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The Digital Antiquarian on Ultima IV

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The Digital Antiquarian on Ultima IV

Editorial - posted by Infinitron on Tue 8 July 2014, 20:14:04

Tags: Origin Systems; Richard Garriott; The Digital Antiquarian; Ultima IV: Quest of the Avatar

The latest article from Jimmy Maher's Digital Antiquarian blog is dedicated to Origin's seminal 1985 title, Ultima IV: Quest of the Avatar, as I suspected it would be. It's obvious that he's a huge fan of this game and what it represents. The article describes with loving attention to detail the circumstances behind its creation, beginning with the story of Origin's temporary decampment to Massachusetts after the release of Ultima III. It makes an attempt at deciphering the motives and psychological factors that may have led the young Richard Garriott to decide that he needed to develop a radically new form of RPG. But even if you're the type of RPG player who prefers Wizardry over Ultima, there is a snippet of information here you may find interesting:

With Chuck Bueche’s action game Caverns of Callisto having failed to set the industry on fire, Origin now concentrated on, as their tagline would eventually have it, “creating worlds” in the form of big, ambitious games. Soon after the move to New England, they hired Dave Albert away from Penguin Software. Albert, who had majored in journalism at university and served as editor and writer for SoftSide magazine before coming to Penguin, would help Robert Garriott to put a professional face to this collection of young hackers. Albert also brought with him Greg Malone and his game in progress, the very original if polarizing oriental CRPG Moebius. Before releasing their next slate of games after Ultima III and Caverns of Callisto, Origin signed a distribution deal with Electronic Arts, becoming one of the first of what would eventually be quite a number of EA “Affiliated Labels.” This gave the still tiny Origin a badly needed presence in mass-market chains like Toys “R” Us and Sears.

Origin stretched out its tendrils in many intriguing directions during these early days. They entered into a contract with Steve Jackson Games — Steve Jackson was a friend of Richard’s from his Austin SCA troupe — to adapt that company’s popular board game Car Wars for the computer. They also agreed to make a computer game to accompany a planned film version of Morgan Llywelyn’s novel Lion of Ireland; Richard would get to spend two weeks on the set in southern Ireland soaking up the ambiance in the name of research. Richard also made tentative plans with none other than Andrew Greenberg of Wizardry fame to collaborate on “the ultimate fantasy role-playing game.” Most of this came to naught: the movie’s financing fell through and it never got made; the ultimate collaboration remained nothing more than talk. Only the Car Wars project survived, and only after a fashion: Chuck Bueche turned the turn-based board game into the real-time CRPG Autoduel over the considerable misgivings of Steve Jackson.

Meanwhile and preeminently, there was Ultima IV, the game that would change everything for Ultima and for Origin. As was his routine by now, Richard started working on it almost from the moment that Ultima III shipped, starting once again from the previous game’s code base and once again designing and coding virtually everything himself on his trusty Apple II. But, like the fourth Wizardry game that was its obvious competitor, it took much longer to complete than anyone had anticipated. Originally slated for Christmas 1984, it took a final desperate dash just to get it out in time for Christmas 1985.

Anticipation grew all the while. For a game to remain in active, continuous development for two years at that time was virtually unprecedented. Truly Richard Garriott must be doing something amazing. The hints and tidbits that he let drop during interviews certainly sounded good: Ultima IV‘s world map would consist of 256 X 256 tiles, 16 times the size of Ultima III‘s 64 X 64-tile world; there would be a full parser-based conversation engine for talking with others; spells would now require reagents to cast, with the finding of their recipes and ingredients a mini-game within the game; dungeons would now contain “rooms” that opened into a tactical map. Yet the thing that Richard kept bringing up most was none of these incremental improvements, but something he insisted marked a change in the very nature of the game. There would be, he said, no evil character to defeat. Instead the player must become a better person, an “Avatar of Virtue.” What was that all about?

Richard Garriott has told many times the story of how Ultima IV came to be. Akalabeth, Ultima I, and Ultima II had, he says, existed for him in a vacuum — or, maybe better said, an echo chamber. Any fan mail or other feedback from players of those games had never reached him because neither California Pacific nor Sierra had bothered to forward it to him. Once Ultima III came out under his own company’s aegis, however, he started getting a flood of letters telling him how fans really played his games. This generally entailed lots of murdering, stealing, and all-around reprehensible behavior. Now, it’s perhaps a bit surprising that this should come as sucha shock to Richard, since those early games essentially forced this behavior on the player if she wished to succeed. Still, the letters set it out all out in unmistakeable black and white, as it were. And then there were the truly crazy letters from religious fundamentalists and anti-Dungeons and Dragons activists, which included such lovely epithets as “Satanic perverter of America’s youth.”

“People,” Richard said in another interview, “read things into my games that were simply statistical anomalies in the programming. They thought I was putting messages into the game.” To his mind, those first four games were all simply “here’s some money, here’s some weapons, here’s some monsters, go kill them and you win.” Like the Beatles a generation earlier, he now decided to give those who wanted hidden messages something that actually, you know, existed to think about it. Less facetiously, all of this feedback did make him begin to think seriously for the first time about the sorts of messages his games were delivering, to begin to understand they were not “just games,” that they could and did say something about the world. He began to understand that every creative work says something, whether its creator intends it to do so or not. It says something about the person who created it, the culture he came from, the audience to which it’s expected to appeal. Richard wasn’t sure he liked what his games were saying — albeit all but unbeknownst to their creator — so he decided to take conscious control of his message with Ultima IV.

It makes for kind of a beautiful story about a young man discovering himself as an artist, discovering that the work he puts into the world really does matter. And there’s no reason to believe it isn’t true in the large strokes. That said, there are indications that the full story may be at least a bit more complicated than the glib summary that Richard has given in almost thirty years worth of interviews.
The Antiquarian isn't done with Ultima IV yet. For his next article, Jimmy will conduct a retrospective playthrough of the game and examine its virtue system in closer detail.

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