Origin Systems

Ultima X: Odyssey [PC – Cancelled]

Ultima X: Odyssey is a canceled fantasy Massively Multiplayer Online Role-Playing game developed from 2002 to 2004 by Origin Systems and published by Electronic Arts, exclusively for PC. It was based in the Ultima universe.

Ultima X: Odyssey was officially announced in August 2003, as we can read on Gamespot:

Electronic Arts’ Origin Systems development studio has today announced that the next game in its Ultima series will be a massively multiplayer online role-playing game powered by the latest version of the Unreal Engine. Ultima X: Odyssey will boast a number of features not found elsewhere in the genre, the most intriguing of which is the “Odyssey Adventure System,” which will deliver customized quests to players automatically, and will also allow players to request private adventure zones so they’re not interrupted by uninvited troublemakers.

“Ultima X: Odyssey takes the genre to the next level through its innovative new Odyssey Adventure System, ensuring that players experience a greater sense of adventure and reward from both questing and combat,” said Andy Hollis, vice president and COO of Origin Systems.

Ultima X: Odyssey will feature fast-paced strategic combat in which players’ actions will play as big a part in determining the outcome of a battle as their characters’ strength. Players will be able to choose their level of aggressiveness and a variety of combat styles, and while individual combat will be the most common, rival player guilds will be able to challenge each other to gladiator-style duels in privately created zones.

As they progress through the game, players will be able to customize not only their character, but also their inventory, party, and guild–in ways never before possible. Examples given in today’s press release include players enhancing their weapons and armor using virtue abilities or experience points, and the existence of magic items and weapons that actually gain experience and level up in the same way players do.

Players who manage to master any of the eight virtues in Ultima X will gain the ability to use special powers and, eventually, create disciples for themselves. Upon mastering all the virtues, players will attain the ultimate status of “avatar.”

Ultima X: Odyssey is currently scheduled for release this winter.

The story begin at the end of Ultima IX, when the Avatar (the hero) and the Guardian (the villain) merged together at the climax of their final battle. Ultima X: Odyssey’s story begins with the Avatar and the Guardian struggling for control of the god-like being that they have become. The Avatar is losing this battle and creates the world of Alucinor, a place where adventurers can journey to and learn about the Virtues just as the Avatar did during his travels in Britannia. But, because the Guardian also has great influence over Alucinor, he has created his own minions to thwart any would-be heroes.

In November of the same year, lead designer Jonathan Hanna was interviewed by Gamer.No and shared a few details on some of the upcoming features for the game:

G.N.: With the implementation of Virtues and good vs. evil, will there be any player killing involved, and if so, how will this be carried out in Odyssey?

J.H.: (…) Players can challenge each other to duels that are tracked through a robust ladder system. In addition, guilds can challenge each other to large-scale battles. These battles will take place on private maps, preventing outsiders from interfering with the battle. Also, players can wager gold and items on duels and guild battles, making them even more interesting. Combined with our highly interactive and action-packed combat, PvP in Ultima X: Odyssey will be a blast!

G.N.: What lore, political elements, stories and legends will be a part of Odyssey? In essence, what is going to make us feel that we are actually in an Ultima game, and where in the Ultima timeline is the game set?

J.H.: Everything about this game screams Ultima! From the character races (which include Gargoyles, Orcs, Pixies, Humans, Elves, and Phoda – a race based on the Fuzzies from previous Ultimas) to many of the points of interest, you’ll find plenty of references that hearken back to the Ultima games. More importantly, our entire adventure system is centered around making decisions based on the Ultima Virtues. For example, you might be asked to slay a Minotaur Lord who has been raiding a local farm. When you find him, you learn that his people are starving. At this point, you could demand Justice and fight the minotaurs, or you could show Compassion and help them find a new food source. In keeping with the previous Ultima games, neither Virtue choice is the wrong choice – they’re just different. They will, however, lead you down different paths of the adventure, as well as determine the abilities your character can learn. Eventually, as characters continue to advance they can even ascend to the level of the Avatar, the ultimate fantasy hero!

However, troubles occured in February 2004, when EA took the decision to disband Origin Systems and relocate the team, from Austin, Texas, to Los Angeles, as we can read on Gamesindustry:

Publisher Electronic Arts is reportedly planning to shut down its Origin Systems development studio in Austin, Texas, and is offering staff at the studio the choice of relocation to California or a severance package.

