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Wikipedia

Ultima (series)

Ultima is a series of open world fantasy role-playing video games from Origin Systems, created by Richard Garriott. Electronic Arts has owned the brand since 1992. The series had sold over 2 million copies by 1997.[1]

Ultima
The most commonly used logo in the series
Genre(s)Role-playing
Developer(s)
Publisher(s)
Creator(s)Richard Garriott
Platform(s)Amiga, Apple II, Atari 8-bit, Atari ST, Commodore 64, Commodore 128, FM Towns, MS-DOS, MSX, Mac OS, Master System, NES, PC-98, PlayStation, SNES, VIC-20, Windows, X68000
First releaseUltima I: The First Age of Darkness
1981
Latest releaseUltima Forever: Quest for the Avatar
2013

A significant series in computer game history, it is considered, alongside Wizardry and Might and Magic, to be one of the norm-establishers of the computer role-playing game genre.[2] Several games of the series are considered seminal entries in their genre, and the early installments especially introduced new innovations which then were widely copied by other games.

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. They are primarily within the scope of fantasy fiction but contain science fiction elements as well.

Games edit

The main Ultima series consists of nine installments (the seventh title is divided into two parts) grouped into three trilogies, or "Ages": The Age of Darkness (Ultima I-III), The Age of Enlightenment (Ultima IV-VI), and The Age of Armageddon (Ultima VII-IX). The last is also sometimes referred to as "The Guardian Saga" after its chief antagonist. 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. What is left becomes known as Britannia, a realm ruled by the benevolent Lord British, and is where the later games mostly take place. The protagonist in all the games is a resident of Earth who is called upon by Lord British to protect Sosaria and, later, Britannia from a number of dangers. Originally, the player character was referred to as "the Stranger", but by the end of Ultima IV he becomes universally known as the Avatar.

Main series edit

The Age of Darkness: Ultima I–III edit

Release timeline
1979Akalabeth
1980
1981Ultima I
1982Ultima II
1983Ultima III
1984
1985Ultima IV
1986
1987
1988Ultima V
1989
1990Ultima VI
1991
1992Ultima VII
1993Ultima VII Part Two
1994Ultima VIII
1995
1996
1997
1998
1999Ultima IX

In Ultima I: The First Age of Darkness (1981),[3] the Stranger is first summoned to Sosaria to defeat the evil wizard Mondain who aims to enslave it. Since Mondain possesses the Gem of Immortality, which makes him invulnerable, the Stranger locates a time machine, travels back in time to kill Mondain before he creates the Gem, and shatters the incomplete artifact.

Ultima II: The Revenge of the Enchantress (1982) details Mondain's secret student and lover Minax's attempt to avenge him. When Minax launches an attack on the Stranger's homeworld of Earth, her actions cause doorways to open to various times and locations throughout Earth's history, and brings forth legions of monsters to all of them. The Stranger, after obtaining the Quicksword that alone can harm her, locates the evil sorceress at Castle Shadowguard at the origin of time and defeats her.

Ultima III: Exodus (1983) reveals that Mondain and Minax had an offspring, the eponymous Exodus, "neither human, nor machine", according to the later games (it is depicted as a computer at the conclusion of the game, and it appears to be a demonic, self-aware artificial intelligence). Some time after Minax's death, Exodus starts its own attack on Sosaria and the Stranger is summoned once again to destroy it. Exodus was the first installment of the series featuring a player party system, which was used in many later games.

The Age of Enlightenment: Ultima IV–VI edit

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. Although Britannia now prospers under Lord British's rule, he fears for his subjects' spiritual well-being and summons the Stranger again to become a spiritual leader of Britannian people by example. Throughout the game, the Stranger's actions determine how close he comes to this ideal. Upon achieving enlightenment in every Virtue, he can reach the Codex of Ultimate Wisdom and becomes the "Avatar", the embodiment of Britannia's virtues.

In Ultima V: Warriors of Destiny (1988), the Avatar returns to Britannia to find that after Lord British had been lost in the Underworld, Lord Blackthorn, who rules in his stead, was corrupted by the Shadowlords and enforces a radically twisted vision of the Virtues, deviating considerably from their original meaning. The Avatar and his companions proceed to rescue the true king, overthrow the tyrant, and restore the Virtues in their true form.

Ultima VI: The False Prophet (1990) details the invasion of Britannia by Gargoyles, which the Avatar and his companions have to repel. Over the course of the game, it is revealed that the Gargoyles have valid reasons to loathe the Avatar. Exploring the themes of racism and xenophobia, the game tasks the Avatar with understanding and reconciling two seemingly opposing cultures.

The Age of Armageddon: Ultima VII–IX edit

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. Though all of the main line of Ultima games are arranged into trilogies, Richard Garriott later revealed that Ultima VII was the first game where he did any sort of planning ahead for future games in the series. He elaborated that "the first three didn't have much to do with each other, they were 'Richard Garriott learns to program'; IV through VI were a backwards-designed trilogy, in the sense that I tied them together as I wrote them; but VII-IX, the story of the Guardian, were a preplanned trilogy, and we had a definite idea of where we wanted to go."[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. The tie-in storyline was limited to this island, where a piece of Exodus (his data storage unit) had resurfaced. To leave the island again, the Avatar had to destroy this remnant of Exodus. In the process of doing so, he also created The Black Sword, an immensely powerful weapon possessed by a demon.

Ultima VII Part Two: Serpent Isle (1993) was released as the second part of Ultima VII because it used the same game engine as Ultima VII. According to interviews, Richard Garriott felt it therefore did not warrant a new number. Production was rushed due to deadlines set to the developers, and the storyline was cut short; remains of the original, longer storyline can be found in the database. Following the Fellowship's defeat, its founder Batlin flees to the Serpent Isle, pursued by the Avatar and companions. Serpent Isle is revealed as another fragment of former Sosaria, and its history which is revealed throughout the game provides many explanations and ties up many loose ends left over from the Age of Darkness era. 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. By the end of the game, the Avatar is abducted by the Guardian and thrown into another world, which becomes the setting for the next game in the series. The Silver Seed was an expansion pack for Ultima VII Part 2 where the Avatar travels back in time to plant a silver seed, thus balancing the forces that hold the Serpent Isle together. 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.

In Ultima VIII: Pagan (1994), the Avatar finds himself exiled by the Guardian to a world called "Pagan". The Britannic Principles and Virtues are unknown here. Pagan is ruled by the Elemental Titans, god-like servants of the Guardian. The Avatar defeats them with their own magic, ascending to demi-godhood himself, and finally returns to Britannia. A planned expansion pack, The Lost Vale, was canceled after Ultima VIII failed to meet sales expectations.

Ultima IX: Ascension (1999), the final installment of the series, sees Britannia conquered and its Virtues corrupted by the Guardian. The Avatar has to cleanse and restore them. The Guardian is revealed to be the evil part of the Avatar himself, expelled from him when he became the Avatar. To stop it, he has to merge with it, destroying himself as a separate entity. 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.

Collections edit

  • Ultima Trilogy (1989) – an early compilation of the first three Ultima games released for the Apple II, Commodore 64 and DOS by Origin Systems.
  • Ultima: The Second Trilogy (1992) – a later trilogy of the second three Ultima games released by Origin Systems for Commodore 64 and DOS.
  • Ultima I–VI Series (1992) – a compilation of the first six Ultima games and published for DOS by Software Toolworks. Includes reprints of the instruction manuals and original maps.
  • Ultima Collection (February 1998)[7] – a CD-ROM collection of the first eight Ultima computer games published for DOS and Microsoft Windows 95/98, including their expansion packs. Includes a complete atlas of each game's map, a PC port of Akalabeth, and a sneak preview of Ultima IX.

