Ultima IV's Success With Narrative Through Gameplay

Gamasutra's Radek Koncewicz has kicked up an interesting blog entry that praises the way Ultima IV: Quest of the Avatar managed to convey its narrative through gameplay, or more specifically, through it's robust-for-the-time virtue system. As someone who played many of the RPG titles that were released in 1985 back-to-back with one another, I can attest to the fact that U4's delivery of its story was very impressive in comparison to anything else available on the market:
It's not an overly complex story, and its scant plot-points are almost entirely non-linear, but the narrative is closely coupled with the gameplay. UIV achieves this through various design choices.

First, the game gives a concrete role for the player to embody. It's all fine and good to "roll" a teetotaler, pyromaniac dwarf, but it's not nearly as much fun if this persona is restricted to the player's imagination. Becoming the Avatar is UIV's sole objective, so the entire gameworld naturally revolves around the player's ability to fill the Avatar's shoes. In addition, this is a perpetual task that encourages the player to stay in-character throughout the experience.

Secondly, UIV grafts virtue-fulfillment entirely onto existing systems. This makes the learning curve less harsh and presents interesting handicaps for familiar gameplay, e.g., avoiding hostile wildlife might not yield immediate rewards, but it aids in gradually achieving the larger goal of Avatar-hood. Since these systems are also granular, they encompass numerous ways in which the virtue scores can be affected.

Furthermore, the approach greatly reduces implementation costs. Every virtue-altering instance is not a custom, one-time cutscene, but rather an action that's optional and repeatable. In turn, the player can actively participate in the story by partially steering where, when, and how the virtues are tested. Since many events in the game also impact more than one virtue, the overall progression is quite open-ended.

Finally, the virtue system allows the player to fail. Hints are still dispensed throughout the game -- and can be actively sought out -- but it's not necessary to be aware of all the rules right from the start. There's no game over screen if virtue is lost; no invisible wall, or awkward text prompt, or an automatic checkpoint reload. The event is simply recorded, and retributions can be made later down the road.