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Richard Garriott

Also Known As

  • Lord British
  • Richard A. Garriott
  • Richard Allen Garriott

Game Credits

Business

City of Heroes (Deluxe Edition) (2005)   (Management)
City of Villains (2005)   (Executive Management)
Lineage II: The Chaotic Chronicle (2004)   (Executive Producer)
 

Production

Richard Garriott's Tabula Rasa (2007)   (Executive Producer)
Ultima Collection (1997)   (Producer)
Ultima Online (1997)   (Producer)
BioForge (1995)   (Executive Producer)
Pagan: Ultima VIII (1994)   (Producer)
Ultima Underworld: The Stygian Abyss (1992)   (Creative Producer)
Ultima VII: Forge of Virtue (1992)   (Producer)
Ultima VII: The Black Gate (1992)   (Producer)
Ultima VI: The False Prophet (1990)   (Producer)
Worlds of Ultima: The Savage Empire (1990)   (Executive Producer)
Ultima V: Warriors of Destiny (1988)   (Produced by)
Ultima IV: Quest of the Avatar (1985)   (Project Leader)
Exodus: Ultima III (1983)   (Project Leader)
 

Design

Richard Garriott's Tabula Rasa (2007)   (Creative Director)
Ultima IX: Ascension (1999)   (Director)
Ultima Online: The Second Age (1998)   (Executive Designer)
Ultima: Runes of Virtue II (1993)   (Creative Director)
Ultima VII: Part Two - Serpent Isle (1993)   (Director)
Ultima VII: Part Two - The Silver Seed (1993)   (Creative Director)
Ultima Underworld: The Stygian Abyss (1992)   (Creative Director)
Ultima VII: The Black Gate (1992)   (Director)
Ultima: Runes of Virtue (1991)   (Creative Director)
Ultima: Worlds of Adventure 2 - Martian Dreams (1991)   (Creative Director)
Ultima VI: The False Prophet (1990)  
Omega (1989)   (Cybertank Command Language Engineers)
Times of Lore (1988)   (Additional ideas)
Ultima V: Warriors of Destiny (1988)   (Designed by)
Ultima I: The First Age of Darkness (1986)   (Original version by)
Ultima IV: Quest of the Avatar (1985)   (Original by)
Exodus: Ultima III (1983)   (Designed by)
Ultima II: The Revenge of the Enchantress... (1982)   (Original game by)
Ultima (1981)   (Original Concept)
Akalabeth: World of Doom (1980)   (Game Designer )
 

Programming/Engineering

Ultima Collection (1997)   (Written by)
Ultima V: Warriors of Destiny (1988)   (Programming)
Ultima I: The First Age of Darkness (1986)   (Programmers)
Autoduel (1985)   (C64 version by)
Exodus: Ultima III (1983)   (By)
Ultima II: The Revenge of the Enchantress... (1982)   (Programming)
Ultima (1981)   (Programming)
Akalabeth: World of Doom (1980)   (Programmer)
 

Writers

Ultima VI: The False Prophet (1990)   (Writing)
Ultima V: Warriors of Destiny (1988)   (Writers)
Autoduel (1985)   (Writing )
 

Art/Graphics

Ring Quest (1985)   (Graphics Editing)
Ultima (1981)   (Graphics)
Akalabeth: World of Doom (1980)   (Game Art )
 

Video/Cinematics

The Need for Speed (1994)   (Special Thanks)
 

Audio

Ultima VII: Part Two - Serpent Isle (1993)   (Acting / Voiceovers)
Ultima VII: Part Two - The Silver Seed (1993)   (Lord British)
Ultima Underworld: The Stygian Abyss (1992)   (Acting / Voiceovers)
Ultima VI: The False Prophet (1990)   (Sound)
 

Quality Assurance

Ultima V: Warriors of Destiny (1988)   (Playtesting)
Ultima IV: Quest of the Avatar (1985)   (Playtesting)
Exodus: Ultima III (1983)   (Playtesters)
 

Creative Services

Ultima VII: Forge of Virtue (1992)   (Creative Assistance)
Ultima V: Warriors of Destiny (1988)   (Manual written by)
 

Support

Times of Lore (1988)   (Additional Ideas)
Ogre (1986)   (making a general nuisance of himself (creative suggestions))
 

Thanks

EverQuest: The Ruins of Kunark (2000)   (The EverQuest team would like to thank (in no particular order))
The Need for Speed: Special Edition (1996)   (Special Thanks)
Crusader: No Remorse (1995)   (Special Thanks To)
Exile: Escape from the Pit (1995)   (Special Thanks)
Exile II: Crystal Souls (1995)   (Special Thanks To)
The Need for Speed (1994)   (Special Thanks To)
Realms of Arkania: Star Trail (1994)   (Greetings to)
Knights of Legend (1989)   (Thanks To)
Times of Lore (1988)   (Special Thanks To)
2400 A.D. (1987)   (Special Thanks To)
Moebius: The Orb of Celestial Harmony (1985)   (Acknowledgements)
Questron (1984)   (Game structure and style used under license from)
Exodus: Ultima III (1983)   (Special Thanks for a great deal of uneducated editing to)
 

Other

Auto Assault (2006)   (NCSoft North America Founder)
 

Companies

Ultima I: The First Age of Darkness (1986)   (Copyright 1986 by)
 


Developer Biography

Richard “Lord British” Garriott is one of the most famous game designers of all time. Founder of the renowned software company ORIGIN Systems, Inc. and creator of the Ultima series of role-playing games, he has greatly contributed to the development of the gaming business.

