The Digital Antiquarian: Ultima 4
Continuing onward from his previous post, in which he examined the context of Ultima 4’s creation, the Digital Antiquarian has turned his attention toward the game proper:
…we’re back to our familiar view with our familiar alphabet soup of single-letter commands to explore the world. That world is now named Britannia rather than Sosaria; it was so renamed after Lord British united the land under his rule following the passing of the Three Ages of Darkness represented by Ultima I, II, and III. The fact that the geography is completely different from that of the previous game is similarly handwaved away, attributed to a great upheaval — must have been one hell of an upheaval — following the destruction of Exodus in Ultima III. The fact that Ultima II inexplicably took place on our Earth is, as per developing Ultima tradition, completely ignored; there are limits to what even the most dedicated ret-conner can accomplish. Also simply ignored is the last of the stupid attempts at anachronistic cleverness that dogged the early Ultimas, the big reveal at the end of Ultima III that Exodus was really a giant computer; in the Ultima IV manual’s version he was just your everyday world-domination-bent evil wizard.
Importantly, this new world of Britannia that you enter is not under attack from yet another evil wizard, or an evil anything else for that matter. This is one of the few CRPGs ever made, and almost certainly the first, to neither have an evil wizard nor to take place in some melodramatic Age of Darkness. Richard has drawn parallels between the Britannia of Ultima IV and Renaissance Italy — or, even better, King’s Arthur’s Britain at the height of the golden age of Camelot; between the player’s quest to become an Avatar of Virtue and the similarly spiritual quest for the Holy Grail. This quest is necessary not despite the land being peaceful and prosperous but because of it, because times of peace and prosperity are the only ones that allow the luxury of pondering a philosophy for living.
Of course, given the nature of Ultima 4’s story and main quest, some further discussion of the philosophy of the Eight Virtues is inevitable, and the Antiquarian goes into significant additional depth concerning this.
In developing Ultima IV‘s system of ethics, Richard began with a long jumble of possible virtues. Among them were three rather extreme abstractions on this list of abstractions: Truth, Love, and Courage. Watching The Wizard of Oz one day, it struck him that L. Frank Baum may have started with a similar list: “I thought of the Scarecrow looking for a brain, which was Truth; the Tin Man looking for a heart, Love; and the Cowardly Lion, looking for Courage.” It then occurred to his scientist’s mind that these three could be seen as core principles which could be combined to form most of the other items on his list. Honesty is Truth alone; Compassion is Love alone; Valor is Courage alone; Truth tempered by Love is Justice; Love and Courage are Sacrifice; Courage and Truth are Honor; Truth and Love and Courage all together become Spirituality; the absence of all three is Humility. Richard, who loved his symbols, devised a cool-looking diagram to represent the relationships, which ended up inadvertently — or at least subconsciously — resembling Judaism’s Star of David.
As a system of belief, it’s perhaps not exactly compelling for an adult (although, hey, cults have been founded on less). As an ethical philosophy… well, let’s just say that Richard Garriott is unlikely to ever rival Kant in university philosophy curricula. There are plenty of points to quibble about: Honesty, Compassion, and Valor are, at least in this formulation, really just synonyms for the core principles that supposedly compose them; the idea that Spirituality is made up of all the virtues lumped together seems kind of strange, as does its presence at all given Richard’s determinedly materialist worldview; the idea of Humility as literally an ethical vacuum seems truly bizarre. (Richard later clarified in interviews that he would have preferred this latter to be Pride, but, “Pride not being a virtue, we have to use Humility”; make of that what you will.)
He goes on to discuss something I references in my post about his first Ultima 4 article (linked above), namely the way in which some Ultima fans ended up patterning their own moral and ethical philosophies and reasoning after the Eight Virtues.
Then there’s this bit:
At this point I probably should confess something: I’m far from sold on Ultima IV as a holistic, playable game…
…Miss one critical word in a conversation out of sloth or negligence, and that’s a clue overlooked, a thread untraced, and your chance for victory forsworn. Each town or castle, which number sixteen in total, is populated with dozens of individuals. Miss that critical fellow hiding out in a visually impenetrable glade at the extreme edge of the map, and you’re screwed. Miss the single pixel representing a secret door, and you’re screwed. When you finally get to very bottom of the Stygian Abyss and stand before the Codex of Ultimate Wisdom, if you fail to answer correctly an out-of-left-field question whose answer requires the ability to read Richard Garriott’s mind, you’re screwed — teleported back to the surface to battle your way down through eight levels of the fiercest creatures in the game and try again…
…That, then, is the flip side to Ultima IV the transcendent masterwork: Ultima IV the fiddly, borderline unplayable, tedious mishmash.
And I’ll just let you all debate whether the above constitutes a horrible blasphemy or a reasonable evaluation of the game’s overall playability.
“That, then, is the flip side to Ultima IV the transcendent masterwork: Ultima IV the fiddly, borderline unplayable, tedious mishmash.”
The same could be said of 99% of games more than 20 years old. Games have transformed from activities so intriguing that we considered it a pleasure to pay $50 to master their arcane gameplay to cinematic summer blockbusters interspersed with corridor runs and quick time events. Play control now consists of either WASD/mouse or clicking/touching to auto-navigate. Games today are smooth, refined and predictable; they nearly play themselves and offer little mystery, difficulty or real consequence for failure. Games have become a mass-market commodity designed for one purpose; to satisfy stock-holders with the illusion of infinitely increasing profit.
Ultima IV is anachronistic and comparing it to modern games is a bit like saying Romans made shitty wine because they used lead-lined pots. That’s just the way things were back then. If you can’t handle that then don’t play games older than five years and break out “The Last of Us” to cleanse your soul of those wretched memories of old. It’s a fine movie. I mean game.
I’d also like to take issue with the nitpicks about the virtues of Spirituality and Humility. The Eight Virtues are mathematically sound, which is more than can be said about any philosophy most people have heard of. It’s bullshit-free, easy to understand, and offers enough room for interpretation to keep people interested. The logic behind the virtues of Spirituality and Humility is just off-color enough to give the system a hint of mysticism, which has been an important component of nearly every religion to ever exist.
A good write-up otherwise. 🙂