Kicked Out of the Club
Richard Allen Garriott was born on July 4, 1961, in Cambridge, England, to American parents, Helen and Owen Garriott. He grew up in Nassau Bay, Texas, next to NASA's Johnson Space Center in Houston. In 1965 NASA selected his father, a physicist, as one of its first scientist-astronauts, and Richard spent his childhood in a neighborhood where astronauts were the neighbors.
He assumed he would go to space too. In his telling, it was simply what grown-ups in his world did. Then, in 1974, when he was thirteen, a NASA doctor told him that because he now needed glasses, he would not be eligible to become a NASA astronaut. Garriott wrote about the moment decades later in an essay for NBC News.
I was crushed. I had just been kicked out of the club that I felt everyone else was a member of.
— Richard Garriott, NBC News, 2017
He has described what came next as a plan formed after he got over the disappointment: if he could not go by NASA's rules, he would have to find his own way to space. At thirteen, there was nothing practical he could do about it. But the goal stayed with him, and much of what he built over the next thirty years would eventually be spent getting there.
In the meantime he found another world to explore. Garriott discovered The Lord of the Rings and Dungeons & Dragons, and in 1975, as a freshman at Clear Creek High School, he got his first real exposure to computers, through a teletype terminal. The school offered one semester of BASIC. Garriott wanted more, so he persuaded the school to let him design his own self-directed programming course. He used it to write fantasy role-playing games on the teletype, which printed each move on a roll of paper. The programs were stored on spools of punched paper tape, and a game unfolded as a continuous printout, with the terminal retyping the view after every move. He numbered them D&D1, D&D2 and so on, and later estimated he wrote twenty-eight of them during high school. The practice mattered more than any single game. By the time affordable personal computers arrived, he had spent years learning how to turn a tabletop campaign into rules a machine could run.
His friends in the local Dungeons & Dragons scene gave him a nickname. Because he had been born in England, they called him British. He would wear the name for the rest of his career.
By the Numbers
Games, Orbit and the Deep
$150,000Royalties from Akalabeth, at $5 a copy, while Garriott was a teenager
1983Year the Garriott family founded Origin Systems in a Houston garage
$35MValue of the stock deal when Electronic Arts acquired Origin in 1992
100,000Paying Ultima Online subscribers reported by Origin in December 1998
12 daysLength of his 2008 flight, mostly aboard the International Space Station
$28MJury award in his 2010 lawsuit against NCsoft
$1.92MRaised on Kickstarter for Shroud of the Avatar in 2013
Twelve Copies on a Pegboard
In the summer of 1979, after his senior year, Garriott took a job at a ComputerLand store in Clear Lake City, near the space center. It was there that he first saw an Apple II. Unlike the teletype, it had a screen and color graphics, and he started working out how to draw a dungeon in first-person perspective. His mother, an artist, helped him with the geometry of perspective. The result was a rewrite of his latest teletype game with wireframe corridors that seemed to recede into the distance. He called it Akalabeth: World of Doom.
He had written it for fun. The store's owner thought it was better than the software he was selling and told Garriott he should publish it. So Garriott spent about two hundred dollars, which he has said was close to everything he had, on packaging.
I spent $200 on Ziploc bags, Xeroxed cover sheets and these printed decals to make the disks.
— Richard Garriott, WIRED, 2013
He assembled the kits at the store and hung them on a pegboard, selling them for $19.95 each. Over the following weeks he sold a dozen. Then one copy made its way to California Pacific Computer Company, one of the early national software publishers. Within days, Garriott has recalled, the company called with an offer. California Pacific put the game in a larger bag, raised the price to $34.95 and distributed it nationally. It sold around 30,000 copies, by Garriott's figures, and paid him five dollars on each one.
The $150,000 he earned was more than his father made as an astronaut. More to the point, it showed him that the games he had been writing for his friends could be a business. He has said that the success made him think that if a game he never meant to publish could do that well, a game designed from the start for the public could do much better.
Time Bandits and a Cloth Map
That fall Garriott enrolled at the University of Texas at Austin. He joined the fencing team and the Society for Creative Anachronism, the medieval re-enactment group, and he kept writing games. The next one was Ultima, which he built with a friend, Ken Arnold, and which California Pacific published in 1981. It took the first-person dungeons of Akalabeth and added an overhead view of a larger world with towns, castles and, oddly for a fantasy game, a stretch of space travel. The series name would follow him for the next two decades.