Apart from his fame as a veteran designer, Garriott is known for some eccentric notions. He has participated in trips to Antarctica and to the bottom of the sea in a research submarine. He owns a collection of odd objects, from antique weapons to an original moon buggy -- which is probably not that surprising if you consider that his father was an astronaut. His Haunted-House Halloween parties were legendary: Every two years, Garriott invited a throng of guests to his former house in Austin, Texas, which had nice architectural features like secret doors and a dungeon. Visitors were welcomed by the host with the phrase “Your time has come!” and led on a creepy tour through the specially prepared mansion. In the late 90s, Garriott decided that his home was too small, and had a castle build on a 25,000 square foot estate. The building is located near a cliff and features a moat, dungeons and a secret underground passage to the foot of the rock. The costs are rumored to have been about 25 million dollars.

Richard Garriott on his famous nickname, “Lord British”:

“I’ve got this name since my high-school days. Some older students were giving nicknames to the younger ones. I was called Lord British because they claimed that I had a British accent.”

Garriott’s biographical milestones:

1979
Garriott starts his career as a programmer in the age of 19. In his spare time, he creates a role-playing game called Akalabeth for the Apple II. In an interview, he comments on his first game as follows:

“It really is Ultima 0. Literally, if I go into a dungeon, the exact same code is used in Ultima I. The only thing we added was the bitmapped graphics for the outdoor areas. I created Akalabeth for me, in the summer after my senior year in high school when I was working at a ComputerLand store. The owner convinced me to self-publish the game, so I went out and produced 200 ziplock bags, coversheets and printed manuals. None of these have disks because they were expensive, and I'd only copy them when I needed them. I created 16 of them, and sold 15 in the store. Then a publisher in California got hold of it and purchased the publishing rights.”

The publisher is called California Pacific, and it sells 30,000 units of Akalabeth. This is a remarkable result, taking into account that many a modern game doesn’t reach that mark.

1980
The first episode of the most popular role-playing saga in gaming history is born: Ultima I.

1982
Garriott gets Sierra to publish Ultima 2: Revenge of the Enchantress, but is dissatisfied with the cooperation. He leaves Sierra and founds his own software company, ORIGIN Systems, Inc., together with his brother Robert Garriott in Austin, Texas.

1983
The first game to be published under the ORIGIN Systems, Inc. label is Ultima III: Exodus.

1985
Ultima IV: Quest of the Avatar marks a major change in Richard Garriott’s design philosophy. The fourth installment of the series introduces the eight virtues and the Avatar, a role-model hero that has to stand tests of morality. Read an extensive comment on this unique concept by Garriott in the trivia section of the game entry.

1987 to 1991
In 1987, ORIGIN Systems, Inc. releases an updated remake of Ultima I for the PC. The series continues in 1988 with Ultima V: Warriors of Destiny. In 1990, Ultima VI: The False Prophet introduces a new, slightly isometric perspective. This engine is the basis for two role-playing games set in the “Worlds of Ultima”: Savage Empire (1990) and Martian Dreams (1991).

1992
Garriott resumes work on his saga and publishes Ultima VII, which is split in two separate games: The Black Gate (1992) and Serpent Isle (1993).

1994
Ultima VIII: Pagan is finished. Due to the lack of depth and some action sequences, fans criticize the game as a “jump-and-run Ultima”.

1997
Garriott pauses the work on Ultima IX to help create Ultima Online, the most successful commercial on-line role-playing game.

1999
After almost five years of development, Ultima IX: Ascension is finally published. The process of creation was tedious, the result controversial; read more about it in the trivia section of the game entry.

2000
In March 2000, Garriott leaves ORIGIN Systems, Inc.. When the management decides to suspend his costly secret project “X”, the company’s founder and ex-owner takes his leave to pursue his own interests. In April 2000, Garriott founds Destination Games, Inc. with his brother and Starr Long

2001
At E³, on May 17, 2001, Richard Garriott announced a partnership making Destination the United States headquarters of South Korean MMORPG giant NCsoft. The studio is renamed to NCsoft Austin, where Richard worked as the Executive Producer until November 2008. Under his guidance the MMORPG Tabula Rasa was launched.

Last updated: Sep 22, 2010