Soulparadox (talk | contribs) m Repaired broken Wiki link and tidied up Headings. |
SNAAAAKE!! (talk | contribs) m Undid revision 484537616 by Soulparadox (talk) |
||
Line 16: | Line 16: | ||
'''The Avatar''' is the main [[player character]] and [[protagonist]] in the ''[[Ultima (series)|Ultima]]'' series of video games by American computer game developer, [[Origin Systems|Origin Systems, Inc.]] (based in [[Austin, Texas|Austin]], Texas). The character was first introduced as "The Stranger" in the 1980, [[Apple II]]-geared [[Role-playing video game|role-playing game (RPG)]], ''[[Ultima I: The First Age of Darkness]]'' (the inaugural version of the game was designed specifically for the Apple II computer system, but Origin Systems re-programed the game for the PC format six years later)<ref>{{cite web|title=Welcome to your number one source for Ultima 1: The First Age of Darkness Information on the Web|url=http://shrines.rpgclassics.com/pc/ultima1/|work=shrines.rpgclassics.com|publisher=RPGClassics.com.|accessdate=29 March 2012|language=English|format=Web page|year=2006}}</ref>. |
'''The Avatar''' is the main [[player character]] and [[protagonist]] in the ''[[Ultima (series)|Ultima]]'' series of video games by American computer game developer, [[Origin Systems|Origin Systems, Inc.]] (based in [[Austin, Texas|Austin]], Texas). The character was first introduced as "The Stranger" in the 1980, [[Apple II]]-geared [[Role-playing video game|role-playing game (RPG)]], ''[[Ultima I: The First Age of Darkness]]'' (the inaugural version of the game was designed specifically for the Apple II computer system, but Origin Systems re-programed the game for the PC format six years later)<ref>{{cite web|title=Welcome to your number one source for Ultima 1: The First Age of Darkness Information on the Web|url=http://shrines.rpgclassics.com/pc/ultima1/|work=shrines.rpgclassics.com|publisher=RPGClassics.com.|accessdate=29 March 2012|language=English|format=Web page|year=2006}}</ref>. |
||
== |
==In video games== |
||
The Avatar was first known as the ''Stranger'' (or ''Stranger from another world'') in ''Ultima I'', when he (or she) rid the world of the evil wizard Mondain, later returning to bring an end to the wicked sorceress Minax in ''[[Ultima II: The Revenge of the Enchantress]]'' and to dispatch their legacy in ''[[Ultima III: Exodus]]''. According to ''Ultima IV'', the heroes of the first three games were several different persons, implying that the party of heroes from ''Ultima III'' still lived in Britannia. But later ''Ultima''s (''[[Ultima VII Part Two: Serpent Isle]]'' is the clearest example) imply the Stranger and the Avatar are one and the same person. As far as the gameworld itself is concerned, this could be explained with gradual muddling of history (as Batlin explains in ''[[Ultima VII: The Black Gate]]''). The games cover a very long time span, and due to different rate of time in Earth and Britannia, there are intervals of up to multiple centuries between the games. |
The Avatar was first known as the ''Stranger'' (or ''Stranger from another world'') in ''Ultima I'', when he (or she) rid the world of the evil wizard Mondain, later returning to bring an end to the wicked sorceress Minax in ''[[Ultima II: The Revenge of the Enchantress]]'' and to dispatch their legacy in ''[[Ultima III: Exodus]]''. According to ''Ultima IV'', the heroes of the first three games were several different persons, implying that the party of heroes from ''Ultima III'' still lived in Britannia. But later ''Ultima''s (''[[Ultima VII Part Two: Serpent Isle]]'' is the clearest example) imply the Stranger and the Avatar are one and the same person. As far as the gameworld itself is concerned, this could be explained with gradual muddling of history (as Batlin explains in ''[[Ultima VII: The Black Gate]]''). The games cover a very long time span, and due to different rate of time in Earth and Britannia, there are intervals of up to multiple centuries between the games. |
||
Line 36: | Line 36: | ||
[[GameSpot]] listed Avatar among the ten best heroes in video gaming, commenting: "In the minds of many longtime Ultima fans, identifying this timeless character by a face - and removing your ability to imagine his visage, or project yourself into the role - was a careless mistake on Origin's behalf. In ''Ultima V'', the Avatar was more than a hero, he was a projection of yourself. Sadly, now he has become someone else - just another hero out to rid the land of evil."<ref>[http://www.gamespot.com/features/tenspot_heroes/hero2.html Ten Best Heroes in Gaming]</ref> In 2008, [[IGN]] included him on the list of characters they would like to see in an ultimate fighting game, adding: "The Avatar may not be the first [[role-playing video game|RPG]] adventure hero, but he's certainly the most memorable of the early gaming era."<ref>[http://uk.stars.ign.com/articles/907/907102p8.html Players Wanted: Ultimate Fighting Game - Stars Feature at IGN]</ref> |
