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Ultima IV: Quest of the Avatar
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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

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