Spin-offs and other games edit

Akalabeth: World of Doom was released in 1979, and is sometimes considered a precursor to the Ultima series.

Sierra On-Line also produced Ultima: Escape from Mt. Drash in 1983. The maze game has nothing in common with the others,[8] but is highly sought after by collectors due to extreme rarity.

The Worlds of Ultima series is a spin-off of Ultima VI using the same game engine, following the Avatar's adventures after the game's conclusion:

The second spin-off series, Ultima Underworld, consisted of three games with a first-person perspective:

  • Set after Ultima VI, Ultima Underworld: The Stygian Abyss (1992) sees the Avatar descending into the Great Stygian Abyss to rescue a Britannian baron's kidnapped daughter and prevent the summoning of a powerful demon.
  • Ultima Underworld II: Labyrinth of Worlds (1993) is set between the two parts of Ultima VII and starts with the Guardian trapping Lord British, the Avatar and his companions within an impenetrable barrier in their castle. To free them, the Avatar has to travel through several parallel universes looking for a way to undo the spell.
  • Underworld Ascendant (2018), the third in the series licensed the lore and characters for the Underworld setting, but did not allow use of the Ultima brand. The Avatar has been transported to the Underworld and works with local factions.

A group of volunteer programmers created Ultima V: Lazarus in 2006, a remake of Ultima V using the Dungeon Siege engine.

Console games edit

Console versions of Ultima have allowed further exposure to the series, especially in Japan where the games have been bestsellers and were accompanied by several tie-in products including Ultima cartoons and manga.[9] In most cases, gameplay and graphics have been changed significantly.

Console ports of computer games edit

  • Ultima III: Exodus (NES)
  • Ultima: Quest of the Avatar (NES) - Remake: includes plot and gameplay changes.
  • Ultima IV: Quest of the Avatar (Master System) — A faithful port of the original. Only released in Europe and South America.
  • Ultima V: Warriors of Destiny (NES)
  • Ultima VI: The False Prophet (Super NES) — Gameplay adapted for the game pad.
  • Ultima: The Black Gate (SNES) — Action-adventure remake.
  • Ultima: The Savage Empire (SNES) — A graphical update using the Black Gate engine for the SNES. Japan only, canceled in the US.
  • Ultima Underworld: The Stygian Abyss (PlayStation) — Uses 3D models rather than the 2D sprites of the original. Released only in Japan.

Original console games edit

Ultima Online MMORPG edit

Ultima Online (1997), a MMORPG spin-off of the main series, has become an unexpected hit, making it one of the earliest and longest-running successful MMORPGs of all time. 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. The player characters in Ultima Online exist on these "shards". Eight expansion packs for UO have been released (The Second Age, Renaissance, Third Dawn, Lord Blackthorn's Revenge, Age of Shadows, Samurai Empire, Mondain's Legacy and Stygian Abyss). The aging UO graphic engine was renewed in 2007 with the official Kingdom Reborn client. Ultima Online 2, later renamed to Ultima Worlds Online: Origin and canceled in 2001, would have introduced steampunk elements to the game world, following Lord British's unsuccessful attempt to merge past, present, and future shards together.

UO spawned two sequel efforts that were canceled before release: Ultima Worlds Online: Origin (canceled in 2001, though the game's storyline was published in the Technocrat War trilogy) and Ultima X: Odyssey (canceled in 2004). Ultima X: Odyssey would have continued the story of Ultima IX. Now merged with the Guardian, the Avatar creates a world of Alucinor inside his mind, where the players were supposed to pursue the Eight Virtues in order to strengthen him and weaken the Guardian. Ultima X was developed without participation of the original creator Richard Garriott and he no longer owns the rights to the series. However, he still owns the rights to several of the game characters so it is impossible for either him or Electronic Arts to produce a new Ultima title without getting permission from each other.

Lord of Ultima edit

Lord of Ultima was a free-to-play browser-based MMORTS released in 2010 by EA Phenomic. It was the first release in the Ultima series since Ultima Online, and also the first title to have no involvement from series creator Garriott or founding company Origin. It has been criticized[by whom?] for having slow-paced gameplay and very weak connections to the Ultima franchise lore. EA announced on February 12, 2014 that Lord of Ultima would be shut down and taken offline as of May 12, 2014.[needs update]

Ultima Forever: Quest for the Avatar edit

Announced in summer 2012, Ultima Forever was a free-to-play online action role-playing game. In contrast to Lord of Ultima, Ultima Forever returns to the lore of the original game series. As of August 29, 2014. Ultima Forever's servers were shut down.

Other media edit

Several novels were released under the Ultima name, including:

  • The Ultima Saga by Lynn Abbey (Warner Books)
    • The Forge of Virtue (1991)[11]
    • The Temper of Wisdom (1992)[12]
  • Ultima: The Technocrat War by Austen Andrews (Pocket Books)
    • Machinations (2001)
    • Masquerade (2002)
    • Maelstrom (2002)

In Japan, various novels, multiple gamebooks, a soundtrack CD, two kinds of wrist watches, a tape dispenser, a pencil holder, a board game, a jacket, and a beach towel were released. There were rumours of an Ultima anime cartoon,[13] but its existence has been described as unlikely.[14]

Four main manga comics were released in Japan:

  • Ultima: EXODUS No Kyoufu (The Terror of EXODUS)
  • Ultima: Quest of the Avatar
  • Ultima: Magincia no Metsubou (The Fall of Magincia)
  • Ultima: The Maze of Schwarzschild

Packaging edit

Ultima game boxes often contained so-called "feelies"; e.g. from Ultima II on, every game in the main series came with a cloth map of the game world. Starting with Ultima IV, small trinkets like pendants, coins and magic stones were included. Made of metal or glass, they usually represented an important object found within the game itself.

Not liking how games were sold in zip lock bags with a few pages printed out for instructions, Richard Garriott insisted Ultima II be sold in a box, with a cloth map, and a manual.[15][16] Sierra was the only company at that time willing to agree to this, and thus he signed with them.

Copy protection measures edit

In the Atari 8bit version of Ultima IV one of the floppy disks had an unformatted track. 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. The protection mechanism was subtle enough to be overlooked by the German distributor that originally delivered Atari 8bit packages with floppies that were formatted regularly, and thus these paid copies acted like unlicensed copies, causing players to lose every battle.[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.[18]

Ultima VI introduced a more systematic use of copy protection in the form of in-game questions, preventing the player from progressing any further if the questions were answered incorrectly.[19] In Ultima VII, this practice was continued, although in both games the player had an unlimited number of tries to answer the questions correctly. Answers could be obtained by consulting the manual or cloth map, although the manual released with the Ultima Collection contained all copy protection answers for every game.[20]

In Ultima VII Part 2: Serpent Isle, the copy protection was changed slightly. Players were asked questions at two points in the game, and if they could not answer after two attempts, all NPCs said nothing but altered versions of famous quotes. Everything would also be labeled "Oink!", preventing the game from being played. From Ultima VIII onward, copy protection questions were discontinued.[21]

Common elements edit

Setting edit

Originally, the world of Ultima was made up of four continents. These were Lord British's Realm, ruled by Lord British and the Lost King; The Lands of Danger and Despair, ruled by Lord Shamino and the King of the White Dragon; The Lands of the Dark Unknown, ruled by Lord Olympus and the King of the Black Dragon; and The Lands of the Feudal Lords, ruled by the lords of Castle Rondorin and Castle Barataria.

