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A decade into the Modern Age, a curious phenomenon occurred in the Western RPG genre: an increasing number of developers, both old guard and new blood, are tackling an almost forgotten market niche between AAA and {{Arthouse Game}}s--the medium-budget, PC-only "B title" [=RPGs=]. This flavor of WesternRPG seemed to have mostly died off (despite occasional indie stragglers like ''VideoGame/{{Geneforge}}'' and ''VideoGame/{{Avernum}}'') before being rediscovered thanks to the emergence of affordable game tech and new business models. The term "Renaissance" was coined for this movement because the vast majority of such [=RPGs=] are (often explicit) throwbacks to the Golden and Silver Ages and set out to marry the gameplay and story ideas of older games with modern advances in video game technology and gameplay design.

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A decade into the Modern Age, a curious phenomenon occurred in the Western RPG genre: an increasing number of RPG developers, both old guard and new blood, are tackling an almost forgotten market niche between AAA and {{Arthouse Game}}s--the medium-budget, PC-only "B title" [=RPGs=]. titles". This flavor of WesternRPG seemed to have mostly died off (despite occasional indie stragglers like ''VideoGame/{{Geneforge}}'' and ''VideoGame/{{Avernum}}'') before being rediscovered thanks to the emergence of affordable game tech and new business models. The term "Renaissance" was coined for this movement because the vast majority of such [=RPGs=] are (often explicit) throwbacks to the Golden and Silver Ages and set out to marry the gameplay and story ideas of older games with modern advances in video game technology and gameplay design.
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When reminiscing of the Silver Age, most people think of the Gold Box's successor--the Infinity Engine (''VideoGame/BaldursGate'' series, ''VideoGame/PlanescapeTorment'', ''VideoGame/IcewindDale'' duology, by Creator/BioWare and Creator/BlackIsle, 1998–2002), but it would be unfair to identify it with the entire period. Both ''Fallout'' and ''Diablo'' received sequels and a [[FollowTheLeader slew of imitators]], while ''VideoGame/DeusEx'' (Ion Storm, 2000), ''VideoGame/{{Gothic}}'' (Pirahna Bytes, 2001), ''VideoGame/DungeonSiege'' (Gas Powered Games, 2002), and ''VideoGame/DivineDivinity'' (Creator/{{Larian|Studios}}, 2002) managed to start successful series that found their place in the Modern Age. Other games failed to start a series and are now undeservedly forgotten, like ''VideoGame/{{Darkstone}}'' (Delphine, 1999), ''VideoGame/{{Revenant}}'' (Cinematix, 1999), ''VideoGame/{{Nox}}'' (Westwood, 2000), ''[[VideoGame/VampireTheMasqueradeRedemption Vampire: Redemption]]'' (Nihilistic Software, 2000), ''VideoGame/{{Arcanum|OfSteamworksAndMagickObscura}}'' (Creator/{{Troika|Games}}, 2001), ''VideoGame/SiegeOfAvalon'' (Digital Tome, 2001), etc. The (new) ''VideoGame/NeverwinterNights'' ([=BioWare=]/Creator/{{Obsidian|Entertainment}}, 2002–2009) series and ''VideoGame/TheTempleOfElementalEvil'' (Troika, 2003) would become the swan songs of this era.

