Ultima IV (1985) gameplay screenshot
Year1985
Decade1980s
GenreRPG
DeveloperRichard Garriott
PublisherOrigin Systems

Ultima IV

1985 · RPG · Apple II / Multiple

Overview

Ultima IV (1985) is Richard Garriott's role-playing game about virtue: become the Avatar by living by eight virtues, not by defeating a villain.

Deep Dive

Ultima IV: Quest of the Avatar has no great villain to slay. The player's aim is to become a model of eight virtues — Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality and Humility — and the game tracks behaviour: lying to a merchant, fleeing a fight or killing fleeing foes all count against you. Only then can the Codex of Ultimate Wisdom be reached. Richard Garriott built it in response to the realisation that his earlier games rewarded killing and stealing, and it remains one of the most ambitious RPGs of its era.

Developer Story

Ultima IV was designed by Richard Garriott at Origin Systems in 1985. After criticism that earlier Ultima games glorified killing and looting, Garriott made an entirely different kind of RPG — the goal was not to defeat a villain but to achieve moral perfection across eight virtues. There was no final boss. Garriott later called this game his first attempt to build ethics into game design, and it remains one of the most philosophically ambitious RPGs ever made.

Did You Know?

  • Ultima IV has no final villain — the goal is to achieve virtue, making it one of the only major RPGs where the "enemy" is your own moral failing.
  • Garriott designed the eight virtues system as a direct response to critics who called earlier Ultima games ethically bankrupt.
  • The "Avatar" concept — a player character who achieves moral perfection — was entirely Garriott's invention and influenced RPG design for decades.
  • Every NPC in the game had a schedule, a home, and a personality — depth unprecedented in 1985 RPGs.

Sources & further reading