After the defeat of Mondain and the shattering of his Gem of Immortality in Ultima I, there was a cataclysm that changed the structure of the world. Three of the four continents seemingly disappeared, leaving only Lord British's realm in the world. This remaining continent was referred from then on as "Sosaria". 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. Ultima II shows Castle Barataria on Planet X, suggesting that the Lands of the Feudal Lords became this planet; Ultima Online: Samurai Empire posits that the Lands of the Feudal Lords was transformed into the Tokuno Islands by the cataclysm.

After the defeat of Exodus in Ultima III, Sosaria became Britannia in order to honor its ruler, Lord British. Serpent Isle remained connected with Britannia via a gate in the polar region. 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.

Virtues edit

 
The Virtues Paper doll interface Symbol in Ultima Online

In Ultima, the player takes the role of the Avatar, who embodies eight virtues. 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.[22] Each virtue is associated with a party member, one of Britannia's cities, and one of the eight other planets in Britannia's solar system. Each virtue also has a mantra and each principle a word of power that the player must learn. The Eight Virtues explored in Ultima are Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, and Humility. These Eight Virtues are based on the Three Principles of Truth, Love, and Courage. The Principles are derived from the One True Axiom, the combination of all Truth, all Love, and all Courage, which is Infinity.[22][23]

The virtues were first introduced in Ultima IV: Quest of the Avatar (1985), where the goal of the game is to practice them and become a moral exemplar. Virtues and their variations are present in all later installments. 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. As a designer, he "wasn't interested in teaching any specific lesson; instead, his next game would be about making people think about the consequences of their actions."[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.[22][25] He also drew on his interpretation of characters from The Wizard of Oz, with the Scarecrow representing truth, the Tin Woodsman representing love, and the Cowardly Lion representing courage.[26]

 
Annotated approximation of the Codex symbol – the virtues (numbered) are associated with the principles (italics in shaded circles) they touch

The Virtues have become a frequent theme in the Ultima games following Ultima IV, with many different variants used throughout the series. Ultima V: Warriors of Destiny saw Lord Blackthorn turn the virtue system into a rigid and draconian set of laws.[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. This shows that the Virtues always come from one's own self, and that codifying ethics into law does not automatically make evil people good.[22] Ultima VI: The False Prophet confronted the Avatar with the fact that, from another point of view, the Avatar's quests for Virtue may not appear virtuous at all, presenting an alternative set of virtues.[28] In Ultima VII, an order known as the Fellowship displaced the Virtues with its own seemingly benevolent belief system, casting Britannia into disarray; and in Ultima IX, the Virtues had been inverted into their opposite anti-virtues.

Ultima's virtue system was considered a new frontier in game design,[29] and has become "an industry standard, especially within role-playing games."[30] The original system from Ultima IV has influenced moral systems in games such as Black & White, Star Wars: Knights of the Old Republic and the Fable series.[30][31] However, Ultima can only be won by being virtuous, while other games typically offer a choice to be vicious.[31] Mark Hayse specifically praises Ultima's virtue system for its subtlety. The game emphasizes the importance of virtue, but leaves the practice ambiguous with no explicit point values and limited guidance. This makes the virtue system more of a "philosophical journey" than an ordinary game puzzle.[30]

Characters edit

Artificial scripts and language edit

 
Britannian runes, loosely based on the Elder Futhark, and their Latin equivalents.

The Ultima series of computer games employed several different artificial scripts. 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. However, there still are other scripts, which are used by tradition.

Britannian runes are the most commonly seen script. In many of the games of the series, most signs are written in runic. The runes are based on Germanic runes, but closer to Dwarven runes in Tolkien's The Lord of the Rings, which creator Richard Garriott has stated he has read. They gained steadier use since Ultima V, which was the first game in the series to use a runic font for in-game signs. Runes in earlier games were mostly found in hard copy materials, such as maps and the decorative covers of booklets. Runes appear less in Ultima VII and in later games.

Gargish is the language of the gargoyles of Britannia and the language used in spellcasting within the game. Unlike the runic script, which is usually used simply as a visual cipher for English, the Gargish script encodes a genuine constructed language, based on (but expanding greatly upon) the magical words of power that first saw use in Ultima V, as well as the mantras for each of the Shrines of Virtue, which had remained consistent since Ultima IV. The lexicon mostly comprises deformed or truncated Latinate stems (flam "fire" ← Latin flamma; lap "stone" ← Latin lapis; leg "to read" ← Latin legō), but other origins are also apparent (uis "wisdom" ← English wise; kas "helmet" ← French casque). But the grammar is de novo and bears little resemblance to Latin, being largely analytic in structure instead. Gargish uses suffixes to denote grammatical tense and aspect, and also in some forms of derivation. The Gargish alphabet is featured in Ultima VI, though it is seen only in specific game contexts. Ultima VII and onward does not feature anything written in the alphabet, with the sole exception of some books to be found in the gargoyle colony in the underwater city of Ambrosia in Ultima IX. The Gargish language and alphabet were designed by Herman Miller.

The Ophidian alphabet, featured in Ultima VII Part Two: Serpent Isle, was used by the Ophidian civilization that inhabited the Serpent Isle. It is based on various snake forms. Ophidian lettering was quite difficult to read, so the game included a Translation spell that made the letters look like Latin letters.

Reception edit

In the United States, the first five Ultima games had collectively sold more than 470,000 copies for home computers by 1990.[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. The Ultima series, however, has always been firmly grounded in a world where a character's virtues are as important as their armor class in determining success."[35] In 2000, Britannia was included in GameSpot's list of the ten best game worlds, called "the oldest and one of the most historically rich gameworlds."[36]

Impact and legacy edit

Many innovations of the early Ultimas – in particular Ultima III: Exodus (1983) – eventually became standard among later RPGs, such as the use of tiled graphics and party-based combat, its mix of fantasy and science-fiction elements, and the introduction of time travel as a plot device.[37] In turn, some of these elements were inspired by Wizardry, specifically the party-based combat.[38] Exodus was also revolutionary in its use of a written narrative to convey a larger story than the typically minimal plots that were common at the time. 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.[39] In addition, Garriott would introduce in Ultima IV a theme that would persist throughout later Ultimas – a system of chivalry and code of conduct in which the player, or "Avatar", is tested periodically (in both obvious and unseen ways) and judged according to his or her actions. 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 influence the development of such RPGs as Excalibur and Dragon Quest;[40] and many consider the game to be the first modern CRPG.[37]

On June 30, 2020, Garriott said he was turned down by EA for any attempts to revive or remaster the Ultima series.[41]

Shroud of the Avatar: Forsaken Virtues edit

Richard Garriott's new company Portalarium developed an RPG/MMORPG that Garriott has described as a clear spiritual successor of the Ultima series.[42] On March 8, 2013, Portalarium launched a Kickstarter campaign[43] for Shroud of the Avatar: Forsaken Virtues.[44] Forsaken Virtues is the first of five full-length episodic installments in Shroud of the Avatar and was designed as a "Selective Multiplayer Game". This allowed the player to determine his or her level of multiplayer involvement that ranges from MMO to single player offline. Despite original plans to launch in Summer 2017,[45] with Episodes 2 through 5 estimated for subsequent yearly releases,[46] the first episode would ultimately be released on March 27, 2018, to mixed reception. Further episodes have not yet been released.

