Ludography
88/100
Players41 ratings

Where to get it

Ultima 4 cover

1985 · Origin Systems · Role-playing

Ultima 4

Nintendo console exclusive

Following the defeat of the evil triad in the previous three Ultima games, the world of Sosaria changed beyond recognition: continents rose and sank, and new cities were built, heralding the advent of a different civilization. Unified by the reign of the benevolent monarch Lord British, the new world was renamed Britannia. Lord British wished to base people's well-being on the ethical principles of Truth, Love, and Courage, proclaiming the Eight Virtues (Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, and Humility) as the ideal everyone should strive for. The person who could accomplish full understanding and realization of these virtues would serve as a spiritual leader and a moral example for the inhabitants of Britannia; he alone would be able to obtain holy artifacts, descend into the Stygian Abyss, and access the Codex of Ultimate Wisdom. This person is the Avatar.

Released
16 September 1985
Platforms
Apple IIAtari STCommodore 64MS-DOSMSXNES
Genres
Role-playing
Developers
Origin Systems
Publishers
Pony CanyonOrigin Systems
Series
Ultima
Modes
Single-player
Perspective
First personBird view / Isometric
Themes
FantasyOpen world
Country
United States
Languages
English
Time to beat
42hmain story55hcompletionist

About

Ultima IV: Quest of the Avatar, first released in 1985 for the Apple II, is the fourth in the series of Ultima role-playing video games. It is the first in the "Age of Enlightenment" trilogy, shifting the series from the hack and slash, dungeon crawl gameplay of its "Age of Darkness" predecessors towards an ethically nuanced, story-driven approach. Ultima IV has a much larger game world than its predecessors, with an overworld map sixteen times the size of Ultima III and puzzle-filled dungeon rooms to explore. Ultima IV further advances the franchise with dialog improvements, new means of travel and exploration, and world interactivity.

In 1996 Computer Gaming World named Ultima IV as #2 on its Best Games of All Time list for IBM PC compatibles. Designer Richard Garriott considers this game to be among his favorites from the Ultima series.

›Story

As an addendum to this work, I, Lord British, would like to speak of the Quest of the Avatar mentioned in these pages. The Quest of the Avatar is the search for a new standard, a new vision of life for which out people may strive. We seek the person who can become a shining example of our nation and guides us from the Age of Darkness into the Age of Light. We have sent this message our to the farthest reaches of the known universe, indeed, we have even spoken across the void of time.

Is there One who can complete the Quest of the Avatar? Many have tried already, and have met with partial success, becoming enlightened in one or more of the Eight Virtues of the Avatar - but none have yet attained the true state of being an Avatar.

The secrets of the Avatar are buried deep in the hearts of both our people and the land in which we dwell. The search will be arduous and the One who shall succeed must be able to assemble all the parts of the great mystery in order to solve the Quest. Gaze upon the device portrayed on the facing page of this tome. Learn it well, for when thou dost gaze upon it again then shall thy life's quest be revealed.

Keywords

  • magic
  • grinding
  • turn-based
  • death
  • overworld
  • grid-based movement
  • sequel
  • good vs evil
  • sword & sorcery
  • 8-bit
  • leveling up
  • human

Media

The articlegameplay, story, development, reception

Gameplay

Instead of simply choosing stats to assign points to as in the first three Ultima games, players are asked various ethical dilemmas by a gypsy fortune-teller using remotely tarot-like cards of the eight virtues. These situations do not have one correct resolution; rather, players must rank the Eight Virtues and whichever stands as their highest priority determines the type of character they will play. For example, choosing Compassion creates a Bard, Honor a Paladin, Sacrifice a Tinker, and so on. This is also the first Ultima where playing as a human is necessary, eliminating other races such as the elves, dwarves, and "bobbits" found in previous games (although even in the first three Ultimas where they could be chosen as player characters, there were never any non-player characters (NPC) of those non-human races).

Although each profession embodies a particular Virtue, to become an Avatar the player must achieve enlightenment in all eight virtues. Virtue affects how NPCs interact with the player; enlightenment in the Virtues is achieved through the player's actions as well as through meditation at shrines. Shrines to each of the Virtues are scattered about Britannia, each requiring the player to possess the corresponding Virtue's rune before allowing entry. Through meditation and correctly repeating the Virtue's mantra three times at the shrine, the player gains insight and ultimately enlightenment in the Virtue.

Story

Ultima IV is among the few role-playing games, and perhaps the first, in which the game's story does not center on asking a player character to overcome a tangible ultimate evil. The story instead focuses on the player character's moral self-improvement.

After the defeat of each of the members of the Triad of Evil in the previous three Ultima games, the world of Sosaria underwent some radical changes in geography: Three quarters of the world disappeared, continents rose and sank, and new cities were built to replace the ones that were lost. Eventually the world, now unified under Lord British's rule, was renamed Britannia. Lord British felt the people lacked purpose after their great struggles against the Triad were over, and he was concerned with their spiritual well-being in this unfamiliar new age of relative peace, so he proclaimed the Quest of the Avatar: He needed someone to step forth and become the shining example for others to follow.

Development

Richard Garriott has said that he received no customer feedback for his first three games because neither California Pacific Computer nor Sierra On-Line forwarded him mail. After his own company released Ultima III, Garriott—who attended an interdenominational Christian Sunday School as a teenager—realized (partly from letters of enraged parents) that in the earlier games, immoral actions like stealing and murder of peaceful citizens had been necessary or at least very useful actions in order to win the game, and that such features might be objectionable. Garriott said he wanted to become a good storyteller and make certain the story had content, and that 90% of the games out there, including his first three Ultima games, were what he called "go kill the evil bad guy" stories. He said, "Ultima IV was the first one that had ethical overtones in it, and it also was just a better-told story."

Shay Addams, Garriott's official biographer, wrote, "He decided that if people were going to look for hidden meaning in his work when they didn't even exist, he would introduce ideas and symbols with meaning and significance he deemed worthwhile, to give them something they could really think about." To encourage a sense of responsibility for their character's actions, players were intended to feel they were playing themselves transported into a fantasy realm, not a separate person. Garriott removed gameplay elements he believed would prevent players from identifying personally with their character, such as playing as a non-human.

Reception

Ultima IV was the top game on Billboard's list of software best sellers for February and March 1986. In the United States, Ultima IV had sold more than 100,000 copies by August 1986. Global sales of Ultima IV had surpassed 400,000 copies by May 1989.

Scorpia of Computer Gaming World in 1986 called it "an incredible game", only criticizing the fact that experience only came from combat, which she stated became "tedious". Scorpia concluded, "What are you waiting for? This will be a classic... go get it!!"

Releases by platformdates and regions as published

PlatformReleasedRegions
Apple II1 November 1985North America

Editions and related releases

Included in
Ultima 4+5+6The Ultima Collection
Followed by
Ultima V: Warriors of DestinyUltima V
Follows
Ultima III: ExodusUltima 3: Exodus
Ported as
Ultima IVUltima IV: Quest of the AvatarUltima: Quest of the Avatar
Remastered as
Ultima IV: Quest of the Avatar
Built on it
Ultima IV: Quest of the AvatarUltima: Quest of the AvatarUltima IV

In the same series

Games like this

Collections1 collection

Platform libraries

Description adapted from its source, CC BY-SA 4.0.