Skip to main content

Advertisement

Log in

Lord British’s Ethics—Interrogating Virtue in the Ultima: Age of Enlightenment Series

  • Published:
The Computer Games Journal

Abstract

The Ultima: Age of Enlightenment series is a rich entry into the fantasy genre. In addition to serving as an innovative model for early computer role-playing games (CRPGs), the series practically invents a genre of what can be called “ethical gaming,” as it insists on a commitment to virtuous activity in order to complete and master the games. Compared to more linear hack-and-slash or CRPG of the period, the Ultima series not only offers an unusually involved and difficult experience, but also makes explicit and even mandatory ethical and moral dimensions that many saw earlier role-playing games as lacking. However, rather than merely encourage the player to conform to the moral expectations of the game by following procedural rules, the series brings into question the political and spiritual affiliations of virtue. This paper attends to the development of the Age of Enlightenment trilogy—Ultima IV: Quest of the Avatar (Origin, 1985), Ultima V: Warriors of Destiny (Origin, 1988), and Ultima VI: The False Prophet (Origin, 1990)—as a series of games that both encourage ethical behavior and later offer a critical examination of the ethical basis that the earliest entry in the trilogy advocates. At the heart of the Age of Enlightenment series is a distinction between absolutist ethics and virtue ethics. In the vein of its most eloquent advocate Immanuel Kant, absolutist theories of ethics begin with principles, duties, and rules that are fundamental and transcendent, and which the moral actor must follow. It is a normative and regulatory system, and exists prior to experience. Virtue ethics challenge the emphasis on duties and rules, instead stressing the importance on motive and character. In this paradigm, “sensitivity, experience, and judgment would seem to make general theories unnecessary and unhelpful” (Slote, in: Skorupski (ed) The Routledge companion to ethics, Routledge, London, 2010, p. 479). Or, as Welchman (The practice of virtue: classic and contemporary readings in virtue ethics, Hackett, Indianapolis, 2006) succinctly phrases it, for virtue ethicists, “the question of how to act is more important than what we should act for” (p. ix) She adds, in a phrase cannily suggestive for those who have played Ultima, “moral judgment is not essentially the application of a moral ‘technical manual’ to life” (p. xvi). In the intriguing narrative developments over the course of the Age of Enlightenment trilogy, that “moral technical manual” can be invented and exploited by those who rely on its ability to maintain an unchallenged hierarchy that depends on the principles it contains. And when those rules are applied unilaterally or cross-culturally, they are revealed to be inflexible and even inapplicable, a realization embodied in the narrative and rhetorical transitions I will show occurring between Ultima IV to Ultima VI. More than just a highminded game, I argue that Ultima makes an argument about virtue through what Bogost (Persuasive games: the expressive power of videogames, MIT Press, Cambridge, 2010) calls its procedural rhetoric. To play the Age of Enlightenment series is to grapple with the question of whether morality has relative or transcendent foundations, and the game introduces compelling arguments only to later challenge them.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Institutional subscriptions

Fig. 1
Fig. 2
Fig. 3
Fig. 4

Similar content being viewed by others

References

  • Adams, R. R., III. (1985). The History of Britannia as told by Kyle the Younger. Manchester: Origin Systems.

    Google Scholar 

  • Addams, S. (1990). The official book of Ultima. Greensboro: Compute! Books.

    Google Scholar 

  • Anon. (2011). Xu4-Ultima IV recreated. http://xu4.sourceforge.net/. Accessed April 10, 2017.

  • Anon. (2017a). About Lazarus. Ultima V: Lazarus. http://www.u5lazarus.com/AboutLazarus.php. Accessed April 17, 2017.

  • Anon. (2017b) Eight virtues. http://ultima.wikia.com/wiki/Eight_Virtues#Lord_Blackthorn.27s_Code_of_Virtue. Accessed January 22, 2017.

  • Aschultz. (2003). Ultima V: Warriors of destiny FAQ/walkthrough for PC. http://www.gamefaqs.com/pc/562661-ultima-v-warriors-of-destiny/faqs/8307. Accessed January 22, 2017.

  • Barton, M. (2008). Dungeons and desktops: The history of computer role-playing games. Wellesley: A.K. Peters Ltd.

    Book  Google Scholar 

  • Belford, P., & Heron, M. J. (2013). ‘It’s only a game’—Ethics, empathy and identification in game morality systems. The Computer Games Journal, 2(2), 34–52.

    Google Scholar 

  • Bogost, I. (2010). Persuasive games: The expressive power of videogames. Cambridge: MIT Press.

    Google Scholar 

  • Bogost, I. (2011). How to do things with videogames. Minneapolis: Minnesota University Press.

    Book  Google Scholar 

  • Burrill, D. A. (2008). Die tryin’: Videogames, masculinity, culture. New York: Peter Lang.