References edit

  1. ^ Li, Kenneth (September 28, 1997). "To Rule Britania and the net". New York Daily News. p. 42-43. Retrieved October 10, 2021.
  2. ^ Barton, Matt (2007-02-23). "The History of Computer Role-Playing Games Part 2: The Golden Age (1985-1993)". Gamasutra. Retrieved 2018-10-25.
  3. ^ "List of Top Sellers", Computer Gaming World, vol. 2, no. 5, p. 2, September–October 1982
  4. ^ Prima's official strategy guide – Ultima Ascension, page 271
  5. ^ "Features – The History of Computer Role-Playing Games Part III: The Platinum and Modern Ages (1994–2004)". Gamasutra. Retrieved 2012-09-02.
  6. ^ "NG Alphas: Ultima IX: Ascension". Next Generation. No. 22. Imagine Media. October 1996. pp. 154–5.
  7. ^ Jebens, Harley (January 14, 1998). . GameSpot. Archived from the original on October 19, 2000. Retrieved September 2, 2022.
  8. ^ Maher, Jimmy (2013-05-16). "The Legend of Escape from Mt. Drash". The Digital Antiquarian. Retrieved 10 July 2014.
  9. ^ "75 Power Players". Next Generation (11). Imagine Media: 68–69. November 1995.
  10. ^ "Gamespot The Ultima Legacy". GameSpot. CBS Interactive. Retrieved 2013-08-11.
  11. ^ "Forge of Virtue". Lynnabbey.com. Retrieved 2012-08-17.
  12. ^ "Temper of Wisdom". Lynnabbey.com. Retrieved 2012-08-17.
  13. ^ The Official Book of Ultima, page 78
  14. ^ "Rumor Control: The History of Ultima Cartoons - Wing Commander CIC". www.wcnews.com. 13 December 2019. Retrieved 2021-02-20.
  15. ^ "Richard Garriott interview on G4TV". G4tv.com. Retrieved 2011-11-10.
  16. ^ The Official Book of Ultima, page 23
  17. ^ The Official Book of Ultima by Shay Addams
  18. ^ Ultima V game and documentation
  19. ^ Ultima VI game and documentation
  20. ^ Ultima VII game and documentation
  21. ^ Ultima VII Part 2 Serpent Isle game and documentation
  22. ^ a b c d McCubbin, Chris and David Ladyman (1999). Prima's Official Guide to Ultima Ascension. Rocklin, CA: Prima Publishing. pp. 254–264. ISBN 0-7615-1585-2.
  23. ^ Ferrell, Keith (January 1989). "Dungeon Delving with Richard Garriott". Compute!. p. 16. Retrieved 10 November 2013.
  24. ^ Brad King and John Borland (2003). Dungeons and Dreamers. McGraw-Hill/Osborne., cited in Howard, Jeff (2008-09-01). Quests: Design, Theory, and History in Games and Narratives. A K Peters/CRC Press. pp. 16, 21, 30–36, 58. ISBN 978-1-56881-347-9.
  25. ^ Addams, Shay (1990). The Official Book of Ultima. Greensboro, NC: COMPUTE Books. p. 254. ISBN 0-87455-228-1.
  26. ^ "Inside Ultima IV". Computer Gaming World. March 1986. pp. 18–21.
  27. ^ Lord Blackthorn's Code of Virtues
  28. ^ See "Gargish Virtues 2011-05-05 at the Wayback Machine" at the Ultima Codex
  29. ^ Kline, Stephen; Dyer-Witherford, Nick; De Peuter, Greig (2003-07-31). Digital Play: The Interaction of Technology, Culture and Marketing. McGill-Queen's University Press. pp. 160–162. ISBN 978-0-7735-2591-7.
  30. ^ a b c Hayse, Mark (2010-01-01). "Ultima IV: Simulating the Religious Guest". In Craig Detweiler (ed.). Halos and Avatars: Playing Video Games With God. Westminster John Knox Press. pp. 34–46. ISBN 978-0-664-23277-1.
  31. ^ a b Brown, Harry (2008-09-01). Videogames and Education. M.E. Sharpe. pp. 82, 88–90. ISBN 978-0-7656-1997-6.
  32. ^ The Official Book Of Ultima (second ed.). 1990. pp. 16, 23, 35.
  33. ^ Ferrell, Keith (November 1990). "The Japan Factor". Compute! (123): 22–29.
  34. ^ Next Generation 21 (September 1996), p.51.
  35. ^ "Top 50 Games of All Time". Next Generation. No. 50. Imagine Media. February 1999. p. 78.
  36. ^ . GameSpot. CBS Interactive. 2004-10-27. Archived from the original on March 18, 2013. Retrieved 2013-08-11.
  37. ^ a b Barton 2007, p. 4
  38. ^ Barton 2007, p. 76
  39. ^ a b King & Borland 2003, pp. 72–78
  40. ^ Vestal 1998, p. "The First Console RPG" "A devoted gamer could make a decent case for either of these Atari titles founding the RPG genre; nevertheless, there's no denying that Dragon Quest was the primary catalyst for the Japanese console RPG industry. And Japan is where the vast majority of console RPGs come from, to this day. Influenced by the popular PC RPGs of the day (most notably Ultima), both Excalibur and Dragon Quest "stripped down" the statistics while keeping features that can be found even in today's most technologically advanced titles. An RPG just wouldn't be complete, in many gamers' eyes, without a medieval setting, hit points, random enemy encounters, and endless supplies of gold. (...) The rise of the Japanese RPG as a dominant gaming genre and Nintendo's NES as the dominant console platform were closely intertwined."
  41. ^ Gerblick, Jordan (30 June 2020). "Ultima remasters were turned down by EA, says series creator Richard Garriott". GamesRadar. Retrieved 30 June 2020.
  42. ^ Reahard, Jef (2011-12-12). . Massively.joystiq.com. Archived from the original on 2013-12-11. Retrieved 2012-08-17.
  43. ^ "Shroud of the Avatar Kickstarter Campaign". Portalarium. 2013-04-08. Retrieved 2013-04-08.
  44. ^ "Shroud of the Avatar Home Page". Portalarium. 2013-04-08. Retrieved 2013-04-08.
  45. ^ Portalarium Austin (2017-03-17), Spring 2017 Telethon of the Avatar, archived from the original on 2021-12-11, retrieved 2017-03-22
  46. ^ "Shroud of the Avatar FAQ". Portalarium. 2015. Retrieved 2015-04-13.

Sources edit

  • Addams, Shay (December 1992). The Official Book of Ultima. COMPUTE Books. ISBN 978-0-87455-264-5.
  • Barton, Matt (2007-02-23). "The History of Computer Role-Playing Games Part 1: The Early Years (1980–1983)". Gamasutra. Retrieved 2010-09-05.
  • King, Brad; Borland, John M. (2003). Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic. McGraw-Hill/Osborne. ISBN 0-07-222888-1. Retrieved 2010-09-25.
  • Vestal, Andrew (1998-11-02). . GameSpot. Archived from the original on 2009-08-02. Retrieved 2009-09-10.

