Retrospective: Ultima IV
Ultima IV was a revolution simply because of its theme. Your goal here was not to save the
world from an evil magician or a diabolical computer; your goal was to save the world from itself.
So you're going about your daily business, maybe milking your cows or sharpening your swords or
plowing your fields or whatnot. Suddenly, a group of fierce-looking wanderers in badly
mismatched armor walks up, and the leader starts grilling you about local politics. Your
attempts to exchange polite pleasantries are completely ignored. When they get the information
they're looking for, the group stomps off without a word of thanks.
Or maybe you're sitting at home, enjoying a book by the fire or a fine home-cooked meal, when
the door flies open and an effeminate youth with spiky purple hair barges in and starts rooting
through your china cabinet. Grabbing your grandma's favorite teapot, he dashes out the door
before you can even think to call the authorities.
Such is the life of a non-player character in a role-playing game. RPGs have always been fairly
lawless places; the player wanders around a strange world, slaughtering monsters, grabbing
loot, and buying--or stealing--ever more powerful gear. Little or no thought is given to the
ethics of any particular action, the assumption, perhaps, being that the end justifies the
means, and trying to save the world (or the universe, or the princess) exempts one from such
niceties as honesty, justice, or honor.
Then Ultima IV came along.
The Most Difficult Quest
Designer Richard "Lord British" Garriott had already made a name for himself with the first
three Ultima titles. These turn-based role-playing games borrowed rules and mythology from
Dungeons & Dragons, infusing them with innovative plots involving space and time travel. They
were definitely significant works, and by converting the traditional tabletop experience of D&D
to home computers, they paved the way for the PC and console RPGs we know today. But aside from
the technological feat of computerizing complex RPG rules, they were hardly revolutionary.
Ultima IV, on the other hand, most definitely was. Not through its technological advances,
since it looked hardly better than Ultima III. And not through
its fundamental gameplay, since it played like only a slightly evolved version of what Ultima
had been doing all along.
No, Ultima IV was a revolution simply because of its theme. Your goal here was not to save the
world from an evil magician or a diabolical computer; your goal was to save the world from
itself. Lord British, the benevolent ruler of Britannia, notices that his people are
lacking in direction and focus in their lives, and puts out a call for a leader to step forth
and serve as an example of virtue to the populace. If you wish to become this leader--this
avatar of virtue--your job is to learn, study, and implement the Eight Virtues: honesty,
compassion, valor, justice, sacrifice, honor, spirituality, and humility.
Walking the Walk
That may sound to you like an unbearable bore. But remember, we said "implement." You didn't
just wander the cities and countryside of Britannia studying; rather, you had to actually put
these virtues into practice. In essence, Ultima IV created a layer of rules of play that were
entirely new to gaming in general and RPGs in particular. After training players over the
course of three games to be little more than opportunistic barbarians, Ultima IV forced them to
consider every action taken in the game:
You've decimated a group of orcs and the last one is fleeing. Do you finish him off and gain
the experience, or let him run and sustain your compassion?
You're out of gold and out of food and losing health with every step. Do you lift gold or food
from an unguarded chest in town, or sell one of your hard-won items?
Ultima IV graphics may look antiquated compared to games like Elder Scrolls IV: Oblivion, but the gameplay is still as deep as that of any contemporary title.
You come face to face with a beggar on the streets of teeming Britain. Do you give of your
small stash of gold, or ignore him?
Act in a virtuous manner and you'd find yourself closer to your goal; stray from the path and
you'd need to work hard to reclaim your virtue. And only by being virtuous could you gain
access to the eight Shrines of Virtue and learn information crucial to accessing the Codex of
Ultimate Wisdom to finish the game. Yes, that's right--the game ends not with you slaying a
foozle but with you reading a book.
The virtues absolutely permeate Ultima IV, from its unique character creation system all the
way through to the extremely memorable final battle. (We won't spoil it for you; suffice it to
say that your opponent is all but inevitable given the theme of the rest of the game.) When you
boot up the game, rather than picking and choosing your character class and stats as in
previous Ultimas, you visit a gypsy who presents you with a series of ethical questions. Laying
two tarot-like cards down, she poses an ethical dilemma that forces you to choose between one
of two different virtues.
For example, say you're an officer of the peace. You see a poor beggar steal a loaf of bread.
Do you look the other way out of compassion or report him out of a sense of justice? There's no
wrong answer; the system is designed simply to see what values you personally hold most dear.
Show a propensity for humility, for example, and your character may turn out to be a shepherd.
Favor honor and you may be a paladin. It's a fascinating system that made it clear from the
very beginning that this was a role-playing game unlike no other.
An RPG Revolution
But all this talk of virtue should not overshadow the fact that Ultima IV was revolutionary in
other ways, too. Take the conversation system, for example. Whereas in previous games (and most
similar titles), talking to a non-player character would provide you with a single response,
Ultima IV introduced a conversation system that allowed players to ask about specific topics.
Certain crucial information in the game could only be gained after learning from one character
to ask another character about a specific topic, which made the game feel much more rich and
robust than any previous entry in the series.
Ultima IV also introduced a complex magic system, requiring players to collect and mix reagents
(a system which, it must be said, plenty of players absolutely hated) and learn specific
magic words before casting spells. It introduced the idea of recruiting non-player characters
into your party, rather than setting up an entire party at the start of the game. It introduced
a field-of-view system that would show onscreen only the areas not blocked by obstacles. And it
introduced characters, monsters, locations, and items that would return through the next three
Ultima games, and thus earn a special place in the hearts of RPG fans everywhere.
These days, Ultima IV may not look like much. While it was certainly on the cutting edge in its
day, with animated characters and monsters and stunning 16-color graphics, compared to
modern RPGs the tile-based vistas look laughably simple.
But the story holds up, even still. And the themes resonate even today: Play Ultima IV and
you're playing a game that influenced an entire generation of gamers--and game designers. Ask
the folks behind Oblivion or World of WarCraft to list their favorite games of all time, and
you're almost guaranteed to find Ultima IV on that list. It's is, quite simply, one of the most
influential RPGs of all time.
So what are you waiting for? Go find out what you're made of.