California Pacific soon went out of business, and Garriott went looking for a new publisher for the sequel. He had two demands. The first was a high royalty. The second came from the movie Time Bandits, which he and his friends went to see again and again, trying to sketch the map of time portals that the characters carry. Ultima II would include time travel, and Garriott wanted a printed cloth map to go in the box. Several publishers balked. Sierra On-Line, run by Ken and Roberta Williams, agreed to both, and it released Ultima II in 1982.
The relationship soured quickly. Garriott's contract allowed Sierra to port the game to other computers, such as the IBM PC, and to pay him a much lower royalty on versions he did not program himself. Garriott had not paid close attention to that clause. When Sierra exercised it, he felt cheated, even though the company was within the terms he had signed. He decided he would not depend on an outside publisher again.
A Garage in Houston
In March 1983 Garriott founded Origin Systems with his older brother Robert, their father Owen and Chuck Bueche, a friend from high school who had worked on an Ultima port. Robert handled finances and operations. Richard handled the games. The family put in the startup money, and the company set up in the Garriotts' garage in Houston.
Origin did its own manufacturing. Garriott later described a bank of machines in the garage that copied disks, and evenings spent folding boxes, hand-packing them and running them through a shrink-wrap machine that he kept long afterward as a memento. The extra work meant more control over quality and, above all, no publisher standing between Garriott and his royalties.
Origin's first release under the Ultima name, Ultima III: Exodus, came out in 1983. It added a party of characters and more tactical combat, and it sold well enough to establish the company. Because Origin made games for home computers rather than game consoles, it came through the 1983 crash that devastated much of the console business. Development later moved to Austin, while Robert ran the business side from New England for several years before the company consolidated in Texas.
Garriott also leaned into the persona his friends had given him. At trade shows he appeared as Lord British, in the costume he wore for the Society for Creative Anachronism. Lord British was also the ruler of the Ultima world, a character players could meet in his castle. That turned out to cause a problem.
Quest of the Avatar
By the mid-1980s, Garriott was reading a steady stream of letters from players, and he noticed a pattern. People said how much they loved the games, then filled pages with critiques. In an interview with Kotaku in 2018, he explained what bothered him. Players loved to kill the townspeople, rob the shops and, especially, murder his own character, Lord British, to gain experience faster. He realized that in all three Ultimas he had built games where the most efficient way to win was to behave badly.
He decided to change that. Ultima IV: Quest of the Avatar, released in 1985, had no single evil wizard to defeat. The goal was to become a moral exemplar by mastering eight virtues, including honesty, compassion, valor and humility, and the game tracked how the player behaved. Stealing from a blind shopkeeper, fleeing from weak monsters that would then prey on villagers, or boasting about your deeds all counted against you.
I set out to explore the best real moral codes I could find and began a long and deep era of personal research in philosophy and game design that manifested in Ultima IV.
— Richard Garriott, Kotaku, 2018
The game also introduced an idea that became part of the vocabulary of computing. Garriott wanted players to be judged for their own choices, not for the choices of some invented barbarian or evil wizard they were role-playing. So the character was meant to be the player's own self, manifested in the game world. He borrowed a term from Hinduism for a deity's appearance on Earth in physical form and called the player's character the Avatar. Ultima IV is widely credited as the first game to use "avatar" in that sense.
The game was not universally smooth to make. In a book by the historian David L. Craddock, Garriott recalled an argument with his brother over a scene in the final dungeon that one tester found so objectionable that the tester threatened to quit. The brothers took the dispute to their parents, who split. But Ultima IV became one of the most admired role-playing games of its era, and it established the series' identity as games with a moral argument.
We Create Worlds
Through the late 1980s and early 1990s, Origin grew into one of the most ambitious studios in the industry, eventually adopting the slogan "We Create Worlds." Garriott oversaw Ultima V in 1988 and Ultima VI in 1990, and the company expanded its line with games by other designers. The biggest was Wing Commander, a 1990 space-combat game by Chris Roberts that became a major hit and, according to the historian Jimmy Maher, accounted for most of Origin's profits in 1991.
The ambition was expensive. Origin's games pushed the limits of the personal computers of the day, and Ultima VII: The Black Gate, released in 1992, was plagued by bugs and demanding hardware requirements despite its critical reputation. The company needed capital to keep up with rising development costs and the shift to new technology.