External links edit

  • (redirects to the Ultima Online website)
  • – Information and files concerning the entire saga
  • Ultima series at MobyGames
  • The Ultima Legacy from GameSpot – A historical overview of the series
  • The Codex of Ultima Wisdom (Ultima Wiki)

ultima, series, ultima, series, open, world, fantasy, role, playing, video, games, from, origin, systems, created, richard, garriott, electronic, arts, owned, brand, since, 1992, series, sold, over, million, copies, 1997, ultimathe, most, commonly, used, logo,. Ultima is a series of open world fantasy role playing video games from Origin Systems created by Richard Garriott Electronic Arts has owned the brand since 1992 The series had sold over 2 million copies by 1997 1 UltimaThe most commonly used logo in the seriesGenre s Role playingDeveloper s Origin SystemsBlue Sky ProductionsLooking Glass StudiosElectronic ArtsBioware MythicPublisher s Origin SystemsElectronic ArtsCreator s Richard GarriottPlatform s Amiga Apple II Atari 8 bit Atari ST Commodore 64 Commodore 128 FM Towns MS DOS MSX Mac OS Master System NES PC 98 PlayStation SNES VIC 20 Windows X68000First releaseUltima I The First Age of Darkness1981Latest releaseUltima Forever Quest for the Avatar2013 A significant series in computer game history it is considered alongside Wizardry and Might and Magic to be one of the norm establishers of the computer role playing game genre 2 Several games of the series are considered seminal entries in their genre and the early installments especially introduced new innovations which then were widely copied by other games 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 They are primarily within the scope of fantasy fiction but contain science fiction elements as well Contents 1 Games 1 1 Main series 1 1 1 The Age of Darkness Ultima I III 1 1 2 The Age of Enlightenment Ultima IV VI 1 1 3 The Age of Armageddon Ultima VII IX 1 1 4 Collections 1 2 Spin offs and other games 1 3 Console games 1 3 1 Console ports of computer games 1 3 2 Original console games 1 4 Ultima Online MMORPG 1 5 Lord of Ultima 1 6 Ultima Forever Quest for the Avatar 1 7 Other media 2 Packaging 3 Copy protection measures 4 Common elements 4 1 Setting 4 2 Virtues 4 3 Characters 4 4 Artificial scripts and language 5 Reception 6 Impact and legacy 6 1 Shroud of the Avatar Forsaken Virtues 7 References 8 Sources 9 External linksGames editThe main Ultima series consists of nine installments the seventh title is divided into two parts grouped into three trilogies or Ages The Age of Darkness Ultima I III The Age of Enlightenment Ultima IV VI and The Age of Armageddon Ultima VII IX The last is also sometimes referred to as The Guardian Saga after its chief antagonist 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 What is left becomes known as Britannia a realm ruled by the benevolent Lord British and is where the later games mostly take place The protagonist in all the games is a resident of Earth who is called upon by Lord British to protect Sosaria and later Britannia from a number of dangers Originally the player character was referred to as the Stranger but by the end of Ultima IV he becomes universally known as the Avatar Main series edit The Age of Darkness Ultima I III edit Release timeline1979Akalabeth19801981Ultima I1982Ultima II1983Ultima III19841985Ultima IV198619871988Ultima V19891990Ultima VI19911992Ultima VII1993Ultima VII Part Two1994Ultima VIII19951996199719981999Ultima IX In Ultima I The First Age of Darkness 1981 3 the Stranger is first summoned to Sosaria to defeat the evil wizard Mondain who aims to enslave it Since Mondain possesses the Gem of Immortality which makes him invulnerable the Stranger locates a time machine travels back in time to kill Mondain before he creates the Gem and shatters the incomplete artifact Ultima II The Revenge of the Enchantress 1982 details Mondain s secret student and lover Minax s attempt to avenge him When Minax launches an attack on the Stranger s homeworld of Earth her actions cause doorways to open to various times and locations throughout Earth s history and brings forth legions of monsters to all of them The Stranger after obtaining the Quicksword that alone can harm her locates the evil sorceress at Castle Shadowguard at the origin of time and defeats her Ultima III Exodus 1983 reveals that Mondain and Minax had an offspring the eponymous Exodus neither human nor machine according to the later games it is depicted as a computer at the conclusion of the game and it appears to be a demonic self aware artificial intelligence Some time after Minax s death Exodus starts its own attack on Sosaria and the Stranger is summoned once again to destroy it Exodus was the first installment of the series featuring a player party system which was used in many later games The Age of Enlightenment Ultima IV VI edit 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 Although Britannia now prospers under Lord British s rule he fears for his subjects spiritual well being and summons the Stranger again to become a spiritual leader of Britannian people by example Throughout the game the Stranger s actions determine how close he comes to this ideal Upon achieving enlightenment in every Virtue he can reach the Codex of Ultimate Wisdom and becomes the Avatar the embodiment of Britannia s virtues In Ultima V Warriors of Destiny 1988 the Avatar returns to Britannia to find that after Lord British had been lost in the Underworld Lord Blackthorn who rules in his stead was corrupted by the Shadowlords and enforces a radically twisted vision of the Virtues deviating considerably from their original meaning The Avatar and his companions proceed to rescue the true king overthrow the tyrant and restore the Virtues in their true form Ultima VI The False Prophet 1990 details the invasion of Britannia by Gargoyles which the Avatar and his companions have to repel Over the course of the game it is revealed that the Gargoyles have valid reasons to loathe the Avatar Exploring the themes of racism and xenophobia the game tasks the Avatar with understanding and reconciling two seemingly opposing cultures The Age of Armageddon Ultima VII IX edit 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 Though all of the main line of Ultima games are arranged into trilogies Richard Garriott later revealed that Ultima VII was the first game where he did any sort of planning ahead for future games in the series He elaborated that the first three didn t have much to do with each other they were Richard Garriott learns to program IV through VI were a backwards designed trilogy in the sense that I tied them together as I wrote them but VII IX the story of the Guardian were a preplanned trilogy and we had a definite idea of where we wanted to go 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 The tie in storyline was limited to this island where a piece of Exodus his data storage unit had resurfaced To leave the island again the Avatar had to destroy this remnant of Exodus In the process of doing so he also created The Black Sword an immensely powerful weapon possessed by a demon Ultima VII Part Two Serpent Isle 1993 was released as the second part of Ultima VII because it used the same game engine as Ultima VII According to interviews Richard Garriott felt it therefore did not warrant a new number Production was rushed due to deadlines set to the developers and the storyline was cut short remains of the original longer storyline can be found in the database Following the Fellowship s defeat its founder Batlin flees to the Serpent Isle pursued by the Avatar and companions Serpent Isle is revealed as another fragment of former Sosaria and its history which is revealed throughout the game provides many explanations and ties up many loose ends left over from the Age of Darkness era 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 By the end of the game the Avatar is abducted by the Guardian and thrown into another world which becomes the setting for the next game in the series The Silver Seed was an expansion pack for Ultima VII Part 2 where the Avatar travels back in time to plant a silver seed thus balancing the forces that hold the Serpent Isle together 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 In Ultima VIII Pagan 1994 the Avatar finds himself exiled by the Guardian to a world called Pagan The Britannic Principles and Virtues are unknown here