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Companies & Studios

Origin Systems

We create worlds

Origin Systems created Ultima and Wing Commander, pioneering story-driven games before Electronic Arts acquired and eventually shuttered the studio.

C64Amiga developerspublishers 1983–2004

Overview

“We create worlds”—Origin’s motto was earned. Richard Garriott’s Ultima series defined computer RPGs. Wing Commander brought cinematic production to space combat. The company pushed storytelling, world-building, and production values. Then EA bought them, and the worlds stopped.

Fast facts

  • Founded: 1983 in Austin, Texas.
  • Founder: Richard Garriott (Lord British).
  • Slogan: “We create worlds.”
  • EA acquisition: 1992.
  • Closed: 2004.
  • Notable games: Ultima series, Wing Commander series, Ultima Online.

Ultima’s legacy

Richard Garriott’s RPG series evolved over decades:

  • Early entries: Pioneered open-world exploration.
  • Ultima IV (1985): Ethical choices, virtue system—revolutionary.
  • Ultima VII (1992): Living world simulation, peak of the series.
  • Ultima Online (1997): Pioneered massively multiplayer RPGs.

Each game expanded what RPGs could be.

Wing Commander phenomenon

1990’s space opera:

  • Cinematic cutscenes, branching narratives.
  • Full voice acting in later entries (Mark Hamill, Malcolm McDowell).
  • Production values matching Hollywood ambitions.
  • Sold millions, spawned sequels and a film.

EA acquisition

1992’s buyout brought resources and constraints:

  • More money for production.
  • More pressure for returns.
  • Creative freedom gradually eroded.
  • Ultima VIII and IX disappointed fans.

Ultima Online revolution

1997’s MMO pioneered a genre:

  • Persistent online world.
  • Player economy, housing, guilds.
  • Problems (griefing, exploits) that every MMO would face.
  • Proved the model could work at scale.

Closure

EA shuttered Origin in 2004:

  • Ultima X cancelled.
  • Staff dispersed.
  • Properties remained with EA, largely dormant.
  • Richard Garriott had already departed.

Legacy

Origin proved games could be more than entertainment—they could be worlds with history, ethics, and consequence. Their ambitions exceeded what the industry could sustain, but they showed what to aim for.

See also