history western role playing video games western role playing video games role playing video games developed western world including north_america recent years europe originated university computer systems 1970s later popularized titles mid-1980s continue produced modern home computer video game console systems genre golden age occurred mid- popularity suffered mid-1990s developers struggled hardware changes increasing development costs later series role playing games published developed longer time period set new standards production quality computer role playing games popular recent titles mass effect series elder series produced console systems received multi platform releases independently developed games frequently created personal computer developers role playing games continuously experimented graphical perspectives styles play real time turn based time keeping systems person graphical projections single character multi character parties include action role playing games tactical role playing games early american computer late 1970s mid-1980s computers late 1970s early 1980s earliest role playing video games created mid late 1970s early university text based played based systems included dungeon written created early games inspired pen paper role playing games particularly published lord rings trilogy graphical computer included named tower lord rings later renamed avatar named french word dungeon dungeons developed popular system late 1970s large speed fast graphics large number players access nationwide network system supported multiple users allowed play simultaneously feature commonly available owners home personal computer systems time followed games platforms temple written followed add world doom gave rise known series games era influenced text adventures early sports games popular dungeon rogue developed based systems students berkeley graphics featured deep system gameplay multitude randomly generated items locations rogue later distributed free software operating system followed entire genre inspired emulated original game mechanics later titles later examples include mystery keyboard frequently input supported games graphics simple titles like rogue represented objects text characters main character zombies single game featured characteristics expected modern exploration subterranean dungeons use weapons items quest completion possible evolution features era followed early mid-1980s early definitive games began build genre simplified use console innovations early particular iii exodus developer standard later personal computer console markets ideas included use graphics party based combat mix fantasy science fiction elements time travel game written narrative innovative feature allowed convey larger story found minimal plots common time games including focused primarily basic gameplay mechanics like combat paid little attention story narrative introduced system code conduct quest avatar persisted later player avatar tackles problems racism based actions tested periodically ways obvious unseen code conduct response efforts christian groups rising popularity continuing ascension covered range virtues included compassion justice honor system morals ethics unique time video games allowed players lauded heroes game worlds matter player actions hand players forced consider moral consequences actions according mere fantasy escape provided world framework deeper meaning level detail diversity interaction rarely attempted thought people completely reject game folks play kill kill kill succeed game radically change way played game iii considered modern originally published apple ported platforms influenced development later titles including console series went span dozen titles including spin series worlds multiplayer online series online underworld abyss offered players degree view game world vii black gate real time title series fully playable computer mouse later left electronic arts form destination games publisher involved number including lineage departure series created roughly time featured person view intuitive interface party based combat pre constructed levels encouraged players draw maps allowed players import characters previous games albeit reduced experience levels introduced moral alignment feature limited areas players visit series extremely difficult compared time possibly modeled pen paper role playing games similar difficulty particular considered difficult created unique player controls villain game attempt escape prison dungeon gain freedom world unlike evolved installment series retained refined style core mechanics time improved graphics level design years progressed series famous titles appear years later installments published recently vii said possess best character class systems june temple sold copies copies dominated industry early 1980s historian later wrote little oxygen competition period largely limited derivatives like advertised games play wait discussed collaborating ultimate fantasy role playing game copies sold years received better reviews time popular improving technology making games friendly required new players play game sequels difficult sold poorly basic port earlier game released introduced real time gameplay earlier dungeon crawl games turn based movement enemies moved party tunnels doom produced year introduced separate screens exploration combat commonly claimed role playing video game produced console journalist cites earlier golden age late 1980s early 1990s magic series highly popular 1980s onward began release magic book secret inner encompasses total games recent released popular turn based strategy series heroes magic series featured mix complex statistics large numbers weapons spells enormous worlds play longest lived series alongside notable making race gender important aspect gameplay strategic inc series gold box began pool apple commodore widely successful official video game adaptation license rules games featured person display movement exploration combined overhead tactical display combat tried model turn based mechanics better known producing computer created defining series period games spawned series novels titles continued published game engine retired users purchased able create adventures play gold box engine later titles developed produced multi player implementation gold box engine ran america online series characters imported game published based original properties hardcore rpg wizard crown games design character parties skill based experience system highly detailed combat mechanics dozens commands injuries bleeding strengths weaknesses versus individual weapon classes game offer terms role playing narrative buying selling killing wizard crown followed similar game removed predecessor complicated elements developed string hits form tale sequels publisher originally commodore series outside challenge sales combined colorful graphics clean interface simple rules series reach mainstream audience spawned series novels authors arguably occur release series allowed players explore cities detail time games relegated simple menu screens buy sell options construction set released allowed players create games engine post apocalyptic master introduced user interface innovations direct manipulation objects environment mouse unusually era features real time person viewpoint common person shooters recent games elder game complex magic system combined specific sequences create magical spells sequences detailed game manual instead players required discover trial error sequels followed game person real