Pagan is ruled by the Elemental Titans god like servants of the Guardian The Avatar defeats them with their own magic ascending to demi godhood himself and finally returns to Britannia A planned expansion pack The Lost Vale was canceled after Ultima VIII failed to meet sales expectations Ultima IX Ascension 1999 the final installment of the series sees Britannia conquered and its Virtues corrupted by the Guardian The Avatar has to cleanse and restore them The Guardian is revealed to be the evil part of the Avatar himself expelled from him when he became the Avatar To stop it he has to merge with it destroying himself as a separate entity 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 Collections edit Ultima Trilogy 1989 an early compilation of the first three Ultima games released for the Apple II Commodore 64 and DOS by Origin Systems Ultima The Second Trilogy 1992 a later trilogy of the second three Ultima games released by Origin Systems for Commodore 64 and DOS Ultima I VI Series 1992 a compilation of the first six Ultima games and published for DOS by Software Toolworks Includes reprints of the instruction manuals and original maps Ultima Collection February 1998 7 a CD ROM collection of the first eight Ultima computer games published for DOS and Microsoft Windows 95 98 including their expansion packs Includes a complete atlas of each game s map a PC port of Akalabeth and a sneak preview of Ultima IX Spin offs and other games edit Akalabeth World of Doom was released in 1979 and is sometimes considered a precursor to the Ultima series Sierra On Line also produced Ultima Escape from Mt Drash in 1983 The maze game has nothing in common with the others 8 but is highly sought after by collectors due to extreme rarity The Worlds of Ultima series is a spin off of Ultima VI using the same game engine following the Avatar s adventures after the game s conclusion In Worlds of Ultima The Savage Empire 1990 a failed experiment transports the Avatar to the Valley of Eodon a jungle world populated by thirteen primitive tribes whom he must unite against a common enemy the insectoid Myrmidex Ultima Worlds of Adventure 2 Martian Dreams 1991 takes place after The Savage Empire and sees the Avatar travel back in time to the Victorian era and eventually land on Mars to rescue humans stranded on it by accident and to restore the native Martian civilization The third game Ultima Worlds of Adventure 3 Arthurian Legends was planned to be set in the times of King Arthur but was canceled in 1993 The second spin off series Ultima Underworld consisted of three games with a first person perspective Set after Ultima VI Ultima Underworld The Stygian Abyss 1992 sees the Avatar descending into the Great Stygian Abyss to rescue a Britannian baron s kidnapped daughter and prevent the summoning of a powerful demon Ultima Underworld II Labyrinth of Worlds 1993 is set between the two parts of Ultima VII and starts with the Guardian trapping Lord British the Avatar and his companions within an impenetrable barrier in their castle To free them the Avatar has to travel through several parallel universes looking for a way to undo the spell Underworld Ascendant 2018 the third in the series licensed the lore and characters for the Underworld setting but did not allow use of the Ultima brand The Avatar has been transported to the Underworld and works with local factions A group of volunteer programmers created Ultima V Lazarus in 2006 a remake of Ultima V using the Dungeon Siege engine Console games edit Console versions of Ultima have allowed further exposure to the series especially in Japan where the games have been bestsellers and were accompanied by several tie in products including Ultima cartoons and manga 9 In most cases gameplay and graphics have been changed significantly Console ports of computer games edit Ultima III Exodus NES Ultima Quest of the Avatar NES Remake includes plot and gameplay changes Ultima IV Quest of the Avatar Master System A faithful port of the original Only released in Europe and South America Ultima V Warriors of Destiny NES Ultima VI The False Prophet Super NES Gameplay adapted for the game pad Ultima The Black Gate SNES Action adventure remake Ultima The Savage Empire SNES A graphical update using the Black Gate engine for the SNES Japan only canceled in the US Ultima Underworld The Stygian Abyss PlayStation Uses 3D models rather than the 2D sprites of the original Released only in Japan Original console games edit Ultima Runes of Virtue 1991 Game Boy Non canonical action based gameplay and puzzle solving The game s antagonist is called the Black Knight 10 Ultima Runes of Virtue II 1993 Game Boy SNES Ultima Online MMORPG edit Release timeline1998The Second Age19992000Renaissance2001Third Dawn2002Lord Blackthorn s Revenge2003Age of Shadows2004Samurai Empire2005Mondain s Legacy2006200720082009Stygian Abyss Ultima Online 1997 a MMORPG spin off of the main series has become an unexpected hit making it one of the earliest and longest running successful MMORPGs of all time 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 The player characters in Ultima Online exist on these shards Eight expansion packs for UO have been released The Second Age Renaissance Third Dawn Lord Blackthorn s Revenge Age of Shadows Samurai Empire Mondain s Legacy and Stygian Abyss The aging UO graphic engine was renewed in 2007 with the official Kingdom Reborn client Ultima Online 2 later renamed to Ultima Worlds Online Origin and canceled in 2001 would have introduced steampunk elements to the game world following Lord British s unsuccessful attempt to merge past present and future shards together UO spawned two sequel efforts that were canceled before release Ultima Worlds Online Origin canceled in 2001 though the game s storyline was published in the Technocrat War trilogy and Ultima X Odyssey canceled in 2004 Ultima X Odyssey would have continued the story of Ultima IX Now merged with the Guardian the Avatar creates a world of Alucinor inside his mind where the players were supposed to pursue the Eight Virtues in order to strengthen him and weaken the Guardian Ultima X was developed without participation of the original creator Richard Garriott and he no longer owns the rights to the series However he still owns the rights to several of the game characters so it is impossible for either him or Electronic Arts to produce a new Ultima title without getting permission from each other Lord of Ultima edit Lord of Ultima was a free to play browser based MMORTS released in 2010 by EA Phenomic It was the first release in the Ultima series since Ultima Online and also the first title to have no involvement from series creator Garriott or founding company Origin It has been criticized by whom for having slow paced gameplay and very weak connections to the Ultima franchise lore EA announced on February 12 2014 that Lord of Ultima would be shut down and taken offline as of May 12 2014 needs update Ultima Forever Quest for the Avatar edit Announced in summer 2012 Ultima Forever was a free to play online action role playing game In contrast to Lord of Ultima Ultima Forever returns to the lore of the original game series As of August 29 2014 Ultima Forever s servers were shut down Other media edit Several novels were released under the Ultima name including The Ultima Saga by Lynn Abbey Warner Books The Forge of Virtue 1991 11 The Temper of Wisdom 1992 12 Ultima The Technocrat War by Austen Andrews Pocket Books Machinations 2001 Masquerade 2002 Maelstrom 2002 In Japan various novels multiple gamebooks a soundtrack CD two kinds of wrist watches a tape dispenser a pencil holder a board game a jacket and a beach towel were released There were rumours of an Ultima anime cartoon 13 but its existence has been described as unlikely 14 Four main manga comics were released in Japan Ultima EXODUS No Kyoufu The Terror of EXODUS Ultima Quest of the Avatar Ultima Magincia no Metsubou The Fall of Magincia Ultima The Maze of SchwarzschildPackaging editUltima game boxes often contained so called feelies e g from Ultima II on every game in the main series came with a cloth map of the game world Starting with Ultima IV small trinkets like pendants coins and magic stones were included Made of metal or glass they usually represented an important object found within the game itself Not liking how games were sold in zip lock bags with a few pages printed out