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When reminiscing of about the Silver Age, most people think of the Gold Box's successor--the Infinity Engine (''VideoGame/BaldursGate'' series, ''VideoGame/PlanescapeTorment'', abd ''VideoGame/IcewindDale'' duology, by Creator/BioWare and Creator/BlackIsle, 1998–2002), but it would be unfair to identify it with the entire period. Both ''Fallout'' and ''Diablo'' received sequels and a [[FollowTheLeader slew of imitators]], while ''VideoGame/DeusEx'' (Ion Storm, 2000), ''VideoGame/{{Gothic}}'' (Pirahna Bytes, 2001), ''VideoGame/DungeonSiege'' (Gas Powered Games, 2002), and ''VideoGame/DivineDivinity'' (Creator/{{Larian|Studios}}, 2002) managed to start successful series that found their place in the Modern Age. Other games failed to start a series and are now undeservedly forgotten, like ''VideoGame/{{Darkstone}}'' (Delphine, 1999), ''VideoGame/{{Revenant}}'' (Cinematix, 1999), ''VideoGame/{{Nox}}'' (Westwood, 2000), ''[[VideoGame/VampireTheMasqueradeRedemption Vampire: Redemption]]'' (Nihilistic Software, 2000), ''VideoGame/{{Arcanum|OfSteamworksAndMagickObscura}}'' (Creator/{{Troika|Games}}, 2001), ''VideoGame/SiegeOfAvalon'' (Digital Tome, 2001), etc. The (new) ''VideoGame/NeverwinterNights'' ([=BioWare=]/Creator/{{Obsidian|Entertainment}}, 2002–2009) series and ''VideoGame/TheTempleOfElementalEvil'' (Troika, 2003) would become the swan songs of this era.
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Five Golden Age studios that had a particular impact upon the genre get sometimes dubbed its "mythic forefathers": ORIGIN, Sir-Tech, Interplay, New World Computing, and SSI. Four of them closed during or after the subsequent Dark Age, however, so nearly all major WesternRPG producers nowadays trace their lineage to Creator/InterplayEntertainment in one way or another.
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Basically, everything since the original release of ''TabletopGame/DungeonsAndDragons'' in 1974 and the rise of the ''Franchise/{{Ultima}}'' and ''VideoGame/{{Wizardry}}'' series, when games like ''VideoGame/{{dnd}}'' and ''VideoGame/{{Dungeon}}'' fed the ''D&D'' ruleset into mainframe computers and gave it a text-based interface to interact with the player. This era is crucial to understanding the difference between role-playing games (live or pen-and-paper) and role-playing ''video'' games: classic ''D&D''-style role-playing is one part number crunching, one part freeform make-believe; its video game counterpart has been all about the former from the very beginning.

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Basically, everything since the original release of ''TabletopGame/DungeonsAndDragons'' in 1974 and until the rise of the ''Franchise/{{Ultima}}'' and ''VideoGame/{{Wizardry}}'' series, when games like ''VideoGame/{{dnd}}'' and ''VideoGame/{{Dungeon}}'' fed the ''D&D'' ruleset into mainframe computers and gave it a text-based interface to interact with the player. This era is crucial to understanding the difference between role-playing games (live or pen-and-paper) and role-playing ''video'' games: classic ''D&D''-style role-playing is one part number crunching, one part freeform make-believe; its video game counterpart has been all about the former from the very beginning.
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* '''Story''': Decidedly un-epic, with very few prerendered or in-engine cutscenes. More novelistic than cinematic.

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* '''Story''': Decidedly un-epic, un-cinematic, with very few prerendered or and in-engine cutscenes. More novelistic than cinematic.cutscenes and a focus on exploration.
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* ''VideoGame/{{Wizardry}}'' (Sir-Tech, 1981–2001): ''Ultima''[='=]s main [[TheRival rival]] that focused instead of conservative (and teeth-crushingly hard) DungeonCrawling.

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* ''VideoGame/{{Wizardry}}'' (Sir-Tech, 1981–2001): ''Ultima''[='=]s [[DuelingGames main [[TheRival rival]] that focused instead of conservative (and teeth-crushingly hard) DungeonCrawling.
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!!The Golden Age of WesternRPG (1981–1993)

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!!The Golden Age GoldenAge of WesternRPG (1981–1993)
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Modern Age Western [=RPGs=] are characterized by MultiPlatform releases, [[ActioNRPG action-oriented combat]], fully voiced dialogue, and extensive usage of in-engine cutscenes. Multiplayer modes, commonplace during the Silver Age, [[MisbegottenMultiplayerMode went out of favor]] concurrently with the rise of [=MMORPGs=]--at least, until ''VideoGame/MassEffect3'' ([=BioWare=], 2012) found a way to make them cool again--but it's not to say that the genre didn't make any use of online capabilities: DownloadableContent was pioneered by ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' (Bethesda, 2006) and quickly picked up on by other developers. On the bright side, the AAA industry has polished and codified a lot of the usability and interface features that many players have come to expect from a modern RPG (others prefer to call it "[[ConsoleVsPC dumbing down for consoles]]").

