Symbols and Symbolism in Ultimas Pentagrams, Religion, Zionists and Prejudice An article by Richard Garriott aka Lord British Taken from the Net by Alex van Kaam I often receive letters either asking about the sources of certain symbolisms and messages in Ultimas, or expressing concern about events or symbols in Ultima that are in conflict with some peoples' personal values. I do not expect the following tome to win me friends in certain circles, in fact I may offend a few people, perhaps even a few at Origin. At the very least, I expect it will generate some lively responses. It is important to understand that I am not a religious person. I have no religious or supernatural beliefs of any kind. In fact you could say, I don't "believe in" anything. Rather, I use the reliable aspects of reality as a tool for exploration and understanding, view the unknown with great curiosity and adventure, and anything that appears supernatural or incongruous with a healthy dose of skepticism and at best a reason to go back and check earlier assumptions. What follows is sort of a retrospective of the evolution of how and why certain symbols and situations are included in Ultimas. Back in 1982 when we founded Origin an interesting thing happened. For the first time I received what some might call 'Fan Mail'. I suspect people may have written to me before at my earlier publishers, but these notes never reached me. It's funny that most letters start fairly complimentary of any game further back than whichever was the last one, but quickly turn to what I/we did wrong in the most current release and how we could improve it. As U3 was the first time I received such, it was strange to acclimate too. Now though, I look forward to it as an important aspect of improving our craft. Back in the 1980s, 'role-playing' games like Ultima and D&D were under a huge amount of criticism from religious groups and others who felt that role playing and pretend magic were an invitation to the devil, and role players were slowly turning themselves over to the dark side. One of the favorite letters I've ever received was a strongly worded note calling me 'The Satanic Perverter of America's Youth!' (This person had not played or even seen an Ultima, they had only seen an Origin ad.) At the time I was rather shocked. At the time, I wasn't sure how to respond to such a charge. Clearly I didn't agree. We founded Origin in my parents' garage, but quickly moved to the northeast for a few cold years. (That is another story.) Having dropped out of college to play games for a living, living on my own for the first time, getting to the age where I began to think about my place in the world and being called the satanic perverter of America's youth, all added up to a very introspective year. Though obviously role-playing is not satanic, and combat games do not cause murders, I do think there is a connection between play habits and real life habits. All you have to do is watch small kids who hit each other after playing a combat game to see this. Role-playing is used at all ages as a teaching tool. Children role-play to learn basic social skills, teens role-play in many classes, I've even role-played tough management situations, to learn how to deal with them. Role-playing does have a powerful way of touching people. The plot lines in most RPGs are basically the same old drivel, over and over again. I call it the standard RPG plot. I think you will find it familiar: You start the game as the great hero. (You know this because you are told so in the instructions.) Your job is to kill the big evil guy. (Also, from the instructions.) You pillage and plunder everyone and everything to become strong for your final battle. (Of course the supposed bad guy is doing no evil right now, but you sure are.) When ready at last, you kill the 'bad guy' who has been sitting there peacefully waiting. Well, after 3 games of my own that retold this story, combined with all that introspection, I was ready for something more. I felt that role-playing would be even stronger in a more realistic setting. I felt that people are basically good, not merely for fear of some divine being, but because it was logical. Thus was born the modern Ultima design. I was really worried before we released Ultima IV: Quest of the Avatar, that people might think I'd gone off the philosophical deep end, but instead, it was my first best selling game. Ultimas since then have had a deep sense of ethics, which I carefully separate from morals. By my definition, Ethics are logically based, while Morals are religion based. Thus, if you object to pre-marital sex because it is against God's laws, that's Morality; if you oppose it because of the risk of unwanted pregnancies, that's an Ethic. I do not subscribe to any Morals, yet believe I am a very Ethical person. The Virtues in Ultima are Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, and Humility. A fictional collection, to be sure. A good basis for ethical behavior, yes. A good series of thoughts to use to provoke personal introspection, yes. My entire personal belief system, no. Some have asked, what I meant by Spirituality, as it often is used in a religious context. In this case I mean for it to mean the concept of introspection about one's inner values and the deeds they manifest. I do not mean one's soul or piety. I do consider myself a very spiritual person. However, to this day, I still get the occasional 'Die heathen' or 'Satan worshipper' note. I quickly learned that I could not appease the religious right since I am not religious, and do not share their editorial approach to fiction in general. It has been interesting to note the various lines people draw as to how much is too much. Some say playing an RPG is bad enough, some say just don't pretend to do magic, some say just avoid Pentagrams and similar symbols. Me, I have no line. Worse yet, I seem to have developed a bit of a sadistic retaliation streak in response to their attacks. Most people who would be offended by role-playing are not generally buying role-playing games. So, if I poke fun at these people, whom I feel to be closed minded, within the game, well.... Years ago I started playing with the edge of good taste. I put a 666 on my office door, my car, my phone extension and other places. I don't actually believe in any of it, but it is interesting to watch other people's reactions. Ultima is full of stories with a mythical theme and often shares a sense of parable that is found in places like the Old Testament. I am told that Ultima Parables are very much like parables found in other cultures. (As I am an unread, illiterate bum, I wouldn't know first hand.) With this in mind I am very happy with the positive undercurrent that exists in Ultimas. But don't get me wrong ... I love lots of games that have far less lofty inclinations. It has been interesting to test the limits of peoples' comfort zones down through the years. Over time I have grown to believe that testing peoples' comfort