for instructions Richard Garriott insisted Ultima II be sold in a box with a cloth map and a manual 15 16 Sierra was the only company at that time willing to agree to this and thus he signed with them Copy protection measures editIn the Atari 8bit version of Ultima IV one of the floppy disks had an unformatted track 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 The protection mechanism was subtle enough to be overlooked by the German distributor that originally delivered Atari 8bit packages with floppies that were formatted regularly and thus these paid copies acted like unlicensed copies causing players to lose every battle 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 18 Ultima VI introduced a more systematic use of copy protection in the form of in game questions preventing the player from progressing any further if the questions were answered incorrectly 19 In Ultima VII this practice was continued although in both games the player had an unlimited number of tries to answer the questions correctly Answers could be obtained by consulting the manual or cloth map although the manual released with the Ultima Collection contained all copy protection answers for every game 20 In Ultima VII Part 2 Serpent Isle the copy protection was changed slightly Players were asked questions at two points in the game and if they could not answer after two attempts all NPCs said nothing but altered versions of famous quotes Everything would also be labeled Oink preventing the game from being played From Ultima VIII onward copy protection questions were discontinued 21 Common elements editSetting edit Originally the world of Ultima was made up of four continents These were Lord British s Realm ruled by Lord British and the Lost King The Lands of Danger and Despair ruled by Lord Shamino and the King of the White Dragon The Lands of the Dark Unknown ruled by Lord Olympus and the King of the Black Dragon and The Lands of the Feudal Lords ruled by the lords of Castle Rondorin and Castle Barataria After the defeat of Mondain and the shattering of his Gem of Immortality in Ultima I there was a cataclysm that changed the structure of the world Three of the four continents seemingly disappeared leaving only Lord British s realm in the world This remaining continent was referred from then on as Sosaria 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 Ultima II shows Castle Barataria on Planet X suggesting that the Lands of the Feudal Lords became this planet Ultima Online Samurai Empire posits that the Lands of the Feudal Lords was transformed into the Tokuno Islands by the cataclysm After the defeat of Exodus in Ultima III Sosaria became Britannia in order to honor its ruler Lord British Serpent Isle remained connected with Britannia via a gate in the polar region 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 Virtues edit nbsp The Virtues Paper doll interface Symbol in Ultima Online In Ultima the player takes the role of the Avatar who embodies eight virtues 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 22 Each virtue is associated with a party member one of Britannia s cities and one of the eight other planets in Britannia s solar system Each virtue also has a mantra and each principle a word of power that the player must learn The Eight Virtues explored in Ultima are Honesty Compassion Valor Justice Sacrifice Honor Spirituality and Humility These Eight Virtues are based on the Three Principles of Truth Love and Courage The Principles are derived from the One True Axiom the combination of all Truth all Love and all Courage which is Infinity 22 23 The virtues were first introduced in Ultima IV Quest of the Avatar 1985 where the goal of the game is to practice them and become a moral exemplar Virtues and their variations are present in all later installments 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 As a designer he wasn t interested in teaching any specific lesson instead his next game would be about making people think about the consequences of their actions 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 22 25 He also drew on his interpretation of characters from The Wizard of Oz with the Scarecrow representing truth the Tin Woodsman representing love and the Cowardly Lion representing courage 26 nbsp Annotated approximation of the Codex symbol the virtues numbered are associated with the principles italics in shaded circles they touch The Virtues have become a frequent theme in the Ultima games following Ultima IV with many different variants used throughout the series Ultima V Warriors of Destiny saw Lord Blackthorn turn the virtue system into a rigid and draconian set of laws 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 This shows that the Virtues always come from one s own self and that codifying ethics into law does not automatically make evil people good 22 Ultima VI The False Prophet confronted the Avatar with the fact that from another point of view the Avatar s quests for Virtue may not appear virtuous at all presenting an alternative set of virtues 28 In Ultima VII an order known as the Fellowship displaced the Virtues with its own seemingly benevolent belief system casting Britannia into disarray and in Ultima IX the Virtues had been inverted into their opposite anti virtues Ultima s virtue system was considered a new frontier in game design 29 and has become an industry standard especially within role playing games 30 The original system from Ultima IV has influenced moral systems in games such as Black amp White Star Wars Knights of the Old Republic and the Fable series 30 31 However Ultima can only be won by being virtuous while other games typically offer a choice to be vicious 31 Mark Hayse specifically praises Ultima s virtue system for its subtlety The game emphasizes the importance of virtue but leaves the practice ambiguous with no explicit point values and limited guidance This makes the virtue system more of a philosophical journey than an ordinary game puzzle 30 Characters edit Main article List of Ultima characters Artificial scripts and language edit nbsp Britannian runes loosely based on the Elder Futhark and their Latin equivalents The Ultima series of computer games employed several different artificial scripts 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 However there still are other scripts which are used by tradition Britannian runes are the most commonly seen script In many of the games of the series most signs are written in runic The runes are based on Germanic runes but closer to Dwarven runes in Tolkien s The Lord of the Rings which creator Richard Garriott has stated he has read They gained steadier use since Ultima V which was the first game in the series to use a runic font for in game signs Runes in earlier games were mostly found in hard copy materials such as maps and the decorative covers of booklets Runes appear less in Ultima VII and in later games Gargish is the language of the gargoyles of Britannia and the language used in spellcasting within the game Unlike the runic script which is usually used simply as a visual cipher for English the Gargish script encodes a genuine constructed language based on but expanding greatly upon the magical words of power that first saw use in Ultima V as well as the mantras for each of the Shrines of Virtue which had remained consistent since Ultima IV The lexicon mostly comprises deformed or truncated Latinate stems flam fire Latin flamma lap stone Latin lapis leg to read Latin legō but other origins are also apparent uis wisdom English wise kas helmet French casque But the grammar is de novo and bears little resemblance to Latin being largely analytic in structure instead Gargish uses suffixes to denote grammatical tense and aspect and also in some forms of derivation The Gargish alphabet is featured in Ultima VI though it is seen only in specific game contexts Ultima VII and onward does not feature anything written in the alphabet with the sole exception of some books to be found in the gargoyle colony in the underwater city of Ambrosia in Ultima IX The Gargish language and alphabet were designed by Herman Miller The Ophidian alphabet featured in Ultima VII Part Two Serpent Isle was used by the Ophidian civilization that inhabited the Serpent Isle It is based on various snake forms Ophidian lettering was quite difficult to read so the game included a Translation spell that made