Ultima (series)

Ultima is a series of open world fantasy role-playing video games from Origin Systems, created by Richard Garriott.

The games take place for the most part in a world called Britannia; the constantly recurring hero is the Avatar, first named so in Ultima IV.

The first trilogy is set in a fantasy world named Sosaria, but during the cataclysmic events of The Age of Darkness, it is sundered and three quarters of it vanish.

Ultima IV: Quest of the Avatar (1985) marked a turning point in the series from the traditional "hero vs. villain" plots, instead introducing a complex alignment system based upon the Eight Virtues derived from the combinations of the Three Principles of Love, Truth and Courage.

Exploring the themes of racism and xenophobia, the game tasks the Avatar with understanding and reconciling two seemingly opposing cultures.

Ultima VII: The Black Gate (1992) sees the Avatar entangled in the plan of an ostensibly virtuous and benevolent organization named the Fellowship (inspired by Scientology)[4][5] to create a gateway for the evil entity known as the Guardian to enter Britannia.

"[6] An expansion pack was released named Forge of Virtue that added a newly arisen volcanic island to the map that the Avatar was invited to investigate.

Magical storms herald the unraveling of the dying world's very fabric, and the game's mood is notably melancholic, including the voluntary sacrificial death of a long-standing companion of the Avatar, Dupre.

Like Forge of Virtue, the expansion contained an isolated sub-quest that was irrelevant to the main game's storyline, but provided the Avatar with a plethora of useful and powerful artifacts.

A planned expansion pack, The Lost Vale, was canceled after Ultima VIII failed to meet sales expectations.

The unreleased version of the plot featured a more apocalyptic ending, with the Guardian and Lord British killed, Britannia destroyed, and the Avatar ascending to a higher plane of existence.

Its lore retconned the ending of Ultima I, stating that when the Stranger shattered the Gem of Immortality, he discovered that it was tied to the world itself, therefore its shards each contained a miniature version of Britannia.

In its absence the player would lose on every fight, which would not be obvious as a copy protection effect right away as one could assume that this was just due to either lack of experience or proper equipment.

[17] In Ultima V, there were one or two instances where ostensibly insignificant information found in the accompanying booklet were asked by person(s) encountered in the game.

The game also used runic script in some places and a special language for spell names, for both of which the necessary translation tables / explanations were provided in the booklet.

These can be seen as subtle copy-protection measures, well fitted for the context of history and fantasy so that a casual player didn't take them for copy protection.

The Lands of Danger and Despair were later rediscovered as the Serpent Isle, which had been moved to a different dimension or plane, so it seems likely that the other two continents still exist.

The Fellowship leader, Batlin, fled here after the Black Gate was destroyed in Ultima VII, preventing the Guardian's first invasion.

Ninety percent of the island's population was destroyed by evil Banes released by Batlin in a foolish attempt to capture them for his own use in Ultima VII Part 2.

First introduced in Ultima IV, the Three Principles and the Eight Virtues marked a reinvention of the game focus from a traditional role-playing model into an ethically framed one.

Richard Garriott's motives in designing the virtue system were to build on the fact that games were provoking thought in the player, even unintentionally.

"[24] The original virtue system in Ultima was partially inspired by the 16 ways of purification (sanskara) and character traits (samskara) which lead to Avatarhood in Hinduism.

[27] The rigid system of Blackthorn unintentionally causes the Virtues to actually achieve their polar opposites, in part due to the influence of the Shadowlords.

The people of Britannia, the fantasy world where the games are set, speak English, and most of the day-to-day things are written in Latin alphabet.

[32] In Japan, total sales of Pony Canyon's Japanese versions of the Ultima series had reached nearly 100,000 copies on home computers and over 300,000 units on the Famicom (Nintendo Entertainment System), by 1990.

[33] In 1996, Next Generation ranked the Ultima series as collectively the 55th top game of all time, commenting that, "While the graphics and playing style change with the technological leaps of the day, [it] has been the most consistent source of roleplaying excitement in history.

"[34] In 1999, Next Generation listed the Ultima series as number 18 on their "Top 50 Games of All Time", commenting that, "Most PC RPGs are about hacking and slashing through anything that moves, usually while crawling through a dungeon.

Most video games – including Garriott's own Ultima I and II and Akalabeth – tended to focus primarily on things like combat without venturing much further.

This system of morals and ethics was unique, in that in other video games players could for the most part act and do as they wished without having to consider the consequences of their actions.

[39] Ultima III would go on to be released for many other platforms and influenced the development of such RPGs as Excalibur and Dragon Quest;[40] and many consider the game to be the first modern CRPG.

The Virtues Paper doll interface Symbol in Ultima Online
Annotated approximation of the Codex symbol – the virtues (numbered) are associated with the principles (italics in shaded circles) they touch
Britannian runes, loosely based on the Elder Futhark , and their Latin equivalents