History of Western role-playing video games

This is a good article. Click here for more information.
Source: Wikipedia, the free encyclopedia.

Western role-playing video games are

Interplay Productions and Blizzard Entertainment
, was developed over a longer time period and set new standards of production quality.

Computer role-playing games (CRPGs) are once again popular. Recent titles, such as

first-person graphical projections, and single-character or multi-character parties. Subgenres include action role-playing games, roguelikes and tactical role-playing games
.

Early American computer RPGs (mid-1970s–mid-1980s)

Mainframe computers (mid-1970s–early 1980s)

Screenshot of dnd.
Simple overhead monochrome graphics of [[dnd]] on the PLATO mainframe system.

The earliest

wargames such as Chainmail (1971), and sports games such as Strat-O-Matic.[12][Note 4]

Gary Gygax [co-creator of Dungeons & Dragons] was pivotal to the development of the gaming industry, and to my own career. (...) Millions upon millions of players around the world live and play in imaginary worlds built on the back of what Gary first conceived.

Richard Garriott, following Gygax's death in 2008[6]

The popular

Linley's Dungeon Crawl (1997).[15][16][17]

The keyboard was frequently the only input supported by these games, and their graphics were simple and often

quest completion, but it is possible to see the evolution of these features during this era and that which followed.[18]

Ultima and Wizardry (early–mid-1980s)

Blades of Exile
(1997).

Although simplified for use with the console gamepad, many innovations of the early Ultimas—in particular Ultima III: Exodus (1983) by developer Richard Garriott—became standard among later RPGs in both the personal computer and console markets. These ideas included the use of tiled graphics and party-based combat, a mix of fantasy and science-fiction elements, and time travel.[6][19][Note 6] The game's written narrative was an innovative feature that allowed it to convey a larger story than was found in the minimal plots common at the time. Most games, including Garriott's own Akalabeth, focused primarily on basic gameplay mechanics like combat, and paid little attention to story and narrative.[21]

Ultima III is considered by many to have been the first modern CRPG.[19] It was originally published for the Apple II, but was ported to many other platforms and influenced the development of later titles,[22] including such console RPGs as Excalibur (1983) and Dragon Quest (1986).[23]

Garriott introduced a system of chivalry and code of conduct in

Avatar tackles such problems as fundamentalism, racism and xenophobia, and based on his or her actions is tested periodically in ways that are sometimes obvious and sometimes unseen.[6][21] This code of conduct was in part a response to the efforts among some Christian groups to mitigate the rising popularity of Dungeons & Dragons.[21] Continuing until Ultima IX: Ascension (1999), it covered a range of virtues that included compassion, justice, humility and honor. This system of morals and ethics was unique at the time, as other video games allowed players to be lauded as "heroes" by the game worlds' denizens, no matter what the player's actions had been. In Ultima IV, on the other hand, players were forced to consider the moral consequences of their actions.[21] According to Garriott, Ultima was now "more than a mere fantasy escape. It provided a world with a framework of deeper meaning[,] a level of detail[, and] diversity of interaction[,] that is rarely attempted."[6] "I thought people might completely reject this game because some folks play just to kill, kill, kill. To succeed in this game, you had to radically change the way you'd ever played a game before."[21]

The Wizardry series was created for the Apple II at roughly the same time, in 1981. Wizardry featured a 3D, first-person view, an intuitive interface, party-based combat, and pre-constructed levels that encouraged players to draw their own maps.[19] It allowed players to import characters from previous games, albeit with reduced experience levels, and introduced a moral alignment feature that limited the areas players could visit.[19] The series was extremely difficult when compared to other RPGs of the time,[24][25] possibly because they were modeled after pen-and-paper role-playing games of similar difficulty.[13] Wizardry IV (1986) in particular is considered one of the most difficult CRPGs ever created.[25] It is unique in that the player controls the villain of the first game in an attempt to escape his prison dungeon and gain freedom in the above world.[6][25] Unlike Ultima, which evolved with each installment, the Wizardry series retained and refined the same style and core mechanics over time, and improved only its graphics and level design as the years progressed.[6]

By June 1982, Temple of Apshai had sold 30,000 copies, Wizardry 24,000 copies, and Ultima 20,000.[26][27][28] Garriott even discussed collaborating with Wizardry's Andrew C. Greenberg on "the ultimate fantasy role-playing game".[29] The first Wizardry outsold (more than 200,000 copies sold in its first three years) the first Ultima and received better reviews, but over time Ultima became more popular by improving its technology and making games more friendly, while Wizardry required new players to play the first game before its first two sequels, and the very difficult Wizardry IV sold poorly.[27]

Telengard, a BASIC port of the earlier PDP-10 game DND,[30] and Dungeons of Daggorath, both released in 1982, introduced real-time gameplay.[19] Earlier dungeon crawl games had used turn-based movement, in which the enemies only moved when the adventuring party did.[31] Tunnels of Doom, produced the same year, introduced separate screens for exploration and combat.[19] Dragon Quest is most commonly claimed as the first role-playing video game produced for a console, though journalist Joe Fielder cites the earlier Dragonstomper.[32]

Golden Age (late 1980s–early 1990s)

Many early RPGs, including avatar, moria and Wizardry, used a primitive form of first-person perspective, and games like Dungeons of Daggorath and Dungeon Master also featured real-time gameplay. Pictured here is Damnation of Gods, a Dungeon Master clone.

The Might and Magic series, highly popular in the 1980s and onward, began with the 1986 release of Might and Magic Book One: The Secret of the Inner Sanctum for the Apple II. It encompasses a total of ten games, the most recent of which was released in 2014, as well as the popular turn-based strategy series Heroes of Might and Magic. The series featured a mix of complex statistics, large numbers of weapons and spells, and enormous worlds in which to play.[33] It was among the longest-lived CRPG series, alongside Ultima and Wizardry,[34] It is also notable for making race and gender an important aspect of gameplay.[6][33]

America Online
from 1991 to 1997. As in the Wizardry series, characters could be imported from one game into another.

mod scene for games such as The Elder Scrolls V: Skyrim, RPG construction kits such as Forgotten Realms: Unlimited Adventures
(FRUA) allowed users to create and share their own custom modules online. Pictured here is Dungeon Craft, a modern open source FRUA clone.

SSI had already published many RPGs based on original properties. Its "hardcore" RPG Wizard's Crown (1985) presaged the Gold Box games' design, with eight-character parties, a skill-based experience system, highly detailed combat mechanics, dozens of commands, injuries and bleeding, and strengths and weaknesses versus individual weapon classes.[38][39][28] The game did not, however, offer much in terms of role-playing or narrative beyond buying, selling and killing.[38] Wizard's Crown was followed by The Eternal Dagger in 1987, a similar game that removed some of its predecessor's more complicated elements.[39]

Interplay Productions developed a string of hits in the form of The Bard's Tale (1985) and its sequels under publisher Electronic Arts, originally for the Apple II and Commodore 64. The series became the first outside Wizardry to challenge Ultima's sales.[27] It combined colorful graphics with a clean interface and simple rules, and was one of the first CRPG series to reach a mainstream audience. It spawned a series of novels by authors such as Mercedes Lackey, something that arguably did not occur again until the release of Diablo in 1997.[6][24] The series allowed players to explore cities in detail, at a time when many games relegated them to simple menu screens with "buy"/"sell" options. A construction set released in 1991 allowed players to create their own games, and Interplay re-used the engine in its 1988 post-apocalyptic CRPG Wasteland.[24]

FTL Games' Dungeon Master (1987) for the Atari ST introduced several user-interface innovations, such as direct manipulation of objects and the environment using the mouse, and popularized mouse-driven interfaces for computer RPGs.[34] Unusually for the era, it features a real-time, first-person viewpoint, now common in first-person shooters and more recent games such as The Elder Scrolls IV: Oblivion.[40] The game's real-time combat elements were akin to Active Time Battle.[41] The game's complex magic system used runes that could be combined in specific sequences to create magical spells. These sequences were not detailed in the game manual, instead players were required to discover them through trial and error. Sequels followed in 1989 and 1993. The game's first-person, real-time mechanics were copied in SSI's "Black Box" series, from Eye of the Beholder (1990) onward.[40] Dungeon Master sold 40,000 copies in its first year of release,[42] and became the best-selling Atari ST title.[43]