the letters look like Latin letters Reception editThis section needs expansion You can help by adding to it August 2013 In the United States the first five Ultima games had collectively sold more than 470 000 copies for home computers by 1990 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 The Ultima series however has always been firmly grounded in a world where a character s virtues are as important as their armor class in determining success 35 In 2000 Britannia was included in GameSpot s list of the ten best game worlds called the oldest and one of the most historically rich gameworlds 36 Impact and legacy editMany innovations of the early Ultimas in particular Ultima III Exodus 1983 eventually became standard among later RPGs such as the use of tiled graphics and party based combat its mix of fantasy and science fiction elements and the introduction of time travel as a plot device 37 In turn some of these elements were inspired by Wizardry specifically the party based combat 38 Exodus was also revolutionary in its use of a written narrative to convey a larger story than the typically minimal plots that were common at the time 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 39 In addition Garriott would introduce in Ultima IV a theme that would persist throughout later Ultimas a system of chivalry and code of conduct in which the player or Avatar is tested periodically in both obvious and unseen ways and judged according to his or her actions 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 influence the development of such RPGs as Excalibur and Dragon Quest 40 and many consider the game to be the first modern CRPG 37 On June 30 2020 Garriott said he was turned down by EA for any attempts to revive or remaster the Ultima series 41 Shroud of the Avatar Forsaken Virtues edit Main article Shroud of the Avatar Forsaken Virtues Richard Garriott s new company Portalarium developed an RPG MMORPG that Garriott has described as a clear spiritual successor of the Ultima series 42 On March 8 2013 Portalarium launched a Kickstarter campaign 43 for Shroud of the Avatar Forsaken Virtues 44 Forsaken Virtues is the first of five full length episodic installments in Shroud of the Avatar and was designed as a Selective Multiplayer Game This allowed the player to determine his or her level of multiplayer involvement that ranges from MMO to single player offline Despite original plans to launch in Summer 2017 45 with Episodes 2 through 5 estimated for subsequent yearly releases 46 the first episode would ultimately be released on March 27 2018 to mixed reception Further episodes have not yet been released References edit Li Kenneth September 28 1997 To Rule Britania and the net New York Daily News p 42 43 Retrieved October 10 2021 Barton Matt 2007 02 23 The History of Computer Role Playing Games Part 2 The Golden Age 1985 1993 Gamasutra Retrieved 2018 10 25 List of Top Sellers Computer Gaming World vol 2 no 5 p 2 September October 1982 Prima s official strategy guide Ultima Ascension page 271 Features The History of Computer Role Playing Games Part III The Platinum and Modern Ages 1994 2004 Gamasutra Retrieved 2012 09 02 NG Alphas Ultima IX Ascension Next Generation No 22 Imagine Media October 1996 pp 154 5 Jebens Harley January 14 1998 Origin s Ultima Overdose GameSpot Archived from the original on October 19 2000 Retrieved September 2 2022 Maher Jimmy 2013 05 16 The Legend of Escape from Mt Drash The Digital Antiquarian Retrieved 10 July 2014 75 Power Players Next Generation 11 Imagine Media 68 69 November 1995 Gamespot The Ultima Legacy GameSpot CBS Interactive Retrieved 2013 08 11 Forge of Virtue Lynnabbey com Retrieved 2012 08 17 Temper of Wisdom Lynnabbey com Retrieved 2012 08 17 The Official Book of Ultima page 78 Rumor Control The History of Ultima Cartoons Wing Commander CIC www wcnews com 13 December 2019 Retrieved 2021 02 20 Richard Garriott interview on G4TV G4tv com Retrieved 2011 11 10 The Official Book of Ultima page 23 The Official Book of Ultima by Shay Addams Ultima V game and documentation Ultima VI game and documentation Ultima VII game and documentation Ultima VII Part 2 Serpent Isle game and documentation a b c d McCubbin Chris and David Ladyman 1999 Prima s Official Guide to Ultima Ascension Rocklin CA Prima Publishing pp 254 264 ISBN 0 7615 1585 2 Ferrell Keith January 1989 Dungeon Delving with Richard Garriott Compute p 16 Retrieved 10 November 2013 Brad King and John Borland 2003 Dungeons and Dreamers McGraw Hill Osborne cited in Howard Jeff 2008 09 01 Quests Design Theory and History in Games and Narratives A K Peters CRC Press pp 16 21 30 36 58 ISBN 978 1 56881 347 9 Addams Shay 1990 The Official Book of Ultima Greensboro NC COMPUTE Books p 254 ISBN 0 87455 228 1 Inside Ultima IV Computer Gaming World March 1986 pp 18 21 Lord Blackthorn s Code of Virtues See Gargish Virtues Archived 2011 05 05 at the Wayback Machine at the Ultima Codex Kline Stephen Dyer Witherford Nick De Peuter Greig 2003 07 31 Digital Play The Interaction of Technology Culture and Marketing McGill Queen s University Press pp 160 162 ISBN 978 0 7735 2591 7 a b c Hayse Mark 2010 01 01 Ultima IV Simulating the Religious Guest In Craig Detweiler ed Halos and Avatars Playing Video Games With God Westminster John Knox Press pp 34 46 ISBN 978 0 664 23277 1 a b Brown Harry 2008 09 01 Videogames and Education M E Sharpe pp 82 88 90 ISBN 978 0 7656 1997 6 The Official Book Of Ultima second ed 1990 pp 16 23 35 Ferrell Keith November 1990 The Japan Factor Compute 123 22 29 Next Generation 21 September 1996 p 51 Top 50 Games of All Time Next Generation No 50 Imagine Media February 1999 p 78 The Ten Best Gameworlds Britannia Ultima series GameSpot GameSpot CBS Interactive 2004 10 27 Archived from the original on March 18 2013 Retrieved 2013 08 11 a b Barton 2007 p 4 Barton 2007 p 76 a b King amp Borland 2003 pp 72 78 Vestal 1998 p The First Console RPG A devoted gamer could make a decent case for either of these Atari titles founding the RPG genre nevertheless there s no denying that Dragon Quest was the primary catalyst for the Japanese console RPG industry And Japan is where the vast majority of console RPGs come from to this day Influenced by the popular PC RPGs of the day most notably Ultima both Excalibur and Dragon Quest stripped down the statistics while keeping features that can be found even in today s most technologically advanced titles An RPG just wouldn t be complete in many gamers eyes without a medieval setting hit points random enemy encounters and endless supplies of gold The rise of the Japanese RPG as a dominant gaming genre and Nintendo s NES as the dominant console platform were closely intertwined Gerblick Jordan 30 June 2020 Ultima remasters were turned down by EA says series creator Richard Garriott GamesRadar Retrieved 30 June 2020 Reahard Jef 2011 12 12 Garriott s Ultimate RPG clearly the spiritual successor to Ultima Massively Massively joystiq com Archived from the original on 2013 12 11 Retrieved 2012 08 17 Shroud of the Avatar Kickstarter Campaign Portalarium 2013 04 08 Retrieved 2013 04 08 Shroud of the Avatar Home Page Portalarium 2013 04 08 Retrieved 2013 04 08 Portalarium Austin 2017 03 17 Spring 2017 Telethon of the Avatar archived from the original on 2021 12 11 retrieved 2017 03 22 Shroud of the Avatar FAQ Portalarium 2015 Retrieved 2015 04 13 Sources editAddams Shay December 1992 The Official Book of Ultima COMPUTE Books ISBN 978 0 87455 264 5 Barton Matt 2007 02 23 The History of Computer Role Playing Games Part 1 The Early Years 1980 1983 Gamasutra Retrieved 2010 09 05 King Brad Borland John M 2003 Dungeons and Dreamers The Rise of Computer Game Culture from Geek to Chic McGraw Hill Osborne ISBN 0 07 222888 1 Retrieved 2010 09 25 Vestal Andrew 1998 11 02 The History of Console RPGs GameSpot Archived from the original on 2009 08 02 Retrieved 2009 09 10 External links edit nbsp Wikiquote has quotations related to Ultima Origin Systems Inc redirects to the Ultima Online website The official Ultima WWW Archive Information and files concerning the entire saga Ultima series at MobyGames The Ultima Legacy from GameSpot A historical overview of the series The Codex of Ultima Wisdom Ultima Wiki Retrieved from https en wikipedia org w index php title Ultima series amp oldid 1222917873 Collections, wikipedia, wiki, book, books, library,

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