In September 1992 Origin agreed to be acquired by
Electronic Arts in a stock deal worth about $35 million. Origin, with around $13 million in annual revenue, said it had considered going public instead. As part of the deal, according to Maher's account, Garriott signed over his personal copyrights to the Ultima franchise, and he became an EA vice president. The decision would shape the rest of his career in games. From then on, the world he had invented belonged to someone else.
The Death of Lord British
Garriott's next big idea was to put thousands of players into the same fantasy world at once. Online role-playing games already existed, most of them text-based MUDs, with a few graphical ones that supported a few hundred players. Garriott wanted something much larger, a persistent Ultima world where players could live alternate lives. The project became Ultima Online, produced by Garriott with Starr Long as director and Raph Koster as lead designer.
During development, the team needed a term to explain how it differed from both single-player role-playing games and existing MUDs. Garriott has said they decided "massively" was the key, and they began calling it a massively multiplayer online role-playing game. The abbreviation MMORPG stuck, and Garriott is generally credited with coining it.
The beta test produced the game's most famous story. On August 9, 1997, Lord British appeared before a crowd of players during a stress test. A player known as Rainz cast a fire field spell at him. Lord British was supposed to be invulnerable, but a server crash had reset the setting, and Garriott had not switched it back on. He stepped into the flames, assuming they could not hurt him, and died. Garriott later told the writer Morgan Ramsay that, in the confusion, staff unable to identify the culprit decided to kill everyone watching. Rainz's account was later banned, officially for earlier exploits rather than the killing.
Ultima Online launched on September 24, 1997, with a boxed copy costing $64.95 and a monthly subscription. The launch was rough, with lag, rampant player killing and bugs. But the game found an audience far beyond what Origin had projected. By early December 1997, the Austin Business Journal reported, it had more than 70,000 registered users, each of whom had bought the game at retail, already beating the previous sales record for an internet-only game. Origin said a shipment of 5,000 copies in Japan had sold out in fifteen minutes. In December 1998 Origin reported 100,000 paying subscribers, and Ultima Online helped set the template for later games such as EverQuest and World of Warcraft.
Leaving Origin
The success of Ultima Online did not make Garriott's relationship with EA any easier. In 1999 and 2000, EA canceled Origin's new development projects, including a planned Ultima Online 2, and shifted the studio's focus. Ultima IX: Ascension, the final main game in the series, came out in 1999 to a poor reception. Garriott resigned, and in April 2000 he founded Destination Games with his brother Robert and Starr Long.
Once his non-compete agreement with EA expired, Destination partnered with NCsoft, the South Korean company behind the hugely popular online game Lineage, and NCsoft bought the company. Garriott became a senior figure at NCsoft's American operation in Austin, with executive producer credits on titles including City of Heroes. His own project was Tabula Rasa, a science-fiction online game that spent years in development. It launched in November 2007 to lukewarm reviews and technical problems, and it never attracted the audience NCsoft wanted.
Buying the Door to Orbit
All along, Garriott had been putting money into space. In the late 1990s he became one of the first investors in Space Adventures, a company founded in 1998 by Eric Anderson to sell spaceflight to private citizens. In an interview with The Space Review, Garriott described how it happened. NASA refused to discuss flying a private passenger, but the Russians said it would cost hundreds of thousands of dollars just to study the idea. Garriott, flush from the sale of Origin, paid for the study. The Russians came back with a price of about $20 million for a flight.
Garriott intended to be the first customer. Then the dot-com crash hit his wealth, and he could no longer afford the seat. Because he had paid to open the door, Space Adventures looked for someone else, and in April 2001 Dennis Tito became the first person to pay his own way to the International Space Station. Garriott stayed involved as a major shareholder and vice chairman of the company.
By 2007 he had rebuilt his finances. On September 28 of that year, Space Adventures announced that Garriott would fly to the space station in October 2008, at a reported cost of about $30 million. He spent a year training in Russia. On October 12, 2008, he launched from Baikonur aboard Soyuz TMA-13 with NASA astronaut Mike Fincke and cosmonaut Yuri Lonchakov. His father, then seventy-seven, watched the launch.
In orbit Garriott worked through a long list of experiments. Some were for NASA: by his account he was the first person to fly after vision-correction surgery, so the agency studied how his eyes responded to weightlessness. Others were commercial, including protein crystal growth work. He photographed Earth to compare with images his father had taken from Skylab in 1973, talked with schoolchildren by ham radio, and shot a short science-fiction film, Apogee of Fear, written by the novelist Tracy Hickman. It is regarded as the first fictional film shot entirely in space. He landed in Kazakhstan on October 24, becoming the first American whose parent had also been to space.