Chris Roberts and released by Origin Systems in 1988, introduced the action-adventure and action role-playing game formula of console titles such as The Legend of Zelda to the American computer RPG market.[44][45] Times of Lore and Dungeon Master went on to directly inspire several later Origin Systems titles, including Bad Blood (1990),[46] Ultima VI: The False Prophet (1990)[47][48] and Ultima VII (1992).[49][50] Ultima VI made some major changes to the Ultima formula, including a constant-scale open world (replacing the unscaled overworld of earlier Ultima titles)[45] and a point & click interface.[48]

The Ultima series went on to span over a dozen titles, including the spin-off series Worlds of Ultima (1990–1991) and Ultima Underworld (1992–1993), and the multiplayer online series,

NCsoft. He was involved with a number of NCsoft's MMORPGs, including Lineage (1998) and Tabula Rasa
(2007), before his 2009 departure.

The Wizardry series' most famous titles did not appear until years after its debut,[51] and installments were published as recently as 2001. Wizardry VII (1992) has been said to possess one of the best character class systems of any CRPG.[52]

Shadows of Darkness too difficult, and so inserted a fifth game, Wages of War, into the canon and renumbered the series.[53]

Legends of Valour (1992) provided an early example of open-world, non-linear gameplay in an RPG. It was cited as an influence on The Elder Scrolls series.

Sierra's

Midkemia setting. It featured turn-based, semi-tactical combat, a skill-based experience system, and a magic system similar to that of Dungeon Master,[40] but suffered due to outdated, polygonal graphics. Feist was heavily consulted during development, and later created his own novelization based upon the game. The sequel Betrayal in Antara (1997) re-used the first game's engine but—as Sierra had lost its license for Krondor—was set in a different universe. Return to Krondor (1998) used a new game engine, but returned to Feist's setting.[33]

Lands of Lore series (1993) featured a story-based approach to RPG design. It served as a stylistic "mirror" to Japanese RPGs of the time, with brightly colored, cheerful graphics, a simple combat system borrowed from Dungeon Master, and a semi-linear story. These elements contrasted with Western RPGs' stereotype as dark, gritty and rules-centric games.[54]

Decline (mid-1990s)

There was this thought that maybe, like adventure games, RPGs were going to die out, too. [...] I wasn't the only developer that thought I'd coded myself into a corner.

Brenda Brathwaite, former Wizardry developer[6]

In the mid-1990s, developers of Western RPGs lost their ability to keep up with hardware advances; RPGs had previously been at or near the forefront of gaming technology, but the improved computer graphics and increased storage space facilitated by CD-ROM technology created expectations that developers struggled to meet.[56][57] This caused lengthy delays between releases, and closures among less popular franchises.[56] Scorpia in 1994 said that, "Nothing has come along to equal or exceed" Ultima IV ten years later. She wondered if "maybe nothing ever will. I hope that's not the case, though, because that would mean the CRPG has stagnated".[58] Computer Games later wrote that "[d]uring the now-infamous mid-nineties CRPG lull, the toughest dungeons were the bottomless pits of failed designs, and the fiercest beasts the deadly-dull CRPG releases".[59]

Increases in development budgets and team sizes meant that sequels took three or more years to be released, instead of the almost-yearly releases seen in SSI's Gold Box series.[56] The growth of development teams increased the likelihood that software bugs would appear, as code produced by programmers working in different teams was merged into a whole.[60][Note 7] A lack of technical standards among hardware manufacturers forced developers to support each manufacturer's implementation, or risk losing players.[60]

Further, competition arose from other genres. Players turned away from RPGs,

flight simulators and adventure games in favor of action-oriented titles, such as first-person shooters and real-time strategy games.[56] Later RPGs would draw influences from action genres,[56][Note 8] but would face new challenges in the form of massively multiplayer online role-playing games (MMORPGs), a late-1990s trend that may have siphoned players away from single-player RPGs.[60] They also faced competition from Japanese console RPGs, which were becoming increasingly dominant around that time,[61] for reasons such as more accessible, faster-paced action-adventure-oriented gameplay,[54][62] and a stronger emphasis on storytelling and character interactions.[63]

North American computer RPGs (late 1990s)

Diablo and action RPGs

The dark fantasy-themed RPG Diablo was released by

action RPGs".[67]

Action RPGs typically give each player real-time control of a single character. Combat and action are emphasized, while plot and character interaction are kept to a minimum, a formula referred to as "the Fight, Loot, and Level cycle".[68][69] The inclusion of any content beyond leveling up and killing enemies becomes a challenge in these "hack and slash" games, because the sheer number of items, locations and monsters makes it difficult to design an encounter that is unique and works regardless of how a character has been customized.[68] On the other hand, a game that omits technical depth can seem overly streamlined.[68] The result in either case is a repetitive experience that does not feel tailored to the player.[68]

RPGs can suffer in the area of exploration. Traditional RPGs encourage exploration of every detail of the game world, and provide for a more organic experience in which NPCs are distributed according to the internal logic of the game world or plot.[70] Action games reward players for quick movement from location to location, and tend to ensure that no obstacles occur along the way.[70] Games such as Mass Effect streamline the player's movements across the game world by indicating which NPCs can be interacted with, and by making it easier for players to find locations and shopkeepers who can exchange items for money or goods.[70][Note 10] Some of the best characteristics of RPGs can be lost when these road blocks are eliminated in the name of streamlining the player's experience.[70]

One action RPG which overcame these limitations was the FPS/RPG hybrid Deus Ex (2000), designed by Warren Spector. This cyberpunk spy thriller offered multiple solutions to problems through intricately-layered dialogue choices, a deep skill tree, and hand-crafted environments.[68] Players were challenged to act in-character through dialog choices appropriate to his or her chosen role, and by intelligent use of the surrounding environment. This produced a unique experience that was tailored to each player.[68] According to Spector, the game's dialogue choices were inspired by the console role-playing game, Suikoden (1995).[74]

Diablo was followed by the

NPD Group's top 10 PC games sales list as recently as 2010.[75] A third game, Diablo III, was announced on June 28, 2008, and released on May 15, 2012.[76][77] Examples of "Diablo clones" include Fate (2005), Sacred (2004), Torchlight (2009), Din's Curse (2011), Hellgate: London (2007) and Path of Exile (2013).[78][Note 11] Like Diablo and Rogue before them, Torchlight, Din's Curse, Hellgate: London, Fate and Path of Exile used procedural generation to create new game levels dynamically.[80][81][82][83][84]

Interplay, BioWare and Black Isle Studios

Blizzard Entertainment and Interplay Entertainment helped popularize the use of an overhead, isometric view in their CRPGs during the mid-to-late 1990s and onward. Pictured here is the open source isometric fantasy RPG Tales of Trolls & Treasures.

Interplay, now known as Interplay Entertainment and a publisher in its own right, produced several late 1990s RPG titles through two new developers,

14 Degrees East
.

BioWare's

Baldur's Gate series was no less important, being the most significant D&D series to be released since the Gold Box era.[88] The games created the most accurate and in-depth D&D simulation to date, and featured support for up to six players in cooperative mode.[89] Baldur's Gate (1998) provided an epic story with NPC followers and written dialogue that continued through both titles and two expansion packs.[6] Black Isle produced a more combat-oriented series, Icewind Dale, using the same engine soon afterwards;[90] and followed it up with 1999's Planescape: Torment. The critically acclaimed D&D title became known for its moody, artistic air and extensive writing and player choices.[6] Together, Interplay's Fallout, Planescape: Torment and Baldur's Gate series are considered by critics to be some of the finest CRPGs ever made.[12][91]

Black Isle's games during this time period often shared engines to cut down on development time and costs, and most feature an overhead

SPECIAL system introduced by Fallout.[96]

Resurgence (2000s–present)

3D graphics accelerators, real-time first- and third-person polygonal graphics became commonplace in CRPGs. Pictured here is Sintel The Game
.