  • Calvert, M., & Terry, J. (Eds.). (1997). Processed lives: Gender and technology in everyday life. London: Routledge.

    Google Scholar 

  • Chan, D. (2005). Playing with race: The ethics of racialized representations in e-games. International Review of Information Ethics, 4, 24–30.

    Google Scholar 

  • Cooper, H. (1999). Romance after 1400. In D. Wallace (Ed.), The Cambridge history of medieval english literature (pp. 690–719). Cambridge: Cambridge University Press.

    Chapter  Google Scholar 

  • Field, R. (1999). Romance in England. In D. Wallace (Ed.), The Cambridge history of medieval english literature. Cambridge: Cambridge University Press.

    Google Scholar 

  • Gee, J. P. (2014). What video games have to teach us about learning and literacy (2nd ed.). New York: St. Martins Griffin.

    Google Scholar 

  • Gygax, G. (1978). Advanced Dungeons & Dragons players handbook (1st ed.). Lake Geneva: TSR Hobbies.

    Google Scholar 

  • Huizinga, J. (1955). Homo ludens: A study of the play-element in culture. Boston: Beacon Press.

    Google Scholar 

  • Journet, D. (2007). Narrative, action, and learning: The stories of Myst. In C. L. Selfe & G. E. Hawisher (Eds.), Gaming lives in the twenty-first century (pp. 93–120). New York: McMillan.

    Chapter  Google Scholar 

  • MacIntyre, A. (2007). After virtue: A study in moral theory (3rd ed.). Notre Dame: Notre Dame University Press.

    Google Scholar 

  • Maher, J. (2016). Ultima V. The digital antiquarian. http://www.filfre.net/2016/02/ultima-v/. Accessed January 22, 2017.

  • Malone, G. (1990). Compendium. Austin: Origin.

    Google Scholar 

  • McNeil, E. (2014). Grinding and the burden of optimal play. Gamasutra. http://www.gamasutra.com/blogs/EdwardMcNeill/20140721/221443/Grinding_and_the_Burden_of_Optimal_Play.php. Accessed April 13, 2017.

  • Monnens, D. (2011). War and play: Insensitivity and humanity in the realm of pushbutton warfare. In K. Schrier & D. Gibson (Eds.), Designing games for ethics: Models, techniques, and frameworks (pp. 83–97). Hershey: IGI Global.

    Chapter  Google Scholar 

  • Olivetti, J. (2015). The game archaeologist: The assassination of lord British. Massively overpowered. http://massivelyop.com/2015/10/03/the-game-archaeologist-the-assassination-of-lord-british/. Accessed January 5, 2017.

  • Rauch, P. (2011). God of war: What is it good for? Nietzsche’s “master morality” and the single-player action/adventure game. In K. Schrier & D. Gibson (Eds.), Designing games for ethics: Models, techniques and frameworks (pp. 99–108). Hershey: IGI Global.

    Google Scholar 

  • Rogers, R., Woolley, J., Sherrick, B., et al. (2017). Fun versus meaningful video game experiences: A qualitative analysis of user responses. The Computer Games Journal, 6(1), 63–79.

    Article  Google Scholar 

  • Schreiber, I., et al. (2011). Ethical dilemmas in gameplay: Choosing between right and right. In K. Schrier & D. Gibson (Eds.), Designing games for ethics: Models, techniques and frameworks (pp. 72–83). Hershey: IGI Global.

    Chapter  Google Scholar 

  • Sicart, M. (2009). The ethics of computer games. Cambridge: The MIT Press.

    Book  Google Scholar 

  • Slote, M. (2010). Virtue ethics. In J. Skorupski (Ed.), The Routledge companion to ethics (pp. 478–490). London: Routledge.

    Google Scholar 

  • Welchman, J. (Ed.). (2006). The practice of virtue: Classic and contemporary readings in virtue ethics. Indianapolis: Hackett.

    Google Scholar 

  • Xenerxes Dragon. (2014). Ultima savegame editor. Ultimatrix. http://www.xenerkes.com/tools/ultima-savegame-editor/. Accessed April 17, 2017.

Download references

Acknowledgements

The author would like to thank Matt Barton for encouraging the development of this paper and this journal as a venue. The three anonymous reviewers for The Computer Games Journal offered extensive and provocative comments. Also, the author wishes to thank Rachel Wood, John Muenzberg, Porter Olsen, and Ben Roberts for their valuable input and generous feedback.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Andrew Black.

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Black, A. Lord British’s Ethics—Interrogating Virtue in the Ultima: Age of Enlightenment Series. Comput Game J 6, 113–133 (2017). https://doi.org/10.1007/s40869-017-0034-7

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s40869-017-0034-7

Keywords

Navigation