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Classic Games

Ultima

The RPG that defined them all

The Ultima series established computer RPG conventions from character creation to open worlds, with Ultima IV pioneering ethical gameplay and virtue systems.

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Overview

Richard Garriott’s Ultima series evolved from simple dungeon crawling to philosophical exploration. Ultima IV abandoned defeating a villain for pursuing virtues. Ultima VII created a living world. The series defined what computer RPGs could be and established Origin Systems as the genre’s leader.

Fast facts

  • Creator: Richard Garriott (Lord British).
  • Publisher: Origin Systems.
  • Main series: 9 numbered entries.
  • Spin-offs: Ultima Underworld, Ultima Online.

Series evolution

Era Games Innovation
I-III 1981-1983 Foundations
IV-VI 1985-1990 Virtue system, narrative
VII-IX 1992-1999 Living world, 3D

Ultima IV: Quest of the Avatar

Revolutionary design:

Change Impact
No villain Become virtuous
Eight virtues Moral framework
Companions Character relationships
Player behaviour Actions have meaning

The virtues

Virtue Principle
Honesty Truth
Compassion Love
Valour Courage
Justice Truth + Courage
Sacrifice Love + Courage
Honour Truth + Courage
Spirituality All three
Humility None (awareness of limits)

Technical achievements

Game Innovation
Ultima III Party-based combat
Ultima IV Day/night cycles
Ultima VI Mouse interface
Ultima VII Continuous world

World of Britannia

Consistent setting across games:

  • Lord British’s realm
  • Recurring locations
  • Character continuity
  • Expanding lore

Spin-offs

Title Year Significance
Ultima Underworld 1992 First-person 3D RPG
Ultima Online 1997 MMORPG pioneer
Savage Empire 1990 Alternate setting

Influence

Ultima established:

  • Open world exploration
  • NPC schedules
  • Moral choice systems
  • Party management
  • Quest structure

Richard Garriott

Creator and in-game presence:

  • Lord British character
  • Space tourist
  • Continued game development
  • Genre pioneer

Legacy

Modern RPGs owe Ultima:

  • Dialogue systems
  • World interactivity
  • Ethical gameplay
  • Persistent universes

See also