The new century saw an increasing number of multi-platform releases. The move to 3D game engines, along with constant improvements in graphic quality, led to progressively more detailed and realistic game worlds.[97][98][99]

BioWare produced

d20 system with the Star Wars franchise;[61] as well as the original Jade Empire (2005), Mass Effect (2007–2012) and Dragon Age (2009–2014) series, all which were released for multiple platforms.[101][102] With the Mass Effect and the Dragon Age titles, Bioware also utilized a save import system where decisions in the earlier games impact the story in the later games.[103][104]

During the production of Fallout 2, several of Black Isle's key members left the studio to form

White Wolf's Vampire: The Masquerade. All three games received positive reviews—as well as cult followings—[106] but were criticized for shipping with numerous bugs.[105] Troika's reputation became "Great Ideas. Never Enough Testing", and by 2005 the studio was in financial trouble, no longer able to secure funding for additional titles.[105][107] Most of the developers left for other studios.[105][106]

When Black Isle closed down, several employees formed

Bethesda

Bethesda Softworks has developed RPGs since 1994, in its

sandbox gameplay, which gives the player wide choices of free-roaming activities unrelated to the game's main storyline.[6][114] The Elder Scrolls series was seen as an alternative to the "highly linear, story-based games" that dominated the computer RPG genre at the time,[114] and the series' freedom of play inspired comparisons to Grand Theft Auto III.[115][116] According to Todd Howard, "I think [Daggerfall is] one of those games that people can 'project' themselves on. It does so many things and allows [for] so many play styles that people can easily imagine what type of person they'd like to be in-game."[6]

The series' popularity exploded with the release of

micro transactions, an emerging trend among Western RPG makers.[117] Two expansion packs, Shivering Isles and Knights of the Nine, were developed, as were several smaller downloadable packages, each costing between $1–3. Oblivion's immediate successor, The Elder Scrolls V: Skyrim, was released to wide critical acclaim[118] on November 11, 2011 and remains one of the bestselling video games to date,[119] with over 30 million sold copies.[120]

Interplay's decision to scrap plans for Fallout 3 and Bethesda's subsequent acquisition of the

five "content packs" and several additional sequels and spin-offs. Fallout: New Vegas (2010), created by Obsidian Entertainment and using the same engine as Fallout 3, was released to generally favorable reviews[124][125] but would later go on to become a cult classic.[126][127] Fallout 4, released in 2015, featured improved graphics and gunplay, and for the first time in the series a "voiced" protagonist.[128] Fallout 76, released in 2018, featured online-only multiplayer modes and survival crafting mechanics.[129]

Video game consoles and "accessibility"

The Microsoft Xbox sixth-generation gaming console.

Multi-platform releases were common in the early days of RPGs, but there was a period during the 1990s when this was not generally the case.

sixth generation of home gaming consoles led many game developers to resume this practice, and some opted to develop primarily or exclusively for consoles.[99] The combination of the Xbox and DirectX technologies proved especially popular due to the two systems' architectural similarities, as well as their common set of development tools.[99][131] Multimedia and art assets, which account for a greater proportion of a game's development budget today than in the past, are also easily transferable between multiple platforms.[99]

Development for multiple platforms is profitable, but difficult. Optimizations needed for one platform architecture do not necessarily translate well to others. Legacy platforms such as the Sega Genesis and PlayStation 3 were seen as difficult to develop for compared to their competitors, and even today developers are still not yet fully comfortable with new technologies such as multi-core processors and hyper-threading.[99] Multi-platform releases are increasingly common, but not all similarities between game editions can be fully explained by game design alone. Rather, they can often be attributed to developers' lack of willingness to support all the optimizations needed to expose a single platform's full potential.[99]

There remain franchise stalwarts that exist solely on one system, however.[99] Developers for handheld and mobile systems in particular are seen as being able to get away with more since they are not forced to operate under the pressures of $20 million budgets and scrutiny from publishers' marketing departments to the same degree as other console game developers.[97] Nintendo, credited with popularizing the handheld console concept with the release of the Game Boy in 1989,[132] has recently combined its TV and handheld consoles into a single device, however.

Several major PC RPG titles have been affected by multi-platform releases, mostly due to

exclusive,[133] and did not receive a Windows version until Jade Empire – Special Edition (which included bonus content) in 2007.[citation needed] Obsidian's KOTOR sequel was released in December 2004 for the Xbox, followed by a PC version in February 2005;[citation needed] and Fable (2004) by Lionhead Studios did not receive a PC port until its reissue as a Platinum Hit in 2005.[citation needed] Fable II (2008) and Fable III (2010) were platform exclusives when they were released, as well.[134]

Sequels to many of the titles previously mentioned in this article have also been developed for next-gen console systems. The Fallout and Baldur's Gate series of PC RPGs spawned console-friendly, Diablo-style action titles for the PS2 and Xbox as their respective PC series ended.[Note 12] Bethesda's The Elder Scrolls IV: Oblivion was released simultaneously for console and PC, but was considered a major launch title for the Xbox 360 and PlayStation 3.[135][136] BioWare continued to produce launch-exclusive RPG titles for the Xbox 360, such as Mass Effect (2007).[137] They also produced the multi-platform Dragon Age series starting in 2009.

[Console gamers] don’t have the patience to wade through the introduction of [new] systems. [...] [Y]ou need to ease them in a bit more [...] [But] once they’re into the game, the console guys want just as deep of an experience as the PC guys.

Ken Levine and Todd Howard in a 2010 interview[138]

This change in focus away from the PC platform to console systems has met with criticism, due to the concessions required to adapt games to the altered interfaces and control systems, as well as a perceived need to make games "accessible" to a wider demographic.

Japanese-style character interactions".[144]

There have been other less subtle shifts away from the core influences of Dungeons & Dragons that existed in the 1980s and 1990s, as well.[145] Games that were originally closely tied to the system's basic mechanics such as dice rolls and turn-based tactical combat, have begun moving in the direction of real-time modes, simplified mechanics and skill-based interfaces.[Note 13] Some argue Dungeons & Dragons itself has diverged from its table-top roots, with the 4th Edition D&D rules being compared to video games such as World of Warcraft and Fire Emblem.[145][146][Note 14] Other people have even accused certain real-time RPGs (within the contexts of their respective franchises and genres) and board games of being "dumbed-down" by their creators.[147][148] Nevertheless, even as non-role-playing game genres have adopted more and more RPG elements, developers and publishers continue to be concerned that the term "role-playing game" and its association with complicated pen-and-paper rules systems such as D&D may alienate a significant number of players.[145]

"Indie" and European game studios

Screenshot of Legend of Grimrock. In the center of image, a monster stands behind the metal bars of a dungeon. On the right, the inventory of a party member.
An in-game screenshot of Legend of Grimrock, a real-time, first person view, tile-based dungeon crawler in the style of Dungeon Master.[149]

The technical sophistication required to make modern video games and the high expectations of players (at least, in terms of the number and quality of voice-overs and increasing graphical fidelity) make it difficult for independent developers to impress audiences to the same degree that large game makers with extensive budgets and development teams are able to.

independent") video game scene plays a crucial role in formulating new ideas and concepts that mainstream publishers and marketing departments, stuck in their rigid antiquated ways, might deem too unworkable or radical, but later adopt.[97] There are many examples of movies that never gained approval within a corporate framework that ended up being financially successful and/or iconic among filmgoers.[97] Likewise, "indie" video game developers are able to be successful by putting development time and effort into aspects of a game larger corporate enterprises might ignore.[97] Lastly, independent developers can be successful by focusing on smaller niche markets.[97] European countries, and Germany in particular, remain more receptive to PC-exclusives and, to older, more "hardcore" design decisions, in general.[64][97]

The new millennium saw a number of independently-published RPGs for the PC, as well as a number of CRPGs developed in Europe and points farther east, leading some to call Eastern Europe a "hotbed" of RPG development in recent years.

