Introduced 2 mechanics · Ultima IV
Ultima IV: Quest of the Avatar
No final boss — the game scores your ethics instead, and means it.
Mechanics this game introduced
These are recorded as first appearing here. Each links to a full history of where the idea went next.
Narrative · 1985
Branching Dialogue Trees
Branching dialogue trees present conversation as a set of chosen replies, each one opening or closing later options, t…
Origin: Ultima IV: Quest of the Avatar
Narrative · 1985
Explicit Morality Axis
An explicit morality axis scores the player's behaviour on a visible ethical scale, then uses that number to unlock po…
Origin: Ultima IV: Quest of the Avatar
Mechanics it built on
Ideas Ultima IV: Quest of the Avatar inherited rather than invented — each traceable back through the ontology to a root.
The Ultima series in this dataset
1985
Ultima IV: Quest of the Avatar this page