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Modern Age Western [=RPGs=] are characterized by MultiPlatform releases, [[ActioNRPG action-oriented combat]], fully voiced dialogue, and extensive usage of in-engine cutscenes. Multiplayer modes, commonplace during the Silver Age, [[MisbegottenMultiplayerMode went out of favor]] concurrently with the rise of [=MMORPGs=]--at least, until ''VideoGame/MassEffect3'' ([=BioWare=], 2012) found a way to make them cool again--but it's not to say that the genre didn't make any use of online capabilities: DownloadableContent was pioneered by ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' (Bethesda, 2006) and quickly picked up on by other developers. On the bright side, the AAA industry has polished and codified a lot of the usability and interface features that many players have come to expect from a modern RPG (others prefer to call it "[[ConsoleVsPC "[[PCVsConsole dumbing down for consoles]]").
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%%The rise of TheElderScrolls
%%Vampire: Bloodlines - missing link
%%MultiPlatform, usability, interface

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%%The If Golden and Silver Age [=RPGs=] were {{Doorstopper}}s, the Modern Age ones are {{Epic Movie}}s. Having sat out on most of the Silver Age (cross-genre spin-offs notwithstanding), ''The Elder Scrolls'' came back in force to herald a new age of Western [=RPGs=]: ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' (Bethesda, 2002) was a massive MultiPlatform fully-3D hand-crafted WideOpenSandbox, closely followed by ''VideoGame/KnightsOfTheOldRepublic'' ([=BioWare=], 2003)--a massive MultiPlatform fully-3D hand-crafted narrative RPG with fully voiced dialogues. This new model of Western RPG let them challenge {{Eastern RPG}}s on their home turf but came with heftier production costs than ever before, slowly turning the genre into a [[https://en.wikipedia.org/wiki/AAA_%28game_industry%29 AAA domain]] of a few big studios, chief among whom were [=BioWare=] (which was acquired by Creator/ElectronicArts), Bethesda (which struck the deal of the century by purchasing ''Fallout'' from Interplay), and Blizzard (mainly known for the ''VideoGame/WorldOfWarcraft'' MMO, 2004–). Troika didn't survive the ill-fated release of ''[[VideoGame/VampireTheMasqueradeBloodlines Vampire: Bloodlines]]'' (2003), but Obsidian managed multiple times to hang on by the skin of their teeth, and Creator/CDProjektRED joined the big club in 2007 with their SleeperHit ''VideoGame/TheWitcher''. Smaller studios and their series remain largely overshadowed by the big ones: ''Gothic'', ''Dungeon Siege'', ''Divinity'', ''VideoGame/{{Sacred}}'' (Ascaron, 2004–), ''VideoGame/{{Fable}}'' (Creator/{{Lionhead|Studios}}, 2004–), ''VideoGame/{{Torchlight}}'' (Runic Games, 2009–), ''VideoGame/{{Risen}}'' (Pirahna Bytes, 2009–), etc.

Modern Age Western [=RPGs=] are characterized by MultiPlatform releases, [[ActioNRPG action-oriented combat]], fully voiced dialogue, and extensive usage of in-engine cutscenes. Multiplayer modes, commonplace during the Silver Age, [[MisbegottenMultiplayerMode went out of favor]] concurrently with the
rise of TheElderScrolls
%%Vampire: Bloodlines - missing link
%%MultiPlatform, usability, interface
[=MMORPGs=]--at least, until ''VideoGame/MassEffect3'' ([=BioWare=], 2012) found a way to make them cool again--but it's not to say that the genre didn't make any use of online capabilities: DownloadableContent was pioneered by ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' (Bethesda, 2006) and quickly picked up on by other developers. On the bright side, the AAA industry has polished and codified a lot of the usability and interface features that many players have come to expect from a modern RPG (others prefer to call it "[[ConsoleVsPC dumbing down for consoles]]").



In the recent years, the RPG genre in the West has been undergoing a curious phenomenon, wherein an increasing number of developers, both old guard and new blood, tackles an almost forgotten market niche between [[https://en.wikipedia.org/wiki/AAA_%28game_industry%29 AAA]] and {{Arthouse Game}}s: the medium-budget, PC-only "B title" [=RPGs=]. This flavor of WesternRPG seemed to have died off when the biggest developers set course for MultiPlatform, multi-million, cinematic and fully voiced releases a decade prior, but was rediscovered thanks, in part, to the appearance of affordable game tech and new business models. The term "Renaissance" was coined for this movement because the vast majority of such [=RPGs=] are (often explicit) throwbacks to the Golden (pre-1995) and Silver Ages (1997-2002) of Western RPG and strive to marry the gameplay and story ideas of older games with modern advances in video game technology and gameplay design.