TaleWorlds' hybrid series of RPG/medieval combat simulators, starting with Mount & Blade (2008);[160][161] and Toby Fox's very-hard-to-describe console game-inspired RPG, Undertale (2015).[citation needed
]

The critically acclaimed Gothic series, by German developer

JoWood Productions in 2007, due to a contract dispute between the two companies. JoWooD retained the rights to the Gothic name and to current and future games released under that trademark.[166] Piranha Bytes have since gone on to develop the Risen series (2009-2014) with publisher Deep Silver, and ELEX (2017) with publisher THQ Nordic. A fourth, "casual" installment of the Gothic series, this time by developer Spellbound Entertainment, was published by JoWood in 2010.[167] This was followed by an expansion in 2011. The rights to the Gothic series may have reverted to Piranha Bytes following the release of Risen II in 2012.[168]

The Finnish independent development studio Almost Human released Legend of Grimrock, a Dungeon Master-inspired game, in 2012.[149] A reboot of the long-abandoned tile-based dungeon-crawler sub-genre, it was a commercial success that reached the top of Steam's "Top Sellers list" in April of that year.[169] The Estonian development house ZA/UM released Disco Elysium to wide critical acclaim in 2019. Set in a large city still recovering from a war decades prior to the game's start, it features players taking the role of an amnesic detective charged with solving a murder mystery, who comes to recall events about his own past as well as current forces trying to affect the city. It won numerous awards, including "Best Narrative", "Best Independent Game", "Best Role-Playing Game" and "Fresh Indie Game" at The Game Awards 2019 held in Los Angeles.[170]

Examples exist of developers leaving larger studios to form their own, independent development houses, as well. For instance, in 2009, a pair of developers left Obsidian Entertainment to form DoubleBear Productions, and began development of the post-apocalyptic zombie tactical RPG, Dead State (2014), using Iron Tower Studios' The Age of Decadence (2015) game engine.[171][172][173] Three employees left BioWare in 2012 to form Stoic Studio and develop the tactical RPG The Banner Saga (2014) and its sequels. Dead State and The Banner Saga were both supported in part by the public through the crowdfunding website Kickstarter, a recent trend among independent video game developers.[174][175] Other examples of crowdfunded tactical RPGs include inXile Entertainment's Wasteland sequels (2014, 2020); and Harebrained Schemes' Shadowrun Returns (2013-2015) and BattleTech (2018) series.

Iron Tower Studios later went on to create

Dungeon Rats (2016), a tactical RPG spin-off to The Age of Decadence. Their latest title, Colony Ship: A Post-Earth Role Playing Game, a Fallout homage was released for early access on 6 April 2021 and is currently still in development.[176]

CD Projekt Red

Cyberpunk 2020 tabletop game system, for which it opened a new division in Wrocław.[181]

Much-anticipated after a several-years-long wait, Cyberpunk 2077 received considerable praise for its narrative, setting, and graphics,

class-action lawsuits for their perceived attempts in downplaying the severity of the game's technical issues prior to its release.[197][198]

Footnotes

  1. ^ The file "m199h" was quickly deleted by PLATO administrators, so no copy of its source code survives.[1][2]
  2. ^ Pedit5 was later deleted and lost to history.[3]
  3. ^ Note the lower-case letters, as the PLATO mainframe's file system was case-insensitive.
  4. ^ Chainmail was the official combat handbook for the first edition of Dungeons & Dragons.[13]
  5. ^ Certain games, such as avatar, moria, and oubliette experimented with a first-person view, while others, such as orthanc and Rogue, featured an overhead view with branching corridors more reminiscent of table-top RPGs.[7]
  6. ^ Some of these elements were inspired by Wizardry, specifically the party-based system.[20]
  7. ^ Several titles were affected by this, ruining what might have otherwise been impressive efforts.[60]
  8. ^ For instance, Baldur's Gate's Warcraft-like interface, and The Elder Scrolls' first-person perspective.[56]
  9. ^ Diablo was originally conceived of as a turn-based game more in line with its roguelike predecessors. Other series experiencing similar pressures at about this time, such as Ultima, also abandoned the "core principles" (e.g. dice rolls, turn-based battles, multi-character parties) of table-top RPGs in favor of real-time action.[64] Ultima IX, unlike Diablo, failed to win over many fans, however.[66]
  10. ^ There is debate as to whether games like BioWare's Mass Effect (2007) constitute action RPGs as opposed to more traditional RPGs,[68][71] or whether they can be considered RPGs at all due to the amount of streamlining.[72][73] The sequels in particular pushed more in the direction of action games.[72]
  11. ^ Hellgate: London was developed by a team headed by former Blizzard employees, some of whom had participated in the development of the Diablo series.[67][79]
  12. ^ Fallout: Brotherhood of Steel (2004), and Baldur's Gate: Dark Alliance (2001), namely.
  13. ^ Examples include Mass Effect 2's lack of inventory system and Alpha Protocol's Dialogue Effect System.[145]
  14. ^ E.g., whereas pen-and-paper RPGs previously would influence their video game counterparts, the reverse according to some people appears to be occurring today.[145]
  15. ^ Though managed development environments such as Microsoft's XNA platform and GarageGames' Torque engine are meant to make this easier.[150][151]
  16. ^ Russia also happens to be Europe's largest video games market,[152] though the country ranks behind the UK and Germany in total video games sales.[153]

