I just feel like games such as WIzardry (at least the first 4 or 5, which I tried) and the Bards Tale games do little more than address the spreadsheet aspect of gaming. You level up and power game, then you walk through a maze until you hit a hoard of monsters and whack on them until they die. At later levels, you basically just turn on a fire hose of insta-death on groups of 99 Super Ultimate POwerful Demons. You grind, you buy skills or mutli-class and make your dudes more potent in combat. You collect lots of cool-ass weapons and other equipment and try to min-max your shit so you can kill stuff better. The problem is, the game is rarely ever consistently challenging, so a determined and experienced PnP player who has all of the mechanics explained in detail can easily build a party that defeats whatever the game throws his way, and at some point you always feel like the combat has become tedious.
If that's what you like, good for you. There's nothing that says this is what has to define CRPGs.
I think one thing people do not understand about Ultima is that so much of the adventure aspect depended on exploring stuff, finding information and learning what the information was even good for. It was not really about finding treasure- treasure was generally generic stuff that served as a limited resource which you had to manage to win the game, not as an UPGRAYDD (with a double dose of pimping) to make you feel more badass than before. The challenge in the Ultimas was not only about finding the coordinates for that special thing you need to win the game, but simply learning that there WERE coordinates for squares on the world map, and what you need in order to measure them. All that stuff in UIV about the shrines, the virtues, the mantras etc. was information I had to learn about sight unseen and piece together into a story. Getting more information, which was not only about talking to everyone everywhere, but also surviving to the bottom of a difficult dungeon, was the point.
Yes WYrmie, these are adventure game elements. You might not have a 'Use Skill X on Tile Y' mechanic in these games, but you were exploring a very large world and finding the solution to a series of riddles which eventually lead to a single larger riddle. This took a lot of work and patience, and it was not based on an immediate awards-based dynamic (yay better armor, time to upgraydd my bros) like you see in dungeon crawlers. In the Ultimas they even made it possible to fuck the game up by killing important people or otherwise making negative progress, which you site as an important element of classic adventure games. And like those games, the reward was the accomplishment you felt from solving a complex problem.
I suspect a lot of you came to the Ultima games having already read about 90% of the information you needed to know how to win the game, in which case you already had the game spoiled from the get go. The whole point of these games was figuring out what the hell was going on, and figuring out which piece of the puzzle you were strong enough to handle at the time. Your progress was measured by how much of this puzzle you have figured out, and the combat and resource management elements were just enough to make the engame difficult and to pose logistical challenges while you went about exploring stuff.
As for the whole Ultima setting being dorky because of the archaic language or the presence of Lord British, I guess that's a personal preference, but what exactly are you comparing it to? Most CRPGS have a pretty retarded setting, the latter Wizardries being full of furries, chewbaccas and fairy ninjas ffs. I suppose the lack of substantial dialogue makes it harder to criticize this because the concept of 'fairy ninja' is really limited to bullshit min-max character building strategy, and is not actually realized in the plot in any substantial way.