So what about the game play of Ultima Forever? The first thing you should know is that it’s based on the virtues and quests that revolve around the virtues. For more on that aspect, see the Ultima Forever Virtues and Quests page.
Combat and Movement
Jeff Skalski stated in an IGN interview that the combat is positional based:
Sure, think Legend of the Zelda: Link to the Past, but you have 4-5 abilities instead of just swing. Our combat is positional based, and by flanking or hitting an enemy from behind you increase your chance to crit.
Kate Flack in an interview with Eurogamer, mentioned that combat was real-time combat and not turn-based, and she also mentioned positioning:
There’s no turn based party system or anything like that. Combat works by selecting a target, choosing an ability and having at your foe! Position plays a role in combat. You do lots more damage if you get behind your foe and slightly more if you attack from the side. In multiplayer this creates some interesting scenarios where one person does a frontal attack to occupy the monster and the others flank.
- Gear will be based on color/Virtues
- Groups are limited to four players
- Multiplayer gameplay is co-operative at this time.
In January of 2011, we learned that it makes use of a Random Level Generator (RLG). Paul Barnett posted the following: “Another day battling with the random level generator, adding variables to force it to makebininteresting (sic) things..like teaching a baby to walk”
Prior to Ultima II and the later Ultimas and their fixed dungeons, Ultima games had randomly generated dungeons and levels.
A few months later, in April of 2011, Barnett also briefly mentioned quest lines.