Origin Systems is best known for its work on the classic Ultima and Wing Commander franchises, and the move to relocate the studio’s staff comes as part of a wider consolidation of EA’s development efforts.

The founding of a new development campus in Los Angeles has already seen the Westwood studio being shut down, while the relocation of the Maxis studio to Los Angeles was announced last week.

In June of the same year, Electronic Arts pulled the plug for Ultima X: Odyssey:

Today Ultima X: Odyssey was summarily pulled from the production schedule by publisher Electronic Arts. The game had been on track for a 2005 release, but rumors of trouble had been swirling around the project for some time.

In a post on the official UXO Web site, producer David Yee gave the game an epitaph of sorts. “As of today, development on Ultima X: Odyssey has ended,” he said. “This isn’t an easy decision but it’s the right move for the future of all things Ultima, including the community and the team.”

Yee said the reason for the decision was to “focus our online efforts, and most of my team will be moving to the UO expansion pack, the UO live team, and an unannounced Ultima Online project.” GameSpot was told by another source within EA that no staffers were laid off as a result of today’s decision.

Formerly under the guidance of lead producer Rick Hall, Ultima X: Odyssey went through an evolution when its design and development staff were recently moved from EA’s Austin, Texas, studio to the company’s main Redwood Shores campus. At that time, Hall relocated to EA’s Tiburon studio, and UXO was placed in the hands of Yee.

According to some sources, Ultima X: Odyssey was definitely cancelled during the relocation of staff members from Texas to California, as many of them decided to resign instead of moving homes and families. In 2011, Justin Olivetti wrote on Engagdet:

Reportedly, one of the biggest reasons behind the project’s death was EA’s decision to relocate the Austin, TX team to California, a move at which many devs balked. With the relocation a failure, the game’s development was hobbled and EA felt it had no choice but to give it the axe.

Ultima X: Odyssey wasn’t the first Ultima MMORPG to be canceled. Years prior, EA canceled Ultima Worlds Online: Origin in order to focus on development of expansion packs for Ultima Online.

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Worlds of Ultima III: Arthurian Legends (Origin Systems) [PC – Cancelled]

The Worlds of Ultima series (an offshoot of the main series Ultima) died after the first two parts – Savage Empire (1990) and Martian Dreams (1991) – fell short of their expectations. However, the idea of independent stories still attracted Origin, which resulted in the emergence of Arthurian Legends. The project, in general, was doomed from the very beginning – it was not possible to find a publisher for it after the failure of “Worlds …”.

Nevertheless, the Origin staff continued to work on it. First, the work was supervised by Richard Garriott, then by Warren Spector. Unlike most other Camelot games, the Arthurian Legends strictly followed the writings of Thomas Malory and Chrétien de Troyes (medieval writers, authors of books about King Arthur). But the game formally had nothing to do with the Worlds of Ultima.

From wiki.ultimacodex.com:

Arthurian Legends was to be set in ancient England, in a world based on the actual legends about King Arthur. Some of the sources used included Knight of the Cart by Chretien de Troyes, and Le Morte d’Arthur by Sir Thomas Malory. The player would be in charge of trying to find the missing King Arthur and to fix the problems currently plaguing Camelot. Though the initial idea was for the player’s alter ego to be one of the twelve knights of the Round Table, this was eventually changed for the player to create his own avatar. Several well-known characters were going to make appearances, including Sir Pelenor, Sir Gawain, Melora, Sir Mordred, Morgana, Lancelot, Guinevere and Arthur.

The game was going to include some of the bloodier elements from the legends, such as a giant cannibal that was praying on the children from a local village. However, the search for the Grail was not to be included, as the team felt it had already been played out too many times. Other quests included curing Sir Pellinore from a blindness inflicted to him by an evil mage, and a maze of moving thorn hedges.

What is funny, after the end of the series, the Origin staff jokingly drew a silhouette in front of the office with chalk on the ground, as they do with corpses, and hung a sign “The King is Dead” next to it. The next day, flowers appeared under it.