One item he carried stayed secret for twelve years. Garriott had taken a small laminated card holding a portion of the ashes of James Doohan, the actor who played Scotty on Star Trek, and hid it beneath a floor panel in the station's Columbus module. Doohan's son revealed the story on Christmas Day 2020, by which point the ashes had circled the Earth tens of thousands of times. Garriott also placed a geocache aboard the station, and a documentary about his training and flight, Man on a Mission: Richard Garriott's Road to the Stars, followed in 2010.
Fired in Quarantine
The trip had a sequel on the ground. While Garriott was in post-flight quarantine, NCsoft told him that his time with the company was over. The company was reorganizing its North American operations and planned to shut down Tabula Rasa. According to the federal appeals court that later reviewed the case, Garriott objected and asked whether the decision could be appealed, and was told it could not. NCsoft then sent him a statement for fans saying he was leaving to pursue other interests, which he reviewed and signed. The servers for Tabula Rasa went dark on February 28, 2009.
The wording mattered. Garriott's stock options, granted when NCsoft bought Destination Games, would remain valid until 2011 if he was terminated but would expire within ninety days if he left voluntarily. Treated as a resignation, he had to exercise his options in a depressed market. He sued in federal court in Austin. In July 2010, after a trial lasting three and a half days, a jury found that NCsoft had terminated him and awarded him $28 million. "The facts were clear that my departure from NCsoft was not voluntary," he said in a statement. In October 2011 the US Court of Appeals for the Fifth Circuit upheld the verdict.
Shroud of the Avatar
In 2009 Garriott founded a new company, Portalarium, which eventually returned to the kind of fantasy role-playing game he was known for. Because EA still owned Ultima, the new project could not use the name. Garriott said that if the rights had been available, it could have been Ultima Online 2. Instead it became Shroud of the Avatar: Forsaken Virtues, billed as a spiritual successor.
Portalarium turned to crowdfunding. On March 8, 2013, it launched a Kickstarter campaign with a goal of $1 million, which it reached in ten days. When the campaign closed on April 7, 22,322 backers had pledged $1,919,275, and the company kept taking pledges through its own website. It also sold virtual land and items to fund development, and Tracy Hickman again contributed to the story.
The game spent years in early access and was fully released in March 2018. Critics gave it mixed reviews. Garriott stepped back from his role that year. In October 2019 the rights to Shroud of the Avatar were sold to Catnip Games, a company owned by Portalarium's chief executive, Chris Spears, and Garriott ended his involvement. In 2022 he announced a new online fantasy game, Iron and Magic, built with blockchain technology, though reports the following year said its public presence had largely gone quiet.
Pole to Pole, Space to Deep
By then the games industry had formally recognized his first career. In 2006 he was inducted into the Academy of Interactive Arts and Sciences Hall of Fame and received the Game Developers Choice Lifetime Achievement Award.
His appetite for exploration extended well beyond orbit. In December 1993 he paid $68,500 at a Sotheby's auction in New York for the Soviet Luna 21 lander and the Lunokhod 2 rover it had carried, both still sitting on the Moon. The rover carries a reflector that scientists have used to bounce lasers off the lunar surface to measure the distance between Earth and the Moon, and Garriott has argued that, while treaties bar governments from claiming territory on other worlds, private owners of hardware there may have rights of their own. He has traveled to both the North and South Poles and visited the wreck of the Titanic. In 2017 he published a memoir written with David Fisher, Explore/Create, whose title sums up the two halves of his life.
In January 2021 he was elected president of The Explorers Club, the New York society founded in 1904. A few weeks later, on March 1, 2021, he dove to Challenger Deep in the Mariana Trench, the deepest known point in the ocean, aboard the submersible Limiting Factor, piloted by the explorer Victor Vescovo. The descent took about four hours. With it he became, according to Vescovo's company, Caladan Oceanic, the first person to have been to space, both poles and the bottom of the Challenger Deep. Before the dive, he told Space.com that he knew how arbitrary such records were.
Not that you have to agree that any of that matters, which of course, fundamentally, it doesn't really, but it's kind of fun.
— Richard Garriott, Space.com, 2021
On the ocean floor he did what he had done on the space station: he left a geocache and recorded a short film. The habits connect. The teenager who wrote twenty-eight games on a teletype, the designer who built Britannia, and the private astronaut who paid to open the route to orbit have been doing the same thing all along. He builds worlds when he can, and when he cannot, he goes and finds new ones.