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In A decade into the recent years, the RPG genre in the West has been undergoing Modern Age, a curious phenomenon, wherein phenomenon occurred in the Western RPG genre: an increasing number of developers, both old guard and new blood, tackles are tackling an almost forgotten market niche between [[https://en.wikipedia.org/wiki/AAA_%28game_industry%29 AAA]] AAA and {{Arthouse Game}}s: the Game}}s--the medium-budget, PC-only "B title" [=RPGs=]. This flavor of WesternRPG seemed to have mostly died off when the biggest developers set course for MultiPlatform, multi-million, cinematic (despite occasional indie stragglers like ''VideoGame/{{Geneforge}}'' and fully voiced releases a decade prior, but was ''VideoGame/{{Avernum}}'') before being rediscovered thanks, in part, thanks to the appearance emergence of affordable game tech and new business models. The term "Renaissance" was coined for this movement because the vast majority of such [=RPGs=] are (often explicit) throwbacks to the Golden (pre-1995) and Silver Ages (1997-2002) of Western RPG and strive set out to marry the gameplay and story ideas of older games with modern advances in video game technology and gameplay design.
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Basically, everything between the release of ''TabletopGame/DungeonsAndDragons'' first edition and the rise of the ''Franchise/{{Ultima}}'' and ''VideoGame/{{Wizardry}}'' series, when games like ''VideoGame/{{dnd}}'' and ''VideoGame/{{Dungeon}}'' fed the the ''D&D'' ruleset into mainframe computers, outfitted with a text-based interface. This era is crucial to understanding the difference between role-playing games (live or pen-and-paper) and role-playing ''video'' games: classic ''D&D''-style role-playing is one part number crunching, one part freeform make-believe; its video game counterpart has been all about the former from the very beginning.

to:

Basically, everything between since the original release of ''TabletopGame/DungeonsAndDragons'' first edition in 1974 and the rise of the ''Franchise/{{Ultima}}'' and ''VideoGame/{{Wizardry}}'' series, when games like ''VideoGame/{{dnd}}'' and ''VideoGame/{{Dungeon}}'' fed the the ''D&D'' ruleset into mainframe computers, outfitted with computers and gave it a text-based interface.interface to interact with the player. This era is crucial to understanding the difference between role-playing games (live or pen-and-paper) and role-playing ''video'' games: classic ''D&D''-style role-playing is one part number crunching, one part freeform make-believe; its video game counterpart has been all about the former from the very beginning.
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''Franchise/TheElderScrolls'' (Creator/{{Bethesda}}, 1994–ongoing) series was more-or-less the only highlight of this period (even though it only came into full force during the Modern Age) and bears the honor of being the oldest continuous still-running WesternRPG series.

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''Franchise/TheElderScrolls'' (Creator/{{Bethesda}}, 1994–ongoing) series was more-or-less pretty much the only highlight of that brightened this period (even though it only first came into full force during the Modern Age) and bears the honor of being the oldest continuous still-running WesternRPG series.
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The Golden Age came to a end in the [[TheNineties mid-90ies]], with many factors contributing to it. The biggest reason was probably the failure of the leading studios to keep up with the advances of video game technology (new storage tech like the CD, [[VideoGame3DLeap 3D graphics]], full-motion video, voice acting, etc.) and the ever-mounting development costs that came with them. As a result, the Western RPG market was filled by derivative, half-baked products[[note]](to name a few: ''Daemonsgate'', ''Dark Sun'', ''Ravenloft'', ''Menzoberranzan'', ''Birthright'', ''Descent to Undermountain''...)[[/note]], while the big series of the Golden Age frustrated their fans with extended {{Sequel Gap}}s. Some, like ''Quest for Glory'', managed to wrap up satisfactorily, while others, like ''Ultima'' and ''Might & Magic'', met rather ignoble ends. SSI lost the ''D&D'' license and went out of business, and ''Wizardry 8'' (2001) would ultimately become the swan song of the Golden Age.

to:

The Golden Age came to a end in the [[TheNineties mid-90ies]], with many factors contributing to it. The biggest reason was probably the failure of the leading studios to keep up with the advances of video game technology (new storage tech like the CD, [[VideoGame3DLeap 3D graphics]], full-motion video, voice acting, etc.) and the ever-mounting development costs that came with them. As a result, the Western RPG market was filled by derivative, half-baked products[[note]](to name a few: ''Daemonsgate'', ''Dark Sun'', ''Ravenloft'', ''Menzoberranzan'', ''Birthright'', ''Descent to Undermountain''...)[[/note]], while the big series of the Golden Age frustrated their fans with extended {{Sequel Gap}}s. Some, like ''Quest for Glory'', managed to wrap up satisfactorily, satisfactorily when they did finally deliver, while others, like ''Ultima'' and ''Might & Magic'', met rather ignoble ends. SSI lost the ''D&D'' license and went out of business, and ''Wizardry 8'' (2001) would ultimately become the swan song of the Golden Age.

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When reminiscing of the Silver Age, most people think of the Gold Box's successor--the Infinity Engine (''VideoGame/BaldursGate'' series, ''VideoGame/PlanescapeTorment'', ''VideoGame/IcewindDale'' duology, by Creator/BioWare and Creator/BlackIsle, 1998–2002), but it would be unfair to identify it with the entire period. Both ''Fallout'' and ''Diablo'' received sequels and a [[FollowTheLeader slew of imitators]], while ''VideoGame/DeusEx'' (Ion Storm, 2000), ''VideoGame/{{Gothic}}'' (Pirahna Bytes, 2001), ''VideoGame/DungeonSiege'' (Gas Powered Games, 2002), and ''VideoGame/DivineDivinity'' (Creator/{{Larian|Studios}}, 2002) managed to start successful series that found their place in the Modern Age. Other games failed to start a series and are now undeservedly forgotten, like ''VideoGame/{{Darkstone}}'' (Delphine, 1999), ''VideoGame/{{Revenant}}'' (Cinematix, 1999), ''VideoGame/{{Nox}}'' (Westwood, 2000), ''VideoGame/{{Arcanum|OfSteamworksAndMagickObscura}}'' (Creator/{{Troika|Games}}, 2001), ''VideoGame/SiegeOfAvalon'' (Digital Tome, 2001), etc. The (new) ''VideoGame/NeverwinterNights'' ([=BioWare=]/Creator/{{Obsidian|Entertainment}}, 2002–2009) series and ''VideoGame/TheTempleOfElementalEvil'' (Troika, 2003) would become the swan songs of this era.

to:

When reminiscing of the Silver Age, most people think of the Gold Box's successor--the Infinity Engine (''VideoGame/BaldursGate'' series, ''VideoGame/PlanescapeTorment'', ''VideoGame/IcewindDale'' duology, by Creator/BioWare and Creator/BlackIsle, 1998–2002), but it would be unfair to identify it with the entire period. Both ''Fallout'' and ''Diablo'' received sequels and a [[FollowTheLeader slew of imitators]], while ''VideoGame/DeusEx'' (Ion Storm, 2000), ''VideoGame/{{Gothic}}'' (Pirahna Bytes, 2001), ''VideoGame/DungeonSiege'' (Gas Powered Games, 2002), and ''VideoGame/DivineDivinity'' (Creator/{{Larian|Studios}}, 2002) managed to start successful series that found their place in the Modern Age. Other games failed to start a series and are now undeservedly forgotten, like ''VideoGame/{{Darkstone}}'' (Delphine, 1999), ''VideoGame/{{Revenant}}'' (Cinematix, 1999), ''VideoGame/{{Nox}}'' (Westwood, 2000), ''[[VideoGame/VampireTheMasqueradeRedemption Vampire: Redemption]]'' (Nihilistic Software, 2000), ''VideoGame/{{Arcanum|OfSteamworksAndMagickObscura}}'' (Creator/{{Troika|Games}}, 2001), ''VideoGame/SiegeOfAvalon'' (Digital Tome, 2001), etc. The (new) ''VideoGame/NeverwinterNights'' ([=BioWare=]/Creator/{{Obsidian|Entertainment}}, 2002–2009) series and ''VideoGame/TheTempleOfElementalEvil'' (Troika, 2003) would become the swan songs of this era.