References

  1. IEEE
    . Retrieved February 23, 2021.
  2. ^ Pepe 2019, p. 30
  3. ^ a b c Barton, Matt (July 3, 2007). "Fun with PLATO". Armchair Arcade. Archived from the original on November 20, 2017. Retrieved September 8, 2010.
  4. ^ Martell, Carey (April 26, 2012). "Interview with the creators of dnd (PLATO)". RPG Fanatic. Martell Brothers Studios, LLC. Retrieved May 5, 2012.
  5. ^ Barton 2007a, p. 1
  6. ^
    1UP.com. IGN Entertainment Games. Retrieved November 9, 2010.[permanent dead link
    ]
  7. ^ a b Barton 2008, pp. 33–34
  8. ^ a b King & Borland 2003, p. 28
  9. ISBN 0-13-101816-7. Jim Schwaiger's 1977 game Oubliette (inspired by Dungeons & Dragons and Chuck Miller's earlier multiplayer game, Mines of Moria) had a first-person point of view and used line graphics to render the scene ahead. [...] In late 1979, the first ever fully functional graphical virtual world was released: Avatar. Written by a group of students to out-do Oubliette, it was to become the most successful PLATO game ever—it accounted for 6% of all the hours spent on the system between September 1978 and May 1985. {{cite book}}: |work= ignored (help
    )
  10. ^ Barton 2008, pp. 37–38
  11. ^ Barton 2007a, p. 2
  12. ^ a b Barton 2008, p. 12
  13. ^ a b Harris 2009, p. 1
  14. ^ a b Pitts, Russ (June 6, 2006). "Secret Sauce: The Rise of Blizzard". The Escapist. Themis Media. Archived from the original on February 11, 2014. Retrieved July 8, 2012.
  15. ^ Harris, John (January 19, 2008). "COLUMN: @Play: Angband - At Last!". GameSetWatch. UBM TechWeb. Archived from the original on September 24, 2015. Retrieved August 4, 2012.
  16. ^ Smith, Adam (July 3, 2012). "Roguelike Resurrection: ADOM Seeks Funding". Rock Paper Shotgun. Archived from the original on January 7, 2018. Retrieved August 4, 2012.
  17. ^ John, Harris (February 18, 2010). "COLUMN: @Play: Crawlapalooza, Part 3: Beogh Liturgical School For Orcs". GameSetWatch. UBM TechWeb. Archived from the original on March 23, 2021. Retrieved August 4, 2012.
  18. ^ Barton 2007a, p. 5
  19. ^ a b c d e f Barton 2007a, p. 4
  20. ^ Barton 2008, p. 76
  21. ^ a b c d e King & Borland 2003, pp. 72–78
  22. ^ King & Borland 2003
  23. ^ Vestal, Andrew (November 2, 1998). "The History of Console RPGs". GameSpot. CBS Interactive Inc. Archived from the original on June 8, 2009. Retrieved September 10, 2009.
  24. ^ a b c Barton 2007b, p. 2
  25. ^ a b c Barton 2007b, p. 7
  26. ^ "List of Top Sellers", Computer Gaming World, vol. 2, no. 5, p. 2, September–October 1982
  27. ^ a b c Maher, Jimmy (June 25, 2014). "Of Wizards and Bards". The Digital Antiquarian. Retrieved July 11, 2014.
  28. ^ a b Maher, Jimmy (March 18, 2016). "Opening the Gold Box, Part 3: From Tabletop to Desktop". The Digital Antiquarian. Retrieved March 19, 2016.
  29. ^ Durkee, David (November–December 1983). "Profiles in Programming / Lord British". Softline. p. 26. Retrieved July 29, 2014.
  30. ^ Barton, Matt (June 22, 2007). "Interview with Daniel M. Lawrence, CRPG Pioneer and Author of Telengard". Armchair Arcade. Archived from the original on February 13, 2012. Retrieved September 7, 2010.
  31. ^ Barton 2008, pp. 234–5
  32. ^ Vestal 1998a, p. "The First Console RPG" "A devoted gamer could make a decent case for either of these Atari titles founding the RPG genre; nevertheless, there's no denying that Dragon Quest was the primary catalyst for the Japanese console RPG industry. And Japan is where the vast majority of console RPGs come from, to this day. Influenced by the popular PC RPGs of the day (most notably Ultima), both Excalibur and Dragon Quest "stripped down" the statistics while keeping features that can be found even in today's most technologically advanced titles. An RPG just wouldn't be complete, in many gamers' eyes, without a medieval setting, hit points, random enemy encounters, and endless supplies of gold. (...) The rise of the Japanese RPG as a dominant gaming genre and Nintendo's NES as the dominant console platform were closely intertwined."
  33. ^ a b c d e Barton 2007b, p. 8
  34. ^ a b c d Barton 2007b, p. 4
  35. G.M.
    1 (1). Croftward: 18–20. September 1988.
  36. ^ Barton, Matt (August 12, 2006). "Remembered Realms: Revisiting SSI's Legendary Gold Box Games". Armchair Arcade. Archived from the original on June 5, 2011. Retrieved July 1, 2012.
  37. ISBN 1-59273-000-0. {{cite book}}: |work= ignored (help
    )
  38. ^ a b Scorpia (September–October 1986). "Wizard's Crown". Computer Gaming World. Ziff Davis. pp. 24–25.
  39. ^ a b Barton 2007b, p. 3
  40. ^ a b c Barton 2007b, p. 6
  41. ^ Barton 2008, p. 236
  42. ^ Petersen, Sandy (December 1993). "Eye of the Monitor". Dragon; TSR, Inc. (#200). Lake Geneva, Wisconsin: 73.
  43. ^ Barton, Matt (November 24, 2006). "Review: FTL's "Dungeon Master" (1987)". Armchair Arcade. Archived from the original on December 17, 2011. Retrieved April 26, 2012.
  44. ^ Barton 2008, pp. 182 & 212
  45. ^ a b "The Screen Says It All (Interface)". Computer Gaming World. No. 68. February 1990. pp. 34 & 38.
  46. ^ Barton 2008, p. 183
  47. ^ "Chris Roberts". MobyGames.
  48. ^ a b Shay Addams (1992). The Official Book Of Ultima: Second Edition. Richard Garriott (introduction). Compute Publications International. pp. 83–4.
  49. ^ Barton 2009, p. 347
  50. ^ Maher, Jimmy (April 7, 2017). "Ultima VI". The Digital Antiquarian.
  51. ^ Barton 2007b, p. 1
  52. ^ Kaiser, Rowan (June 22, 2012). "Best class system in RPGs belongs to Wizardry VII". Joystiq. AOL Inc. Archived from the original on January 28, 2015. Retrieved June 26, 2012.
  53. ^ Cole, Lori; Cole, Corey (Fall 1992). Sierra Entertainment; Interaction. {{cite journal}}: Missing or empty |title= (help)
  54. ^ a b Kaiser, Rowan (February 16, 2012). "East Is West: How Two Classic RPGs Prove the Stereotypes False". Joystiq. AOL Inc. Archived from the original on January 28, 2015. Retrieved April 11, 2012.
  55. ^ "The FX Of Computer Entertainment". Computer Gaming World. March 1994. p. 18.
  56. ^ a b c d e f Kaiser, Rowan (March 12, 2012). "The year role-playing games broke". Joystiq. AOL Inc. Archived from the original on January 28, 2015. Retrieved April 11, 2012.
  57. ^ Kaiser, Rowan (January 13, 2012). "State of the Western RPG". Joystiq. AOL Inc. Archived from the original on January 28, 2015. Retrieved April 16, 2012.
  58. ^ Scorpia (August 1994). "Scorpia The Avatar". Scorpia's Sting. Computer Gaming World. pp. 29–33.
  59. ^ Walker, Mike (June 18, 1999). "Khalid and Jaheira's Excellent Adventure Part II". Computer Games Magazine. Archived from the original on December 23, 2002. Retrieved April 19, 2010.
  60. ^ a b c d Barton 2007c, p. 1
  61. ^ a b Barton 2007c, p. 12
  62. ^ Adams, Roe R. (November 1990), "Westward Ho! (Toward Japan, That Is): An Overview of the Evolution of CRPGs on Dedicated Game Machines", Computer Gaming World, no. 76, pp. 83–84 [84]
  63. , retrieved May 16, 2011
  64. ^ a b c d e f g Nguyen, Thierry (January 21, 2012). "How Diablo Saved the Computer RPG". 1UP.com. IGN Entertainment Games. Archived from the original on May 9, 2012. Retrieved March 11, 2012.
  65. ^ a b Barton 2007c, p. 7
  66. ^ Barton 2007c, p. 3
  67. ^ a b Barton 2007c, p. 8
  68. ^
    1UP.com. IGN Entertainment Games. Archived from the original
    on June 29, 2011. Retrieved July 11, 2011.