[[GameSpot]] listed Avatar among the ten best heroes in video gaming, commenting: "In the minds of many longtime Ultima fans, identifying this timeless character by a face - and removing your ability to imagine his visage, or project yourself into the role - was a careless mistake on Origin's behalf. In ''Ultima V'', the Avatar was more than a hero, he was a projection of yourself. Sadly, now he has become someone else - just another hero out to rid the land of evil."<ref>[http://www.gamespot.com/features/tenspot_heroes/hero2.html Ten Best Heroes in Gaming]</ref> In 2008, [[IGN]] included him on the list of characters they would like to see in an ultimate fighting game, adding: "The Avatar may not be the first [[role-playing video game|RPG]] adventure hero, but he's certainly the most memorable of the early gaming era."<ref>[http://uk.stars.ign.com/articles/907/907102p8.html Players Wanted: Ultimate Fighting Game - Stars Feature at IGN]</ref> |
||
==Cultural |
==Cultural impact== |
||
The use of the word "[[avatar]]" in this manner is the first time that the word represented a concept defined by [[Avatar (computing)|its modern virtual context]].<ref>Zach Waggoner, ''My Avatar, My Self: Identity in Video Role-Playing Games'', p.185</ref> He/she is not an embodiment of a [[god]] (according to the traditional meaning of the term), but of the Virtues inherent to the game's paradigm. From ''Ultima IV'' onward, the player must consider and reflect upon the Avatar's actions, bringing him/her in line with such Virtues. Since the games in the series focus on spiritual growth and seek share virtuous ideas with the players as well, the implication behind the Avatar character is that it is representative of the actual player in the "real world". As part of the different focus that ''The Avatar'' game supposedly has, players, for the first time in the history of the medium, are able to choose the gender and race of their characters.<ref>Sheri Graner Ray, ''Gender Inclusive Game Design: Expanding the Market'', p.27</ref> The Avatar concept also pioneered a role-playing game (RPG) video game design where the player has control over a single character and subsequently builds a party of followers from pre-existing [[non-player character]]s<ref name="joystiq">Rowan Kaiser, [http://www.joystiq.com/2012/01/26/ultima-most-important-game-series-ever/ "Ultima: Most. Important. Game Series. Ever."], Joystiq, January 26, 2012</ref>. |
The use of the word "[[avatar]]" in this manner is the first time that the word represented a concept defined by [[Avatar (computing)|its modern virtual context]].<ref>Zach Waggoner, ''My Avatar, My Self: Identity in Video Role-Playing Games'', p.185</ref> He/she is not an embodiment of a [[god]] (according to the traditional meaning of the term), but of the Virtues inherent to the game's paradigm. From ''Ultima IV'' onward, the player must consider and reflect upon the Avatar's actions, bringing him/her in line with such Virtues. Since the games in the series focus on spiritual growth and seek share virtuous ideas with the players as well, the implication behind the Avatar character is that it is representative of the actual player in the "real world". As part of the different focus that ''The Avatar'' game supposedly has, players, for the first time in the history of the medium, are able to choose the gender and race of their characters.<ref>Sheri Graner Ray, ''Gender Inclusive Game Design: Expanding the Market'', p.27</ref> The Avatar concept also pioneered a role-playing game (RPG) video game design where the player has control over a single character and subsequently builds a party of followers from pre-existing [[non-player character]]s<ref name="joystiq">Rowan Kaiser, [http://www.joystiq.com/2012/01/26/ultima-most-important-game-series-ever/ "Ultima: Most. Important. Game Series. Ever."], Joystiq, January 26, 2012</ref>. |
||
Revision as of 14:33, 29 March 2012
The Avatar | |
---|---|
'Ultima' character | |
First game | Ultima I (as the Stranger) Ultima IV (as the Avatar) |
Created by | Richard Garriott |
The Avatar is the main player character and protagonist in the Ultima series of video games by American computer game developer, Origin Systems, Inc. (based in Austin, Texas). The character was first introduced as "The Stranger" in the 1980, Apple II-geared role-playing game (RPG), Ultima I: The First Age of Darkness (the inaugural version of the game was designed specifically for the Apple II computer system, but Origin Systems re-programed the game for the PC format six years later)[1].
