The Immersive Worlds of Ultima
I first encountered the world of Britannia on a rainy Saturday in 1990, huddled in the computer room of my friend Dave’s basement. His older brother had acquired Ultima VI: The False Prophet through means Dave described as “probably not entirely legal,” but at thirteen, such ethical concerns were easily overshadowed by the promise of a fantasy world more complex than anything we’d experienced in our limited gaming lives. Dave’s brother had scrawled the basic commands on a piece of notebook paper—talk, look, get, move, attack—along with cryptic references to “mantras” and “moonstones” that meant nothing to us at the time. When he finally left us alone with the computer, we stared at the title screen for a solid minute before gathering the courage to press enter and begin.
Seven hours later, Dave’s mom had to physically drag us away for dinner. We’d barely scratched the surface of the game—still fumbling through the basics of combat and conversation—but we were utterly, irrevocably hooked. There was something fundamentally different about this game, something we couldn’t quite articulate but instinctively recognized as special. It wasn’t just another RPG; it was a world that existed whether we were there or not, populated by people with lives and schedules and opinions. It was Britannia, and experiencing it through the eyes of the Avatar would forever change my understanding of what video games could be.
Richard Garriott’s Ultima series stands as one of gaming’s most influential and ambitious achievements, yet it remains surprisingly underappreciated in mainstream gaming discussions today. While contemporaries like Final Fantasy and The Legend of Zelda evolved into modern blockbuster franchises, Ultima’s revolutionary ideas have been absorbed into gaming’s collective consciousness without many players realizing their source. The moral choice systems of Mass Effect, the living worlds of Elder Scrolls, the dialogue systems of Fallout—all owe significant debts to innovations pioneered in Britannia decades earlier.
What made Ultima special was Garriott’s fundamental approach to world-building. While most RPGs of the era (and many still today) treated their worlds as elaborate stage sets—static backdrops for heroic adventures with towns serving merely as quest hubs and vendor locations—Britannia felt like a place where people actually lived. In Ultima VII: The Black Gate, arguably the pinnacle of the series, NPCs followed daily schedules: blacksmiths worked their forges during business hours, then closed shop to visit the tavern in the evening; bakers mixed dough at dawn, producing fresh bread by morning; children played during the day and returned home at dusk. This wasn’t just decorative detail; it created a simulation where the world existed independently of the player’s actions.
I remember my astonishment in Ultima VII when I realized I could bake actual bread by gathering wheat, grinding it into flour, mixing it with water to make dough, and then baking it in an oven. Not because a quest required it, but because the game’s systems were designed to simulate real processes. I could forge weapons, brew potions, play musical instruments, and move furniture around houses. Many of these activities served no direct gameplay purpose—they didn’t reward experience points or advance the plot—but they created an unprecedented level of immersion. I wasn’t just playing a character in Britannia; I was living there.
The virtue system introduced in Ultima IV: Quest of the Avatar represents perhaps the series’ most influential innovation. Unlike every other RPG of its era (and most since), Ultima IV had no traditional villain. Instead, the game tasked players with becoming the Avatar—a paragon of eight virtues including Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, and Humility. This wasn’t just narrative window dressing; the game actively tracked player behavior against these virtues. Steal from a shop, your Honesty decreases. Flee from winnable battles, your Valor suffers. Give blood at a healer’s, your Sacrifice increases.
This system fundamentally changed how I approached RPGs. Suddenly, I wasn’t just making choices based on game optimization or narrative preference; I was genuinely considering the ethical implications of my actions. When a beggar asked for gold in Ultima IV, giving money wasn’t just checking a box for a potential reward later—it was a genuine test of Compassion that the game acknowledged. The brilliance of this system was how it made moral choices meaningful without obvious “good/evil” meters or immediate consequences. The game trusted players to internalize these values rather than chase mechanical rewards.
My most vivid memory of this ethical framework comes from Ultima VII, when I discovered I could steal bread from the baker’s shop in Trinsic. Technically, the game allowed this—I could take the bread, eat it, and suffer no immediate consequence if no one witnessed the theft. But having spent multiple games internalizing the virtues of the Avatar, I found myself genuinely uncomfortable with the action. Not because I feared punishment, but because it felt wrong for the Avatar to behave this way. The series had successfully created a role-playing experience so immersive that I was making choices based on my character’s ethical framework rather than game mechanics. How many modern RPGs with elaborate morality systems can claim the same achievement?
The conversation system pioneered by Ultima revolutionized NPC interactions in computer RPGs. Rather than selecting from pre-written dialogue options (now standard in most RPGs), Ultima had players type keywords to NPCs. “Name,” “job,” and “bye” formed the basics, but the system allowed for remarkable depth as you discovered new topics through conversations. Mention “Blackthorn” to a citizen in Ultima V, and you might learn about the oppressive regent; they might then mention the “Resistance,” opening a new conversation path. This organic discovery created a sense of genuine investigation that menu-based dialogue systems, for all their convenience, rarely capture.
This approach encouraged actual role-playing rather than just selecting obvious “best” responses. I remember spending hours in Ultima VI just talking to every NPC, noting keywords in a physical notebook (which I still have, tucked away in a box somewhere in my office closet, complete with teenage handwriting and questionable spelling). The conversation system rewarded curiosity and attention in a way that made Britannia’s inhabitants feel like sources of knowledge and perspective rather than just quest dispensers. When an NPC mentioned a location or person I hadn’t heard of, it created a genuine sense of discovery as I added it to my growing mental map of Britannia’s interconnected world.