  69. ^ Bycer, Josh (February 8, 2012). "The Devil Is in the Details of Action RPGs - Part One: The Logistics of Loot". Gamasutra. UBM TechWeb. Retrieved July 11, 2012.
  70. ^
    Gamasutra
    . UBM TechWeb. Retrieved May 26, 2012.
  71. Gamasutra
    . UBM TechWeb. Retrieved July 11, 2011.
  72. ^ a b c d Kaiser, Rowan (March 1, 2012). "Opinion: How Mass Effect challenged my definition of 'RPG'". Gamasutra. UBM TechWeb. Retrieved July 11, 2012.
  73. ^ The Escapist Staff (March 2, 2012). "Escapist Podcast : 035: What Defines An RPG & More Mass Effect". The Escapist. Themis Media. Archived from the original on January 22, 2020. Retrieved April 26, 2012.
  74. ^ Ishaan (November 10, 2012). "How Suikoden Influenced Deus Ex And Epic Mickey". Siliconera. Retrieved July 4, 2015.
  75. ^ Stephany Nunneley (August 5, 2010). "Blog Archive » Activision Blizzard Q2 financials: Net revenue comes in at $967 million". VG247. Archived from the original on October 4, 2010. Retrieved September 15, 2010.
  76. ^ "Diablo III Unveiled" (Press release). Blizzard Entertainment. June 28, 2008. Archived from the original on June 29, 2008. Retrieved June 29, 2008.
  77. ^ "Diablo III Launching May 15– Digital Pre-Sales NOW OPEN" (Press release). Blizzard Entertainment. March 15, 2012. Retrieved May 25, 2012.
  78. ^ Sullivan, Lucas (January 23, 2013). "Path of Exile is the Diablo II sequel you've always wanted". GamesRadar. Future US Inc. Retrieved February 21, 2021.
  79. ^ "Flagship Studios Opens with a Splash" (Press release). Blue's News. November 22, 2003. Retrieved July 16, 2008.
  80. ^ Donlan, Christian (September 14, 2009). "Torchlight PC Hands On". Eurogamer. The Eurogamer Network. Retrieved January 12, 2011.
  81. ^ Peeler, Steven (2009). "Din's Curse random dungeons". Soldak Entertainment. Retrieved May 10, 2011.
  82. ^ Johnson, Andy (December 29, 2009). "By the Numbers: The Lost Art of Procedural Generation". The Game Reviews. Retrieved January 12, 2011.
  83. ^ Kosak, Dave (May 18, 2005). "Fate". GameSpy. IGN Entertainment, Inc. Retrieved July 14, 2011.
  84. ^ "See how Path of Exile was built to be played forever at GDC 2019". Gamasutra. Informa PLC. February 1, 2019. Retrieved February 21, 2021.
  85. ^ a b Barton 2007c, p. 8 "Therefore, there's really nothing surprising about Interplay's breakthrough success with Fallout, a turn-based isometric game set in a post-apocalyptic wasteland. (...) If I had to sum up Fallout's appeal in one word, it'd be "style." The governing aesthetic is a surreal mix of cheerfully morbid 1950s Cold War imagery and movies like Mad Max, Planet of the Apes, and Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb. (...) Furthermore, the aesthetics run all the way through the game, including the interface."
  86. ^ Barton 2007b, p. 5 "Probably the most famous of all the post-apocalyptic CRPGs, Fallout, can trace its roots back to Interplay's Wasteland... (...) It's more than a testament to the game's enduring legacy that the best-selling Fallout, released in 1997, is in many ways little more than a graphical revamp of the older engine."
  87. ^ Kaiser, Rowan (March 16, 2012). "Fallout: The first modern role-playing game". Joystiq. AOL Inc. Archived from the original on January 28, 2015. Retrieved April 16, 2012.
  88. ^ Barton 2007c, p. 9 "The development team that would finally succeed in winning players back to the Forgotten Realms would not be SSI, Interplay, or Sierra, but rather a trio of Canadian medical doctors turned game developers: BioWare."
  89. ^ IGN Staff (January 18, 1999). "Baldur's Gate – PC Review at IGN". IGN. IGN Entertainment, Inc. Archived from the original on April 4, 2002. Retrieved September 5, 2010. Baldur's Gate is, simply put, the best computer representation of Dungeons and Dragons ever made. (...) The entire game is played exactly like a true game of AD&D with savings throws, armor classes and to-hit rolls and combat range and speed all computed with every scrap the party gets into. The thing that makes this all so impressive (and very different from SSI's Gold Box series) is that it all goes on behind the scenes where it belongs.
  90. ^ Barton 2007c, p. 10
  91. ^ Barton 2007c, p. 9
  92. ^ Birnbaum, Jon "Buck" (February 13, 2007). "The Black Hound Interview". GameBanshee.com. Archived from the original on February 5, 2010. Retrieved September 15, 2009.
  93. ^ Walker, Trey (March 22, 2001). "Black Isle announces Torn". GameSpot. CBS Interactive Inc. Retrieved July 20, 2006.
  94. ^ Chan, Leo (July 27, 2001). "Black Isle's TORN Cancelled". Neoseeker. Neo Era Media Inc. Retrieved July 20, 2006.
  95. ^ "Lionheart: Legacy of the Crusader Critic Reviews for PC at". Metacritic. CBS Interactive Inc. August 13, 2003. Retrieved September 8, 2010.
  96. Game Revolution. AtomicOnline, LLC. Archived from the original
    on July 25, 2008. Retrieved September 13, 2010.
  97. ^
    1UP.com. IGN Entertainment Games. Retrieved October 2, 2010.[permanent dead link
    ]
  98. Gamasutra
    . UBM TechWeb. Retrieved July 11, 2011. For the last decade or so, the over-arching focus I've seen is a push for bigger worlds. This in turn drives the player to explore and try new things. To a great extent, these games contain specific experiences that 8bit predecessors could not deliver in such detail.
  99. ^ a b c d e f g h Reimer, Jeremy (November 7, 2005). "Cross-platform game development and the next generation of consoles". Ars Technica. Condé Nast. Retrieved March 23, 2011.
  100. Gamasutra
    . UBM TechWeb. Retrieved September 25, 2010.
  101. ^ Ransom, James (January 29, 2010). "BioWare says Dragon Age 2 to look 'super hot'". Joystiq. AOL Inc. Archived from the original on January 28, 2015. Retrieved June 8, 2010.
  102. ^ Grant, Christopher (June 7, 2010). "Dragon Age 2 dated for March 2011, playable character is a human named Hawke". Joystiq. AOL Inc. Archived from the original on January 28, 2015. Retrieved July 20, 2010.
  103. ^ "Mass Effect 2's save game import features explained".
  104. ^ "Dragon Age Keep Lets You Tailor Your World in Inquisition". October 30, 2014.
  105. ^ a b c d e Hoffman, Erin (December 26, 2006). "The Escapist : The Rise and Fall of Troika". The Escapist. Themis Media. Archived from the original on August 8, 2007. Retrieved September 6, 2010.
  106. ^ a b c Barton 2007c, p. 9 "A company named Troika scored a triumph in 2001 with Arcanum: Of Steamworks & Magick Obscure, a game published by Sierra that quickly gained a large and devoted cult following. (...) Arcanum has much in common with the Fallout series, no doubt due in part to sharing some key members on the development team."
  107. ^ Buecheler, Christopher (March 1, 2005). "The Resident Cynic – Eulogy to a Flawed Developer". GameSpy. IGN Entertainment, Inc. Retrieved July 1, 2012.
  108. ^ "SEGA Signs Obsidian Entertainment To Develop Alien Title For Next-generation Systems". SEGA Corporation (Press release). SEGA. December 13, 2006. Retrieved November 1, 2008.
  109. ^ Shoemaker, Brad (June 26, 2009). "Obsidian's Aliens RPG Officially Finished". Giant Bomb. CBS Interactive Inc. Retrieved June 26, 2009.
  110. ^ Ford, Suzie "Kalia"; Massey, Dana (June 29, 2007). "Dev Profile Q&A: Kevin Saunders, Lead Designer on NWN2: MotB". Warcry Network. Themis Media. Archived from the original on December 7, 2008. Retrieved May 30, 2007. I was the lead designer on project "New Jersey," which was never announced, and then helped with finishing up NWN2 over its last six months or so.