In video games
The Avatar was first known as the Stranger (or Stranger from another world) in Ultima I, when he (or she) rid the world of the evil wizard Mondain, later returning to bring an end to the wicked sorceress Minax in Ultima II: The Revenge of the Enchantress and to dispatch their legacy in Ultima III: Exodus. According to Ultima IV, the heroes of the first three games were several different persons, implying that the party of heroes from Ultima III still lived in Britannia. But later Ultimas (Ultima VII Part Two: Serpent Isle is the clearest example) imply the Stranger and the Avatar are one and the same person. As far as the gameworld itself is concerned, this could be explained with gradual muddling of history (as Batlin explains in Ultima VII: The Black Gate). The games cover a very long time span, and due to different rate of time in Earth and Britannia, there are intervals of up to multiple centuries between the games.
While in later games the Stranger/Avatar follows a set of ethic guidelines called the Virtues, in the first three games, the player is not bound by any moral guidelines, leaving the future Avatar free to steal and murder, with only the authorities to stop him/her. The fourth time the Stranger returns, his quest focuses on a different task. Instead of defeating an enemy, his goal is to follow the path of the Virtues, and retrieve the Codex of Ultimate Wisdom from the Great Stygian Abyss. In the fifth episode, the Avatar defeats a repressive regime in Britannia, and in the sixth, he brings peace between men and gargoyles. In Ultima VII and onward, the Avatar battles the Guardian, finally destroying both himself and his foe to rid the world of him.
Appearance
In almost all of Ultima games (except for Ultima IX: Ascension), the player can choose the Avatar character's name. In Ultima IV and Ultima V: Warriors of Destiny, due to graphical limitations, the player could only choose the gender of the Avatar character, but in most later games (including Ultima IV: Quest of the Avatar, Serpent Isle and the Ultima Underworld series) several different character portraits with different skin and hair colors are available. However, in The Black Gate the choice is reduced to gender only - both the female and male portraits have blond hair and fair skin. (If played with Exult with Serpent Isle installed, the Serpent Isle portraits are also available in the Black Gate.) The Avatar sprite is determined by class in early games, and always the same in Ultima V and Ultima VI: The False Prophet. Ultima VII has two different sprites, one for each gender. In Ultima VIII: Pagan and IX, there is no choice in gender, portrait or sprite/3D model - the character is male with blond hair.
The Avatar's trademark clothing often includes a chain mail hauberk, with a white, red, or orange tunic (with a golden Ankh symbol on the chest and back) over it, and a red cape. Typically, he or she is shown wielding a sword. His or her appearance varies from game to game and version to version, but usually follows this schema - and it is possible to use whatever other clothing, armor, and weapons that the game provides. In Ultima VIII, the Avatar's face is obscured by a large helmet.
In Ultima I to III, no speech by the Stranger was ever shown. In Ultima IV and onward, the player must choose keywords (in early parts by typing them out, in VII by choosing the keywords from an on-screen list). Thus, the other characters discuss things with the Avatar, but apart from the topic, the player never sees what the Avatar actually says. By tradition, the dialogue choices available in conversation with every character are "name" (asking the character to introduce themselves), "job" (asking the character to describe their position in the community), and "bye" (ending the conversation). This is parodied in Ultima VII, where an actor playing the Avatar in a play boasts about how he has hundreds of lines to memorize, only to reveal that every line literally consists of "Name!", "Job!", or "Bye!". The first time the Avatar actually speaks directly is in Ultima VII, but even in those games, full lines are very rare and only appeared in one or two instances. Ultima Underworld broke this tradition by being the first Ultima to give the Avatar full dialogue throughout the game; Ultima IX would later follow this tradition, adding digitized speech to accompany the text.
