History of Western role-playing video games
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Western role-playing video games are
Computer role-playing games (CRPGs) are once again popular. Recent titles, such as
Early American computer RPGs (mid-1970s–mid-1980s)
Mainframe computers (mid-1970s–early 1980s)
![Screenshot of dnd.](http://upload.wikimedia.org/wikipedia/commons/thumb/f/fe/Dnd8won.png/220px-Dnd8won.png)
The earliest
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
The keyboard was frequently the only input supported by these games, and their graphics were simple and often
Ultima and Wizardry (early–mid-1980s)
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
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)
![](http://upload.wikimedia.org/wikipedia/commons/thumb/d/d0/DOTGv0.31screenshot.png/220px-DOTGv0.31screenshot.png)
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]
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]
Ultima VII is still my favorite game. It's hard not to look at Oblivion and see the Ultima influence.
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,
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]
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
Decline (mid-1990s)
Probably one of the saddest sights over the last couple of years has been the rapid decline in computer role-playing games. [...] The emphasis [among newer CRPGs, such as Ultima VIII: Pagan] is on bigger on-screen characters with more realistic animation in a smaller game world. [...] This seems to be a part of a design philosophy which says that computer gamers don't want to play the big games any longer.
Computer Gaming World, March 1994[55]
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.
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,
North American computer RPGs (late 1990s)
Diablo and action RPGs
The dark fantasy-themed RPG Diablo was released by
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
Interplay, BioWare and Black Isle Studios
![](http://upload.wikimedia.org/wikipedia/commons/thumb/6/6e/Rpg-project_0.64a_shot58.jpg/220px-Rpg-project_0.64a_shot58.jpg)
Interplay, now known as Interplay Entertainment and a publisher in its own right, produced several late 1990s RPG titles through two new developers,
BioWare's
I think there are a few reasons for Fallout's success. It gave you tremendous freedom to let you wander wherever you chose. This freedom—to take whatever quests you want and solve them however you choose—is what an RPG was always supposed to be about.
Chris Avellone, co-designer of Fallout 2 and lead designer of Planescape: Torment[6]
Black Isle's games during this time period often shared engines to cut down on development time and costs, and most feature an overhead
Resurgence (2000s–present)
![]() | This section needs to be updated.(February 2021) |
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
During the production of Fallout 2, several of Black Isle's key members left the studio to form
When Black Isle closed down, several employees formed
Bethesda
Bethesda Softworks has developed RPGs since 1994, in its
The series' popularity exploded with the release of
Interplay's decision to scrap plans for Fallout 3 and Bethesda's subsequent acquisition of the
Video game consoles and "accessibility"
![](http://upload.wikimedia.org/wikipedia/commons/thumb/c/c2/Xbox-Console-Set.png/220px-Xbox-Console-Set.png)
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.
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
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.
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.
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.](http://upload.wikimedia.org/wikipedia/commons/thumb/1/14/Legend_of_Grimrock_screenshot_01.jpg/220px-Legend_of_Grimrock_screenshot_01.jpg)
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.
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.
The critically acclaimed Gothic series, by German developer
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
CD Projekt Red
Much-anticipated after a several-years-long wait, Cyberpunk 2077 received considerable praise for its narrative, setting, and graphics,
Footnotes
- ^ The file "m199h" was quickly deleted by PLATO administrators, so no copy of its source code survives.[1][2]
- ^ Pedit5 was later deleted and lost to history.[3]
- ^ Note the lower-case letters, as the PLATO mainframe's file system was case-insensitive.
- ^ Chainmail was the official combat handbook for the first edition of Dungeons & Dragons.[13]
- ^ 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]
- ^ Some of these elements were inspired by Wizardry, specifically the party-based system.[20]
- ^ Several titles were affected by this, ruining what might have otherwise been impressive efforts.[60]
- ^ For instance, Baldur's Gate's Warcraft-like interface, and The Elder Scrolls' first-person perspective.[56]
- ^ 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]
- ^ 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]
- ^ 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]
- ^ Fallout: Brotherhood of Steel (2004), and Baldur's Gate: Dark Alliance (2001), namely.
- ^ Examples include Mass Effect 2's lack of inventory system and Alpha Protocol's Dialogue Effect System.[145]
- ^ 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]
- ^ Though managed development environments such as Microsoft's XNA platform and GarageGames' Torque engine are meant to make this easier.[150][151]
- ^ 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]
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- ^ Pepe 2019, p. 30
- ^ 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.
- ^ Martell, Carey (April 26, 2012). "Interview with the creators of dnd (PLATO)". RPG Fanatic. Martell Brothers Studios, LLC. Retrieved May 5, 2012.
- ^ Barton 2007a, p. 1
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- ^ a b King & Borland 2003, p. 28
- 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}}
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- ^ 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."
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- ^ Scorpia (August 1994). "Scorpia The Avatar". Scorpia's Sting. Computer Gaming World. pp. 29–33.
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- ^ a b c d Barton 2007c, p. 1
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