time mechanics copied black box series onward dungeon master sold copies year release best selling title times lore released introduced action adventure action role playing game formula console titles legend american computer rpg market times lore directly inspired later titles including games bad blood action rpg based engine false prophet interface quest glory produced known point click adventure games combined adventure game mechanics unique genre bending mix series featured involved stories complex puzzles arcade like combat titles released originally conceived built themes cardinal directions classical elements seasons designers felt series storyline shadows darkness difficult inserted fifth game wages war canon renumbered series legends provided early example open world non linear gameplay rpg cited influence elder series sierra betrayal based author setting featured turn based semi tactical combat skill based experience system magic system similar dungeon master suffered outdated graphics heavily consulted development later created novelization based game sequel betrayal game engine sierra lost license set different universe return new game engine returned setting lands lore series featured story based approach rpg design served stylistic mirror japanese time brightly colored cheerful graphics simple combat system borrowed semi linear story elements contrasted western stereotype dark gritty rules centric games decline mid-1990s western faced sharp decline circa developers lost ability hardware advances near forefront gaming technology improved computer graphics increased storage space facilitated rom technology created expectations developers struggled meet caused lengthy delays releases popular franchises years later magazine wrote infamous mid toughest dungeons pits failed designs deadly dull releases increases development budgets team sizes meant sequels took years released instead yearly releases seen gold box series growth development teams increased likelihood software bugs appear code produced programmers working different teams merged lack technical standards hardware manufacturers forced developers support manufacturer implementation risk losing players competition arose genres players turned away flight adventure games favor action oriented titles person shooters real time strategy games later draw influences action genres face new challenges form massively multiplayer online role playing games trend players away single player faced competition japanese console increasingly dominant time reasons accessible faster paced action adventure oriented gameplay stronger emphasis storytelling character interactions western changed following period non player characters given dialogue gate party sizes smaller fallout combat faster games accessible feel cinematic focused single player character progressed game player sole avatar video games darker thematically consistent designers abandoned reconciled eccentric elements bit bit titles instance displayed consistent gothic style series elder series people favor recognizable dark north american computer late 1990s action dark fantasy themed released december midst rpg market set fictional kingdom world sanctuary player control lone hero battles rid world lord terror development influenced resembles focus dungeon crawling generated levels major differences include commercial quality game graphics simplified character development fast real time action factor success support online collaborative play local area network online service greatly extended replay value cheating problem rpg feature real time combat effect market significant reflection changes took place genres following release action titles doom formula simple fast combat later referred clones broadly action action typically player real time control single character combat action emphasized plot character interaction kept minimum formula referred fight level cycle inclusion content killing enemies challenge hack slash games sheer number items locations monsters makes difficult design encounter unique works regardless character hand game technical depth overly streamlined result case repetitive experience feel tailored player suffer area exploration traditional encourage exploration detail game world provide organic experience distributed according internal logic game world plot action games reward players quick movement location location tend ensure obstacles occur way games player movements game world indicating interacted making easier players find locations exchange items money goods best characteristics lost road blocks eliminated player experience action rpg avoided limitations offered multiple solutions problems layered dialogue choices deep skill tree hand crafted environments players challenged act character dialog choices appropriate chosen role intelligent use surrounding environment produced unique experience tailored player followed expansion pack sequel received expansion lord destruction lord destruction strategy guide sold sold decade later game announced june released examples clones include fate sacred din curse london like rogue din curse london fate use procedural generation create new game levels known publisher right produced late 1990s rpg titles new developers released groundbreaking fallout reminiscent earlier set alternate history future america following nuclear holocaust successful video game set swords environment fallout notable open ended largely non linear gameplay quest system tongue cheek humor sense style imagery players afforded numerous moral choices shape game world based reacted player like original fallout nearly influential post crash golden age considered modern produced sequel fallout party developer produced fallout tactics tactical rpg based franchise published strategy division degrees east gate series important significant series released era games created accurate depth simulation featured support players cooperative mode gate provided epic story followers written dialogue continued titles expansion packs produced combat oriented series soon critically acclaimed title developed published known moody artistic air extensive writing fallout particularly gate considered critics finest games time period shared engines cut development time costs feature overhead projected person interface titles apart fallout games versions developed gate collapse resulted cancellation games fallout gate series original title torn instead published trio console action based franchises gate dark alliance gate dark alliance fallout released seemingly went defunct poorly received legacy developer notable special system introduced fallout announced money sale fallout intellectual property sale controlling interests based firm game development studio plan develop wii virtual console sequel versions classic console series including gate dark alliance massively multiplayer online game based fallout franchise development project retained creation rights filed attempt prevent development game hold pending outcome dispute resurgence 2000s present new century saw increasing number multi platform releases game engines constant improvements graphic quality led progressively detailed realistic game worlds produced fuse edition rules display user vary viewing angle distance new game content generated aurora supplied game release players share play friends online based experiences playing goals development reproduce feel live pen paper rpg experience complete human dungeon master successful commercially spawned official expansion packs sequel