  111. ^ Entertainment, Obsidian. "The Outer Worlds". Obsidian. Retrieved August 2, 2022.
  112. ^ "E3: Square Enix Owns Dungeon Siege IP, Moves Into Western RPG Market". Gamasutra. Retrieved March 9, 2014.
  113. ^ Donovan, Imogen (October 17, 2019). "Obsidian Entertainment says the Microsoft acquisition was a weight off its shoulders". videogamer.com. Resero. Retrieved February 21, 2021.
  114. ^ a b c Barton 2007c, p. 5
  115. ^ Thomsen, Michael (January 18, 2012). "How Grand Theft Auto III Carjacked Open World Games". IGN. Ziff Davis. Retrieved February 22, 2021.
  116. ^ Bailey, Kat (March 4, 2019). "The Top 25 RPGs of All Time #11: The Elder Scrolls 3: Morrowind". USgamer. Gamer Network Limited. Retrieved February 22, 2021.
  117. ^ "VGA awards: Bethesda's Skyrim wins game of the year". VentureBeat. December 11, 2011. Retrieved August 2, 2022.
  118. ^ "The bestselling games of all time". Digital Trends. March 19, 2022. Retrieved August 2, 2022.
  119. ^ "'Skyrim' Creator Todd Howard Talks Switch, VR and Elder Scrolls Wait - Glixel". November 22, 2016. Archived from the original on November 22, 2016. Retrieved August 2, 2022.
  120. ^ a b Elrod, Corvus (June 19, 2007). "The Escapist : Gaming's Fringe Cults". The Escapist. Themis Media. Archived from the original on January 16, 2014. Retrieved September 6, 2010.
  121. ^ a b "Bethesda: We Don't "Dumb Down" Franchises". Edge. Future Publishing Limited. May 7, 2008. Retrieved February 20, 2021.
  122. ^ "Fallout 3 Critic Reviews for PC at". Metacritic.com. CBS Interactive Inc. October 28, 2008. Retrieved September 13, 2010.
  123. ^ Bramwell, Tom (June 14, 2010). "Fallout: New Vegas dated". Eurogamer. The Eurogamer Network. Retrieved June 14, 2010.
  124. ^ "Fallout: New Vegas for Xbox 360". Metacritic. CBS Interactive Inc. Retrieved May 10, 2011.
  125. ^ Bailey, Kat (December 21, 2020). "The Making of Fallout: New Vegas: How Obsidian's Underrated Sequel Became a Beloved Classic". USGamer.net. ReedPop. Retrieved February 19, 2021.
  126. ^ Chapman, Tom (October 18, 2018). "Fallout: New Vegas 2 Likely Won't Ever Happen, Says Obsidian". screenrant.com. Retrieved February 19, 2021.
  127. ^ Reiner, Andrew (November 9, 2015). "Fallout 4 Review". Game Informer. Retrieved February 20, 2021.
  128. ^ Ford, James (April 30, 2020). "Fallout 76 CAMP tips: 14 tips to help you build the best base". GamesRadar. Future US. Retrieved February 20, 2021.
  129. ^ Reimer, Jeremy (October 21, 2007). "Musings on EA's quest for a standard game console platform". Ars Technica. Condé Nast. Retrieved March 23, 2011.
  130. ^ Reimer, Jeremy (March 20, 2006). "Microsoft releases XNA game development framework, opens up Xbox Live". Ars Technica. Condé Nast. Retrieved May 17, 2011.
  131. ^ "Xbox Exclusive "Jade Empire" in Development by BioWare" (Press release). GameZone. September 25, 2003. Retrieved July 14, 2011.
  132. ^ Dietz, Jason (January 17, 2010). "The Most Anticipated Games of 2010, Part 2: Platform Exclusives". Metacritic. CBS Interactive Inc. Retrieved October 6, 2010.
  133. ^ Semsey, Rob (October 7, 2005). "The Elder Scrolls IV: Oblivion Hands-On (Xbox 360)". TeamXbox. IGN Entertainment, Inc. Archived from the original on July 16, 2011. Retrieved September 11, 2010.
  134. ^ "Elder Scrolls IV: Oblivion – Playstation 3 launch title" (Press release). Neowin LLC. September 28, 2006. Retrieved September 11, 2010.
  135. San Jose Mercury News. MediaNews Group. Archived from the original
    on February 21, 2006. Retrieved July 2, 2006.
  136. ^ Nunneley, Stephany (July 1, 2010). "Blog Archive » Fallout's Howard: Console RPGs must be "easier to learn and easier to play"". VG247. videogaming247 Ltd. Retrieved September 11, 2010.
  137. ^ a b Walker, John (May 7, 2008). "Fallout 3: Do Consoles Dumb Down?". Rock Paper Shotgun. Gamer Network Limited. Retrieved February 21, 2021.
  138. ^ Barton 2007c, p. 12 "Some cynics claim that this began to change with the increasing dominance of console RPGs, which by the late 90s were influencing CRPGs more than the other way around... (...) Naturally, adapting the CRPG for use on a console required making concessions in almost every area, particularly the interface, which had to be simple enough to work with a handheld controller. (...) Likewise, these games had to appeal to a much wider demographic than PC games, whose developers could expect much more technical knowledge and sophistication than their console counterparts."
  139. ^ Vault Dweller (March 17, 2006). "Interview with JE Sawyer". RPG Codex. Retrieved July 15, 2006.
  140. ^ Barton 2008, p. 367
  141. 1UP.com. IGN Entertainment Games. Archived from the original
    on October 18, 2012. Retrieved July 8, 2012.
  142. ^ Kaiser, Rowan (December 21, 2012). "2012: the year in RPGs". Joystiq. AOL Inc. Archived from the original on January 28, 2015. Retrieved December 22, 2012.
  143. ^ a b c d e f Wilson, Jason (August 24, 2010). "The Dungeons & Dragons Effect". GameSpy. IGN Entertainment, Inc. Retrieved November 9, 2010.
  144. ^ Harris 2009, p. 14
  145. ^ Joyner Jr, Glen (January 28, 2013). "Is the video game industry "dumbing down" for the casual?". Gamasutra. Informa PLC. Retrieved February 21, 2021.
  146. ^ Florence, Robert (August 23, 2016). "Cardboard Children - Are Games Dumbing Down?". Rock Paper Shotgun. Gamer Network Limited. Retrieved February 21, 2021.
  147. ^ a b Edge Staff (April 12, 2012). "Legend Of Grimrock review". Edge Magazine. Future Publishing Limited. Retrieved May 9, 2012. Legend Of Grimrock isn't a love letter to Dungeon Master, the 1987 blend of subterranean exploration, survival, switches and traps. It's a near-facsimile. But that's not a fact Almost Human is trying to hide; it's the selling point. Legend Of Grimrock replicates a classic faithfully enough to massage the nostalgia glands of anyone who played the original, and it's a test of the timelessness of an almost universally loved game.
  148. ^ a b Reimer, Jeremy (December 12, 2006). "The XNA Game Development Studio for Xbox 360 and PC". Ars Technica. Condé Nast. Retrieved May 17, 2011.
  149. Gamasutra
    . UBM TechWeb. Retrieved May 17, 2011.
  150. RPGVault. IGN Entertainment, Inc. Archived from the original
    on May 9, 2011. Retrieved July 11, 2011.
  151. RPGVault. IGN Entertainment, Inc. Archived from the original
    on May 2, 2009. Retrieved July 11, 2011.
  152. ^ Kruse, Cord (February 12, 2008). "Inside Mac Games News: Developers Discuss The Need For Indie RPGs". Inside Mac Games. Retrieved September 15, 2010.
  153. ^ Gillen, Kieron (August 11, 2009). "Our RPG Cup Overfloweth: Knights of the Chalice". Rock Paper Shotgun. Retrieved September 15, 2010.
  154. ^ Senior, Tom (February 3, 2011). "Return to Zork and Space Rangers 2 now available on GOG, Apogee sale this weekend". PC Gamer. Future Publishing Limited. Retrieved July 1, 2012.
  155. ^ Meer, Alec (November 30, 2009). "Before King's Bounty There Was..." Rock Paper Shotgun. Retrieved July 1, 2012.
  156. Dennis Publishing Limited
    . Retrieved July 1, 2012. Being someone that really didn't enjoy Oblivion – too big, too open plan, too much crazy dialogue, I was surprised to find that Stalker, as a similar RPG/FPS hybrid really did it for me.