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%%The rise of TheElderScrolls
%%Vampire: Bloodlines - missing link
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** ''VideoGame/UltimaUnderworld'' (ORIGIN, 1992–1993): The first fully [=3D=] simulated world that would inspire ''Franchise/TheElderScrolls'' series.

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** ''VideoGame/UltimaUnderworld'' (ORIGIN, 1992–1993): The first fully [=3D=] [=3D=], real time simulated world that would inspire ''Franchise/TheElderScrolls'' series.



* ''VideoGame/TheBardsTaleTrilogy'' (Creator/{{Interplay|Entertainment}}, 1985–1988): Competed with ''Wizardry'' and ''M&M'' for the dungeon crawler crown but wound down early.

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* ''VideoGame/TheBardsTaleTrilogy'' (Creator/{{Interplay|Entertainment}}, 1985–1988): Competed with ''Wizardry'' and ''M&M'' for the hardcore dungeon crawler crown but wound down early.



The Golden Age came to a end in the [[TheNineties mid-90ies]], with many factors contributing to it. The biggest reason was probably the failure of the leading studios to keep up with the advances of video game technology (new storage tech like the CD, [[VideoGame3DLeap 3D graphics]], full-motion video, voice acting, etc.) and the ever-mounting development costs that came with them. As a result, the Western RPG market was filled by derivative, half-baked products, while the big series of the Golden Age frustrated their fans with extended {{Sequel Gap}}s. Some, like ''Quest for Glory'', managed to wrap up satisfactorily, while others, like ''Ultima'' and ''Might & Magic'', met rather ignoble ends. SSI lost the ''D&D'' license and went out of business, and ''Wizardry 8'' (2001) would ultimately become the swan song of the Golden Age.

to:

The Golden Age came to a end in the [[TheNineties mid-90ies]], with many factors contributing to it. The biggest reason was probably the failure of the leading studios to keep up with the advances of video game technology (new storage tech like the CD, [[VideoGame3DLeap 3D graphics]], full-motion video, voice acting, etc.) and the ever-mounting development costs that came with them. As a result, the Western RPG market was filled by derivative, half-baked products, products[[note]](to name a few: ''Daemonsgate'', ''Dark Sun'', ''Ravenloft'', ''Menzoberranzan'', ''Birthright'', ''Descent to Undermountain''...)[[/note]], while the big series of the Golden Age frustrated their fans with extended {{Sequel Gap}}s. Some, like ''Quest for Glory'', managed to wrap up satisfactorily, while others, like ''Ultima'' and ''Might & Magic'', met rather ignoble ends. SSI lost the ''D&D'' license and went out of business, and ''Wizardry 8'' (2001) would ultimately become the swan song of the Golden Age.

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* ''VideoGame/TheBardsTaleTrilogy'' (Creator/{{Interplay|Entertainment}}, 1985–1988)

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* ''VideoGame/TheBardsTaleTrilogy'' (Creator/{{Interplay|Entertainment}}, 1985–1988)1985–1988): Competed with ''Wizardry'' and ''M&M'' for the dungeon crawler crown but wound down early.



* ''VideoGame/TheMagicCandle'' (Mindcraft, 1989–1993): The oddball of the age that came out of nowhere and disappeared with little legacy.

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* ''VideoGame/TheMagicCandle'' (Mindcraft, 1989–1993): The oddball of the age that came out of nowhere and nowhere, bringing original ideas to the table, but disappeared with little legacy.



* ''VideoGame/RealmsOfArkania'' (Attic Entertainment, 1992–1996): One of the few European (German, to be precise) RPG series of the age to rise to fame.



* ''VideoGame/{{Rogue}}'' (A.I. Design, 1983): A dungeon crawler RPG that started [[{{Roguelike}} its own genre]].



