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Quest chains and narrative storylines are commonplace in MMORPGs now, but do the inclusion of these elements break the group play experience? Also, Shroud of the Avatar is slated, possibly, for launch this March.

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A previously unpublished 2014 interview with Richard Garriott, in which he discusses Ultima 9, Ultima X, Shroud of the Avatar, and other things besides.

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In which Raph Koster — Designer Dragon, the original designer working on Ultima Online — tells still yet more stories from that game's earliest years.

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What better way to mark the 20th anniversary of Ultima Online than by hearing stories from the original designer thereof?

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What exactly is an RPG, anyway?

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Shroud of the Avatar isn't the first game to propose the idea that one or more entries in a series should be playable as a contiguous experience.

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Let's talk about our first Ultima fan projects, our first explorations of programming, and/or our first experiences messing with a game's editing toolkit.

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We take a look at gameplay features — NPC schedules, day/night cycles, and other systems — and their impact on one's enjoyment of a game.

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In which we discuss The Legend of Zelda: Breath of the Wild and how it hearkens back, in its own way, to Ultima 6.

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For lack of any decided-upon topic, we instead talk about random bits of gaming news...notably, the Nintendo Switch and Mass Effect: Andromeda.

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