Information is taken from «Игромания» magazine, 03 (114) 2007 

BioPlus (Origin Systems) [PC – Cancelled]

BioForge is an action adventure game released for MS-DOS and developed by Origin Systems in 1995. Set in the future, the player controls an amnesiac cyborg trying to escape the research facility in which they are being held prisoner.

Immediately after the release of BioForge, the Origin studio quickly, in just two and a half months, made an addon called BioPlus (a.k.a. BioForge Plus). This kind of promptness was explained quite simply. The BioForge itself was originally much longer – it had to be cut for ease of distribution. The part that went under the knife formed the basis for BioPlus. However, that very “quick” failed Origin: the addon was so full of bugs that there was no question of its viability.

We can read more about it from Bill Armitrout (former worker  from Origin) in theminiaturespage.com:

A “quickie” project. We had nine weeks to put together a new adventure to tack onto the end of the original BioForge game. Let me stress right here that nine weeks is an insanely tight deadline! The project was a wild ride, with millions of obstacles and emergencies (including artists in the hospital, half the programmers pulled off for another project, and so forth), and we set a new record: BETA in 10 weeks. Unfortunately, the game never shipped (the executive product left the company, and all of his projects were cancelled).

BioForge 2 was also part of the company’s plans, but the development process did not go beyond the oral discussion of the concept between the designers. Origin planned to build it on a new engine, and the plot again revolved around the heroes of the first part. But in 1995, Origin suffered a financial crisis, and the BioForge team was laid off.

And from the same source:

I took over the BioForge license at Origin, and had the chance to put together a Dream Team to make the next-generation technology. Many of my old Serpent Isle guys came back, and I was also able to recruit some top-grade new talent. We had finished the design and were working on the art when the company halted the project, and diverted us onto…

Some information is taken from «Игромания» magazine, 03 (114) 2007

UPD (17.08.2022): early Gauntlet video and intro movie were found (Thanks to Daniel Nicaise

Privateer 3: Retribution [PC – Cancelled]

Privateer 3: Retribution is the cancelled sequel to Privateer 2: The Darkening, a space flight sim series started in 1993 with Wing Commander: Privateer. This third chapter was in development by Origin Systems’ Wing Commander team in Austin around 1997 / 1998, using the Wing Commander Prophecy engine and planned to be released by Electronic Arts on PC.

Players would be able to freely explore a sandbox universe, flying from planet to planet selling items, shooting down enemy ships and resolving similar space-missions. Computer Games Strategy Plus magazine even published a long Privateer 3 preview in their May 1998 issue, with more details about the game’s story, characters and gameplay. If you have a copy of this magazine and could take some photos from the preview, please let us know!

Following the success of Ultima Online EA decided to focus Origin Systems on online games, and Privateer 3 was quietly canned. You can download the Privateer 3 game script on WCNews.

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Frontier (Origin Systems) [PC – Cancelled Pitch]

Frontier is a lost PC game pitched by Warren Spector  to Origin Systems with a planned to ship date of Q2 ’94, and was described as a system simulation of the taming of the old west. The high concept of this game was that the player would be a pioneer and they would have to explore and settle a new nation. The player would have to choose what route they would take, the Oregon Trail, the Santa Fe Trail, what time of the year they would travel, how many settlers would travel with them and where they would eventually stop.

Origin systems logo

Once the player had decided where to settle they would then choose what they would like their settlers to specialize in like farming, mining or becoming a rancher. The player would then have numerous natural disasters they would have to deal with like earthquakes and floods, natural predators, “Indians” (Native Americans), and what is described as “bad men”. There would also be NPC players that would be direct competition to the player.

The players initial goal was to attract new settlers to their settlement so that they can start a community and make a prosperous new town, this would lead to trains stopping at the town, mail routes, and banks. Ultimately the goal was to attract the county seat and then the state capital so that your settlement could request to become a state, but the player could decide how they would get there, striving to keep their settlers happy or becoming a rich tycoon.

Interestingly this game was pitched as more of an educational game that was akin Civilization, Sim City and Railroad Tycoon, they were looking to attract the audience of these games but were also looking at it being utilized in schools. This would have been Origin’s first simulation, and as far as I can see this game went no further than this pitch document.

Many thanks to Joe Martin for the document.

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