Ultima VII: The Black Gate (1992) represented the pinnacle of Richard Garriott’s vision and remains, in my opinion, one of the greatest RPGs ever created. Its technical achievements were staggering for the time—a fully interactive world where virtually everything could be picked up, moved, used, or combined. The plot, centering on a seemingly benevolent religious organization called the Fellowship that masks sinister extraplanar manipulation, offered surprising narrative sophistication in an era when most RPG stories involved collecting magical artifacts and defeating an obvious dark lord.
What I remember most vividly from Ultima VII was the sense of place each town possessed. Britain, the bustling capital; Minoc, the mountainous mining town; Jhelom, the martial island community—each had distinct architecture, economies, and social issues. This wasn’t just aesthetic variation; the towns felt like places with histories and cultures that existed before you arrived and would continue after you left. When a murder occurs in Britain at the game’s start, it feels like a genuine disruption to a living community rather than a convenient plot device.
The level of simulation detail in Ultima VII bordered on the obsessive. NPCs remembered your conversations and reacted to your reputation. Time passed meaningfully, with weather changes and shifting light that affected visibility. Food would spoil if left too long. Musical instruments played different notes depending on which key you pressed. Individual candles and torches could be lit or extinguished, changing a room’s lighting. None of these features were strictly necessary for an RPG, but together they created an unprecedented level of immersion that modern open-world games with hundred-million-dollar budgets still struggle to match.
My most memorable Ultima VII moment came from discovering the consequences of my own curiosity. In the town of Paws, I found a locked chest in someone’s home. Being a seasoned RPG player, I naturally picked the lock (using the lockpicks I’d purchased legitimately, at least) and opened it. Inside was a small sum of gold, which I took without much thought. Hours later, in an entirely different town, I encountered the chest’s owner, who immediately recognized me as the thief and called for guards. This wasn’t a scripted event or quest—just the game’s systems working together to create a consistent world where actions had logical, if unexpected, consequences. I reloaded a save to restore my Avatar’s dignity, but the lesson stuck with me: in Britannia, the world remembered what you did.
The philosophical journey of the Avatar across multiple Ultima games created a unique continuity rare in gaming. While most RPG series feature new protagonists in each installment, Ultima told the continuing story of a single hero’s evolving relationship with Britannia. From the straightforward heroism of the earliest games to the moral awakening of Ultima IV, the resistance against tyranny in Ultima V, cultural conflict in Ultima VI, and religious manipulation in Ultima VII, the Avatar’s journey tackled increasingly complex ethical and social themes. By Ultima IX (despite its troubled development and disappointing execution), players had spent nearly two decades embodying this character—an unprecedented connection in gaming.
The legacy of Ultima’s innovations can be seen throughout modern gaming, often without proper attribution. The Elder Scrolls series, particularly from Morrowind onward, adopted many of Ultima’s sandbox elements and NPC scheduling. BioWare’s moral choice systems in games like Knights of the Old Republic, Mass Effect, and Dragon Age owe clear debts to the virtue system. Even survival crafting games like Minecraft and Valheim echo Ultima VII’s item manipulation and crafting systems. Yet many players who enjoy these modern experiences have never heard of Britannia or the Avatar.
The freedom offered by Ultima’s open-world design was remarkable for its era. While the main quest provided structure, the games encouraged exploration and side activities without constantly pulling players back to the critical path. In Ultima VII, I spent dozens of hours simply living in the world—taking a job at the sawmill in Minoc to earn honest gold, investigating local problems unrelated to the main threat, or collecting books to build a library in my headquarters. This was sandbox gameplay before the term existed, offering agency without modern open-world games’ tendency to fill maps with repetitive collection quests and combat challenges.
My relationship with the Ultima series has the bittersweet quality of experiencing something extraordinary that you know can never quite be replicated. The later games in the series—Ultima VIII: Pagan and Ultima IX: Ascension—suffered from rushed development and publisher pressure, never achieving the seamless immersion of their predecessors. Electronic Arts’ acquisition of Origin Systems gradually shifted priorities away from the deep simulation aspects that made the series special, culminating in the underwhelming conclusion to the Avatar’s saga. The MMORPG Ultima Online captured some of the series’ simulation depth but necessarily compromised the single-player role-playing focus that made the Avatar’s journey so personal.
I’ve returned to Ultima VII repeatedly over the decades, most recently through the excellent Exult engine that makes the game playable on modern systems. Each time, I discover new details or interactions I’d missed before—a testament to the game’s remarkable depth. During my last playthrough in 2021, I found an entirely optional subplot involving a painter in Britain that I’d somehow never encountered despite dozens of previous playthroughs. The fact that a game from 1992 can still surprise me after nearly thirty years speaks volumes about its design philosophy.
The Ultima series reminds us that technological advancement doesn’t necessarily equate to more immersive experiences. Modern RPGs with photorealistic graphics and voice-acted dialogue often create worlds that feel more limited and artificial than Britannia did with its sprite-based graphics and text conversations. What made Ultima special wasn’t cutting-edge technology but a fundamental design philosophy that prioritized coherent world-building, meaningful player agency, and systems that simulated life rather than just combat mechanics.
For those who never experienced Britannia in its prime, the games remain playable today through various means, though with some inevitable friction from their age. But even if newer players never pick up an Ultima title, Richard Garriott’s revolutionary vision lives on through its influence on nearly every open-world RPG that followed. The Avatar’s journey may have concluded, but the legacy of Britannia’s immersive worlds continues to shape how we think about virtual worlds and our place within them.