zones makes them think about their closely held beliefs. I think this is always a good thing, as I think no one should believe anything dogmatically, especially if their reason for a belief is how they were raised which is where most people gain such beliefs. Let me share some of the stories of testing the comfort zone down through the years, at first inadvertently, later by design. When Origin was founded in 1982, I finally had control over all aspects of the game including the manuals. I had always dreamed of creating an experience that felt real from the moment you opened the box. For the magic books, I wanted them to feel real, so I went to the bookstore and bought a bunch of 'real' magic books. Boy, what a disappointment. I hoped for books, which read like arcane yet meaningful tomes, yet what I found was a bunch of boring text that was not very inspirational. So, I decided I could do better myself. I wrote spells that felt as real as I could imagine them. I created reagents, language and symbolism that to me felt real. We even put the most powerful spells behind a sealed tab, which read, 'open only when you are ready, for powerful evil can befall the weak.' I had a spell where you had to prick your finger and add a few drops of your own blood to the potion. This was my first line crossing. My family members, (who were my business partners,) were afraid that children would actually try this at home, so they made me cut it out. Then when we went to print these manuals, some local print shops wouldn't print them, as they thought they were satanic. Then a few years after the release of U3 we got an angry letter from a Rabbi, who said that we had included a graphic which was the never-to-be-written-name of God. (As I thumb through the book now, I can't tell which symbol that was.) The next time I discovered a comfort zone was during U4. While creating dungeon rooms, 256 of them, it was hard to continually think of compelling new spaces. All I had to work with was furniture, monsters, treasure and the ability to use something and change out a few tiles in response. So, any thing that seemed clever gave me much satisfaction. So, I did orc rooms, wizard chambers, torture chambers, then a few that I was fairly proud of. For example a room near the end of the game, where I put 1 of each of the 8 player types, knowing that the player would also have these 8 in his/her party. Thus the player might wonder what to do, fight or flee. (Don't forget this game was about proving yourself to be an Avatar, so be good!) One of the next I thought of was a room with cages full of children and a lever in the middle. If you pulled the lever, the children were released. The children were, of course, monsters and thus would attack you. As you were the Avatar I knew this would cause a dilemma as to how to handle the situation, as the players knew that their deeds were often recorded by the game. I was quite happy having thought of some rooms I hoped would spark mental quandary. Well, one day, my brother, (the GM of Origin), called me into his office. It seemed that a play tester had written him a letter stating that he refused to work for a company that so clearly supported child abuse, and demanded I remove the room full of monster children. Amazingly, my brother agreed with him! Even my parents got involved in the debate and cautioned me against this room's inclusion for fear of media and public outcry and pleaded with me to remove it. I argued that this was exactly the kind of provocation I was going for and was set in my belief that it should stay. Besides, I argued, you could put them to sleep, you could charm them, and there were many ways to avoid having to kill or hurt the children. The room stayed in. No one had a problem with it. But ever since then Ultimas have had an event involving killing children. More recently, there was the fiery pentagram on the front of U8. That caused quite a stir. Some stores wouldn't carry it. Some stores' ads had the center removed. Numerous players called foul. To me classical imagery provokes thoughts and meaning that have value to the realistic feel that I want Ultima to have. So, they stay. Over 10 years ago, I created an artifact in one of the museums in Britannia. It was merely skeleton, the same as was used when a creature died. I labelled this one, "The Bones of Zog" and included an explanation to the effect that Zog was an ancient Britannian who had cast the armageddon spell and wiped out all life on the planet at that time. More recently, The UO Live team was looking for a good name for a new doomsday cult in UO, so they called them Zog. Well, sometime between these uses, some dumb obscure anti-Semitic group has called themselves something like the Zionist Occupation Group. So when we used our zog, some people protested loudly. Unfortunately, I was out of town at the time. Origin changed 'zog' to the 'FOA', Followers of Armageddon. I would not have made this decision, as our game had nothing to do with a few peoples' sensitivities over an obscure unrelated cult. On the other hand, we have had some real incursions of hate groups into our virtual world. They are not welcome. They have, and will always be, banned upon identification. Our virtual worlds should, just as our real world should, have no tolerance for these close minded people. Just as I will not have the religious extremes effect our art, nor will we let these extremists do so, either. Both are closed minded groups and do not share the spirit of Ultimas, which is the path of constant learning, constant thinking, challenging yourself, and challenging your own beliefs. I hope this sheds some light on the hows and whys certain things are included and excluded from Ultimas. I have a friend who was telling a client about Heather's and my travels to the Antarctic and the Titanic. This woman expressed her concern that clearly we were still searching for the meaning of life, that could only be found in God. Which reminded me of a bumper sticker I had made in High School in response to all the "I Found it" stickers that were popular at the time. Mine read, "I'm not even looking for it!" Really though, to me life is a grand adventure, and I hope we are building grand adventures for you. Some people do get it. I am reminded of a letter I received after U4. A woman wrote me after she and her daughter played the game. She was pleased to see how her daughter saw direct cause and effect of good and bad deeds without having to make those mistakes in the real world. She felt that her daughter had truly learned and grown through the experience. Ultima IV was a highlight for me. I hope the work we are putting into Ultima IX: Ascension will have similar depth and impact. Well, that seems to be more than enough for one letter. Now its time to think about my new castle. Today, Halloween, we broke ground. Its address will be 13 Rue De La Morte (Road of the Dead); it overlooks Dead Monkey Cove. Happy Halloween! - Richard Garriott a.k.a. Lord British - o -