  157. Future US, Inc.
    Retrieved July 1, 2012. Let's see a show of hands from those who played the original Stalker: Shadow of Chernobyl. All of you with your hands down: shame on you. Despite its lack of polish, the appeal of its immersive open world, shooter/RPG hybrid gameplay, and gritty atmosphere earned it an 85 percent score last year.
  158. ^ Hillier, Brenna (February 1, 2011). "Mount&Blade: With Fire & Sword trailered". VG247. videogaming247 Ltd. Retrieved July 1, 2012. If the whole thing passed you by, Mount&Blade: With Fire & Sword was announced at Paradox's New York event, and seems to be an entirely separate title, the first true follow up to medieval combat sim Mount&Blade.
  159. ^ Meer, Alec (July 15, 2011). "Pitched Battle: Mount & Blade Glasgow". Rock Paper Shotgun. Retrieved July 1, 2012. Gangs of Glasgow is what happens if medieval warfare sim Mount & Blade was transposed to modern Glasgow, Scotland – or at least an exaggerated version of it where the extreme football hooliganism, rioting and assorted other urban violence is worse than it already is/was.
  160. ^ Taylor, Martin (January 15, 2002). "Gothic". Eurogamer. The Eurogamer Network. Retrieved January 16, 2009.
  161. ^ Park, Andrew (December 18, 2001). "Gothic PC Review". GameSpot. CBS Interactive Inc. Retrieved January 16, 2009.
  162. ^ Krause, Staci (January 15, 2001). "Gothic". IGN. IGN Entertainment, Inc. Archived from the original on April 14, 2002. Retrieved January 16, 2009.
  163. ISSN 1320-7458
    .
  164. ^ Pluto 13 (June 6, 2007). "Rights to "Gothic "" (PDF). Archived from the original (PDF) on August 4, 2007. Retrieved September 21, 2007. Specific rights to already or yet to be published games [...] were contractually granted to JoWooD [...] The same applies to [...] the trademark "GOTHIC". These contracts are extensive and confidential.{{cite web}}: CS1 maint: numeric names: authors list (link)
  165. ^ VoxClamant (October 13, 2010). "Arcania Review". RPGWatch. Retrieved November 6, 2010.
  166. ^ Meer, Alec (April 12, 2011). "Gothic Will Rise(n) Again". Rock Paper Shotgun. Retrieved July 14, 2011.
  167. Gamasutra
    . UBM TechWeb. Retrieved May 9, 2012.
  168. USgamer. Archived from the original
    on February 14, 2020. Retrieved February 14, 2020.
  169. ^ "DoubleBear Productions". Blue's News. Stephen Heaslip. August 6, 2009. Retrieved August 6, 2009.
  170. ^ Haas, Peter (August 6, 2009). "Vampire the Masquerade: Bloodlines Writer Founds DoubleBear Productions". Cinema Blend. Archived from the original on November 28, 2020. Retrieved August 6, 2009.
  171. ^ Edward_R_Murrow (August 5, 2009). "This Is Like That Thing Annie Carlson Is Working On". RPG Codex. Retrieved August 5, 2009.
  172. Gamasutra
    . UBM TechWeb. Retrieved April 21, 2012.
  173. ^ Wang, Thomas (April 20, 2012). "'Shadowrun' Kickstarter Achieves $1.3M To Be Remade on Tablets". The Indie Game Magazine. Indie Game Magazine. Archived from the original on April 24, 2012. Retrieved April 21, 2012.
  174. ^ "Colony Ship: A Post-Earth RPG - Content Roadmap for 2021 and 2022". www.gfinityesports.com. Retrieved August 2, 2022.
  175. ^ a b Pitts, Russ (July 16, 2014). "How The Team Behind The Witcher Conquered Poland". Polygon. Archived from the original on November 24, 2015. Retrieved October 21, 2015.
  176. ^ a b Purchese, Robert (May 17, 2015). "Seeing Red: The story of CD Projekt". Eurogamer. Archived from the original on January 8, 2020. Retrieved October 21, 2015.
  177. ^ Derocher, Joshua (August 11, 2015). "CD Projekt almost failed before The Witcher 2". Destructoid. Archived from the original on September 12, 2015. Retrieved October 21, 2015.
  178. ^ "Wiedźmin 3: Dziki Gon -- data premiery Edycji Gry Roku". The Witcher (in Polish). August 11, 2016. Archived from the original on June 11, 2017. Retrieved August 24, 2016.
  179. ^ Chalk, Andy (March 21, 2018). "CD Projekt Red launches a new studio to support Cyberpunk 2077". PC Gamer. Archived from the original on April 10, 2018. Retrieved April 10, 2018.
  180. ^ Marks, Tom (December 7, 2020). "Cyberpunk 2077 Review". IGN. Archived from the original on December 7, 2020. Retrieved December 10, 2020.
  181. ^ Loveridge, Sam (December 7, 2020). "Cyberpunk 2077 review: "What it lacks in length, it makes up for with depth and soul"". GamesRadar+. Archived from the original on December 8, 2020. Retrieved December 10, 2020.
  182. ^ Gough, Owen (December 7, 2020). "Cyberpunk 2077 review – CD Projekt Red's next-gen game". Digital Spy. Archived from the original on December 10, 2020. Retrieved December 10, 2020.
  183. ^ Dammes, Mathias (December 9, 2020). "Cyberpunk 2077 im Test: Ein klasse RPG - Update mit Testvideo". PC Games (in German). Archived from the original on December 8, 2020. Retrieved December 10, 2020.
  184. ^ a b Plagge, Kallie (December 7, 2020). "Cyberpunk 2077 Review". GameSpot. Archived from the original on December 9, 2020. Retrieved December 10, 2020.
  185. ^ Wilde, Tyler (June 11, 2018). "William Gibson doesn't think Cyberpunk 2077 is cyberpunk enough". PC Gamer. Archived from the original on June 11, 2018.
  186. ^ William Gibson [@GreatDismal] (August 27, 2018). "Looks *much* better to me than the earlier teaser. Has "dirt in the corners" texture" (Tweet). Archived from the original on July 1, 2020 – via Twitter.
  187. ^ Robertson, Adi (December 7, 2020). "Cyberpunk 2077 is huge, ambitious, and safe". The Verge. Archived from the original on December 22, 2020. Retrieved December 23, 2020.
  188. ^ "How Cyberpunk 2077 Perpetuates Transphobia & Why Gamers Are Calling It an Act of Violence". CBR. December 8, 2020. Archived from the original on December 19, 2020. Retrieved December 23, 2020.
  189. ^ "Cyberpunk 2077's Trans Representation Problems Explained". ScreenRant. December 19, 2020. Archived from the original on December 20, 2020. Retrieved December 23, 2020.
  190. ^ Zamora, Gabriel. "Cyberpunk 2077 (for PC) Review". PC Mag. Archived from the original on December 10, 2020. Retrieved December 10, 2020.
  191. ^ Corden, Jez (December 7, 2020). "Cyberpunk 2077 review: A strong contender for best game ever made". Windows Central. Archived from the original on December 10, 2020. Retrieved December 10, 2020.
  192. ^ Hernandez, Patricia (December 9, 2020). "Cyberpunk 2077 on PS4 and Xbox One seems to have major problems". Polygon. Archived from the original on December 10, 2020. Retrieved December 10, 2020.
  193. ^ "Cyberpunk 2077 Is Looking Rough On PS4 And Xbox One At The Moment". Kotaku. December 10, 2020. Archived from the original on December 10, 2020. Retrieved December 10, 2020.
  194. ^ Dornbush, Jonathon (December 17, 2020). "Sony Removing Cyberpunk 2077 from PS Store, Will Offer Refunds to PlayStation Players Who Already Bought It". IGN. Archived from the original on December 18, 2020. Retrieved December 17, 2020.
  195. ^ Carpenter, Nicole (December 24, 2020). "CD Projekt facing class action lawsuit over Cyberpunk 2077 release". Polygon. Archived from the original on December 24, 2020. Retrieved December 24, 2020.
  196. ^ Ivan, Tom (January 18, 2021). "CD Projekt responds to another Cyberpunk 2077 class action lawsuit". Video Games Chronicle. Retrieved January 18, 2021.

Bibliography

External links