Ultima VI: The False Prophet cover art

Ultima VI: The False Prophet

A simulation-rich CRPG solved by world knowledge and conversation sleuthing rather than reflexes.

Here's the argument for where this game sits - disagree freely.
Match your experience?
EXECUTION1 /10READS0 /10VARIANCE3 /10OPTIMIZATION8 /10

the cheat-test profile

The four axes - the argument

Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.

  1. Execution

    cheat: Aimbot - perfect inputs

    1/10

    Turn-based tile combat; no dexterity.

  2. Reads

    cheat: Out-predict an adaptive opponent

    0/10

    Scripted NPC dialogue trees, never adaptive.

  3. Variance

    cheat: See what's hidden / map the RNG

    3/10

    Hidden conversation keywords and combat dice.

  4. Optimization

    cheat: A perfect solver / coach

    8/10

    Quest logic, economy, and knowledge of the world solve it.

How to read this

Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.

These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.

The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.

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Game details

Released
1990
Developer
Origin Systems
Platforms
PC-9800 Series, Sharp X68000, C64, SNES, Atari-ST, DOS, FM Towns, Amiga, SFAM
Modes
Single player
IGDB users
84/100
Role-playing (RPG)FantasyOpen world