developed later produced acclaimed star wars knights married system star wars franchise original titles mass effect dragon age origins mass effect dragon age mass effect dragon age released multiple platforms mass effect dragon age titles utilized save import system decisions earlier games impact story later games production fallout key members left studio form games citing disagreements development team structure new studio title original themed rpg fantasy elements designers worked fallout titles share aesthetic sense irony humor followed based edition rules set universe vampire based vampire games received positive reviews cult following case criticized shipping numerous bugs reputation great ideas testing studio financial trouble longer able secure funding additional titles developers left studios closed employees formed released star wars knights old republic lords sequel successful star wars knights old republic later created sequel game nights released halloween featured followed expansions adventure pack began development role playing game based alien film franchise canceled original title working seven recent modern day spy thriller released multiple platforms fallout latest installment fallout franchise company released dungeon siege iii june gothic series german developer began title lauded complex interaction game characters attractive graphics criticized difficult control scheme high system requirements game particular notable ton quests rewarding exploration combat high system requirements unfinished feel voice acting split publisher contract companies retained rights gothic current future games released trademark developed risen publisher fourth casual installment gothic series time developer released rights gothic series revert following release developed elder series notable person rpg expansive world series drew attention gameplay gives player wide choices free activities unrelated game main storyline elder series seen alternative highly linear story based games dominated computer rpg genre time series freedom play inspired comparisons according think games people project things allows play styles people easily imagine type person like game series popularity exploded release elder iii xbox successful award winning rpg open ended play richly detailed game world flexibility character creation advancement expansions released tribunal elder released xbox playstation enhanced sequel featured scripted behaviors significantly improved graphics company foray micro transactions recent trend makers expansion packs isles knights developed smaller downloadable packages cost immediate successor elder released critical acclaim november remains successful favourably reviewed video games general date decision scrap plans fallout subsequent acquisition fallout brand created mixed feelings series fan community released fallout north_america october critical acclaim fanfare game followed content packs sequel fallout created engine fallout released generally favorable reviews video game consoles multi platform titles multi platform releases common early days period 1990s generally case sixth generation home gaming consoles led game developers resume practice opted develop primarily exclusively consoles combination xbox technologies proved especially popular systems architectural similarities common set programming tools art assets account greater proportion development budget past easily multiple platforms affected major rpg releases console publishing deals microsoft star wars knights developed primarily xbox ported months later original xbox exclusive receive windows version included bonus content released sequel released december xbox followed version february received port reissue platinum hit sequels titles developed systems including iii fallout gate series spawned console friendly style action titles ps2 xbox respective series ended released simultaneously console considered major launch title xbox playstation change focus platform console systems criticized concessions required adapt games altered control systems need appeal wider demographic developer lamented decline high profile computer exclusive claimed collapse games meant pure developers left outside small companies like criticisms include increasing emphasis video quality effect development budgets quality dialogue offered considered western rpg following drought mid-1990s prominent mass effect series sheds novel like writing style conventions western favor cinematic style streamlined action japanese console video game genres changes raise debate games mass effect sequels truly hand success attributed successfully marrying western mechanics japanese style character interactions subtle shifts away core influences existed 1980s 1990s games originally closely tied system basic mechanics rolls turn based tactical combat moving direction real time modes simplified mechanics skill based roots rules compared role playing video games like non role playing games adopt rpg elements developers publishers concerned term role playing game gamers development multiple platforms profitable difficult needed platform architecture necessarily translate individual platforms playstation seen difficult develop compared competitors developers fully accustomed new technologies multi core hyper multi platform releases increasingly common differences editions multiple platforms fully explained hardware remain franchise exist solely system developers new platforms handheld mobile systems operate pressure million budgets scrutiny publishers marketing experts independent games european game studios technical required modern video games high expectations players difficult independent developers impress audiences degree large game makers extensive budgets development teams able innovation quality need necessarily europe germany particular remains receptive general older hardcore design decisions like movie industry indie video game scene plays crucial role new ideas concepts mainstream publishers marketing departments stuck old ways radical examples movies gained approval corporate decision makers financially successful iconic film industry indie video game developers provide development time effort larger corporate enterprises constrained expenses expectations voice overs advanced graphics independent developers successful focusing niche markets new millennium saw number independently published number developed europe points farther east led eastern_europe rpg development recent years examples independently produced include series tales prelude darkness book book depths din curse examples eastern central european include belgian developer series starting russian developer interactive series tactical starting german developer sacred series action starting sacred polish developer assassins kings wild hunt polish developer reality pump worlds worlds hybrid include russian developer multi genre space rangers space rangers ukrainian developer hybrid rpg person shooter shadow turkish developer hybrid rpg medieval combat finnish independent development studio human released legend dungeon master inspired game reboot long abandoned tile based dungeon commercial success reached steam sellers list april examples exist developers leave larger studios form independent development houses instance pair developers left form began development post apocalyptic zombie rpg age game engine employees left form develop tactical rpg banner saga supported public crowd funding website recent trend independent gaming
History of Western role-playing video games