Development
Ultima creator Richard Garriott has stated that after Ultima III he received a lot of hate mail from parents, bringing his attention to the fact that in his first three Ultima games immoral actions like stealing and murder of peaceful citizens had been necessary or at least very useful actions in order to win the game. There was also criticism about supposed Satanic content in games at that time and the demonic nature of the antagonist of Ultima III, and the picture of it on the box cover, was an easy target. He was called "Satanic perverted of America's Youth" by some groups.[2] The official biographer of Richard Garriott, Shay Addams, wrote: "He decided that if people were going to look for hidden meaning in his work when they didn't even exist, he would introduce ideas and symbols with meaning and significance he deemed worthwhile, to give them something they could really think about."[3] Watching a television show on the Hinduism, and its 16 virtues that are necessary to lead one to the state of Avatar-hood, he decided to use that, forging his eight virtue system from that, and getting the name for the character, Avatar.[4]
By the time of Ultima VII, Richard Garriott noted that he had grown tired of the moral concept seen in Ultima IV, V and VI, and the Avatar returned to a more traditional role for the player where the moral code wasn't as strictly enforced.[5] The Avatar in Ultima VIII was designed to be male, taking away the choice of gender, but still having some of the moral flexibility seen in prior titles.[6] Ultima X: Odyssey promised to return to the character development of achieving Avatar status,[7] but the project was ultimately cancelled.
Reception
GameSpot listed Avatar among the ten best heroes in video gaming, commenting: "In the minds of many longtime Ultima fans, identifying this timeless character by a face - and removing your ability to imagine his visage, or project yourself into the role - was a careless mistake on Origin's behalf. In Ultima V, the Avatar was more than a hero, he was a projection of yourself. Sadly, now he has become someone else - just another hero out to rid the land of evil."[8] In 2008, IGN included him on the list of characters they would like to see in an ultimate fighting game, adding: "The Avatar may not be the first RPG adventure hero, but he's certainly the most memorable of the early gaming era."[9]
Cultural impact
The use of the word "avatar" in this manner is the first time that the word represented a concept defined by its modern virtual context.[10] He/she is not an embodiment of a god (according to the traditional meaning of the term), but of the Virtues inherent to the game's paradigm. From Ultima IV onward, the player must consider and reflect upon the Avatar's actions, bringing him/her in line with such Virtues. Since the games in the series focus on spiritual growth and seek share virtuous ideas with the players as well, the implication behind the Avatar character is that it is representative of the actual player in the "real world". As part of the different focus that The Avatar game supposedly has, players, for the first time in the history of the medium, are able to choose the gender and race of their characters.[11] The Avatar concept also pioneered a role-playing game (RPG) video game design where the player has control over a single character and subsequently builds a party of followers from pre-existing non-player characters[12].
The Avatar character makes a cameo appearance as the last heroic adversary in Dungeon Keeper (also released by Electronic Arts but developed by a different subsidiary, Bullfrog Productions). The character is humorously portrayed in the last cutscene and ends up being locked in a wall as he/she engages in knife-throwing target practice. The game projects an appearance similar to that of Ultima VIII.
References
- ^ "Welcome to your number one source for Ultima 1: The First Age of Darkness Information on the Web" (Web page). shrines.rpgclassics.com. RPGClassics.com. 2006. Retrieved 29 March 2012.
- ^ Warren Spector lecture 12 - Richard Garriott - YouTube
- ^ The Official Book of Ultima by Shay Addams, p.39
- ^ The Official Book of Ultima by Shay Addams [page needed]
- ^ In Garriot's Own Words; Ultima VII (GameSpot)
- ^ The Ultima Legacy - Ultima VIII: Pagan (GameSpot) [dead link]
- ^ Greg Kasavin, Ultima X: Odyssey Preview, GameSpot, Aug 28, 2003
- ^ Ten Best Heroes in Gaming
- ^ Players Wanted: Ultimate Fighting Game - Stars Feature at IGN
- ^ Zach Waggoner, My Avatar, My Self: Identity in Video Role-Playing Games, p.185
- ^ Sheri Graner Ray, Gender Inclusive Game Design: Expanding the Market, p.27
- ^ Rowan Kaiser, "Ultima: Most. Important. Game Series. Ever.", Joystiq, January 26, 2012