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Ultima
IV: Quest of the Avatar

Ultima IV: Quest of the Avatar was the first heavily story-driven
adventure in the Ultima series, and Garriott could not predict how fans would react to his
new approach. He became concerned that his loyal following might be turned off by the
strong ethical elements within Ultima IV. He couldn't have been more wrong.
Stepping out into the wilderness
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The Avatar, Britannia, and Lord British were a huge success, and
Ultima IV became the first best-seller in the series. Even if it looked like III, Ultima
IV was radically different in that the world was considerably larger, character
interaction had much more depth, and the character party grew from four to eight. But the
changes didn't stop there.
The game grew more colorful over the years
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Ultima IV required players to uphold and personify eight Britannian
virtues, namely compassion, valor, honor, honesty, spirituality, sacrifice, justice, and
humility under the three principles of truth, love, and courage. Along the way, players
discovered the eight shrines of virtue; the enormous underworld called the Stygian Abyss;
and even the skull of the warlock Mondain, an artifact of pure evil. In the end, the
player emerged from the Abyss, not just a hero, but an Avatar, the savior of Britannia.
Britannia and the Avatar were key in every game thereafter.
In Garriott's Own Words: Ultima IV: Quest of the Avatar
"I thought people were going to think I was going way off the deep end with the ethical, moral, parable stuff…"
Take me to Ultima V: Warriors of Destiny |