface (though great for its time), saving the princess...[1]
Q: Do the source codes to UW and UW2 still exist? Is there any chance of those ever being released so that people can make modern source ports?
A: We do in fact have the source code. We're actually offering digital PC copies of the original Underworld 1 and 2 also, on pledge tiers $75+.[1]
Q: At the Pioneer Kickstarter backer level, do I actually get a copy of the game or do I just get a $20 discount on the retail release of the game? I'd like to back the project but it isn't clear what the $20 backer level is worth.
A: Yes, you get a digital copy of the game.[1]
Q: If the game is successful can we expect some re-imagining of other former Looking Glass titles like System Shock and Thief?
A: We've discussed other plans, but all of our focus is on Underworld now.[1]
Q: If a Reaper falls in the Abyss and nobody is around to hear it, does it leave any loot?
A: The loot gets picked up by one hand clapping.[1]
Q: Obviously this is a spiritual successor to the previous Underworld games so those are influences. And you speak about how Underworld inspired other games. But what non-Looking Glass games are now inspirations for Ascendant?
A: Actually, it's essentially a full sequel. We can use everything from the originals but the Ultima brand.[1]
Q: Is there a specific time period that this takes place in terms of the Ultima series history?
A: Play the game to find out![1]
Q: How hard it will be to players like me to get into Underworld Ascendant? Will be it old-school (which means fun, but sometimes quite difficult) or more modern, with lots of convenient features like mini-map etc?
A: We do want make it easy for our new fans to get up to speed. At the same time, the game will have less hand-holding than many modern games, and the challenges will ramp up.[1]
Q: Will we be able to write notes on the automap, just like the old games?
A: We get a lot of fond comments about notes on the automap! We want to keep the strengths of that system, whatever we do.[1]
Q: Underworld 1 and 2 were linear games with levels. Will Ascendant be linear as well, or more of an open-world design?
A: Definitely more of an open world design. The spirit of our games is for the plot structure to be the arena for a player-driven story, not a linear theme park ride.[1]
Q: I have a question regarding the visual fidelity of the current ingame footage. How close to the final product you're aiming for would you say it is, say on a scale from 1 to 10?
A: Don't know about 1 to 10, but it's an early prototype, with a lot of focus on proving gameplay concepts. We don't spend time doing fancy graphics until we get gameplay rock-solid.[1]
Q: In my experience, many Unity-powered PC games, especially those with a big world to explore, have suffered from poor optimization and performance issues. I can't imagine someone realize a dynamic and huge underworld with first-person view in Unity without those issues.
Is Unity the engine for the final game, or only for the prototype purpose?
A: We've got some tricks up our sleeves. We understand the importance of achieving good performance.[1]