The Golden Age came to a end in the [[TheNineties mid-90ies]], with many factors contributing to it. The biggest reason was probably the failure of the leading studios to keep up with the advances of video game technology ([[VideoGame3DLeap 3D graphics]], new storage options like the CD, etc.) and the ever-mounting development costs that came with them. As a result, the Western RPG market was filled by derivative, half-baked products, while the big series of the Golden Age frustrated their fans with extended {{Sequel Gap}}s. Some, like ''Quest for Glory'', managed to wrap up satisfactorily, while others, like ''Ultima'' and ''Might & Magic'', met rather ignoble ends. SSI lost the ''D&D'' license and went out of business, and ''Wizardry 8'' (2001) would ultimately become the swan song of the Golden Age.

to:

The Golden Age came to a end in the [[TheNineties mid-90ies]], with many factors contributing to it. The biggest reason was probably the failure of the leading studios to keep up with the advances of video game technology ([[VideoGame3DLeap (new storage tech like the CD, [[VideoGame3DLeap 3D graphics]], new storage options like the CD, full-motion video, voice acting, etc.) and the ever-mounting development costs that came with them. As a result, the Western RPG market was filled by derivative, half-baked products, while the big series of the Golden Age frustrated their fans with extended {{Sequel Gap}}s. Some, like ''Quest for Glory'', managed to wrap up satisfactorily, while others, like ''Ultima'' and ''Might & Magic'', met rather ignoble ends. SSI lost the ''D&D'' license and went out of business, and ''Wizardry 8'' (2001) would ultimately become the swan song of the Golden Age.



The genre emerged from the turmoil of the Dark Ages in the late 1996-early 1997 with a double-punch combo of Creator/{{Blizzard|Entertainment}}'s ''VideoGame/{{Diablo}}'' and Interplay's ''VideoGame/{{Fallout|1}}'', both of which shaped the following Silver Age considerably. In contrast to the Golden Age's crazy ScienceFantasy antics, style consistency was now the order of things; instead of entire player-created parties of old, the games now focused on singular, {{featureless|Protagonist}} [[PlayerCharacter player avatars]]; LongRunner series were now out, replaced by duologies and trilogies, etc. The developers have adapted to the new technology standards, extending the production cycles and upping the values, but the full 3D leap would wait until the TurnOfTheMillennium.

When reminiscing of the Silver Age, most people think of the Gold Box's successor--the Infinity Engine (''VideoGame/BaldursGate'' series, ''VideoGame/PlanescapeTorment'', ''VideoGame/IcewindDale'' duology, by Creator/BioWare and Creator/BlackIsle, 1998–2002), but it would be unfair to identify it with the entire period. Both ''Fallout'' and ''Diablo'' received sequels and a [[FollowTheLeader slew of imitators]], while ''VideoGame/DeusEx'' (Ion Storm, 2000), ''VideoGame/{{Gothic}}'' (Pirahna Bytes, 2001), and ''VideoGame/DivineDivinity'' (Creator/{{Larian|Studios}}, 2002) managed to start successful series. Other games failed to start a series and are now undeservedly forgotten, like ''VideoGame/{{Darkstone}}'' (Delphine, 1999), ''VideoGame/{{Revenant}}'' (Cinematix, 1999), ''VideoGame/{{Nox}}'' (Westwood, 2000), ''VideoGame/{{Arcanum|OfSteamworksAndMagickObscura}}'' (Creator/{{Troika|Games}}, 2001), ''VideoGame/SiegeOfAvalon'' (Digital Tome, 2001), etc. The (new) ''VideoGame/NeverwinterNights'' ([=BioWare=]/Creator/{{Obsidian|Entertainment}}, 2002–2009) series and ''VideoGame/TheTempleOfElementalEvil'' (Troika, 2003) would become the swan songs of this era.

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The genre emerged from the turmoil of the Dark Ages in the late 1996-early 1997 with a double-punch combo of Creator/{{Blizzard|Entertainment}}'s ''VideoGame/{{Diablo}}'' and Interplay's ''VideoGame/{{Fallout|1}}'', both of which shaped the following Silver Age considerably. In contrast to the Golden Age's crazy ScienceFantasy antics, style consistency was now the order of things; LongRunner series were now out, replaced by duologies and trilogies; instead of entire player-created parties of old, the games now focused on singular, lone {{featureless|Protagonist}} [[PlayerCharacter player avatars]]; LongRunner series were now out, replaced by duologies TurnBasedCombat was phased out in favor of real time ([[RealTimeWithPause with pause]]); StoryBranching and trilogies, etc. The plot-altering choices became a norm, as did the VirtualPaperDoll trope for playable characters. Overall, the developers have adapted to the new technology standards, extending the production cycles and upping the values, but the full 3D leap would wait until the TurnOfTheMillennium.

When reminiscing of the Silver Age, most people think of the Gold Box's successor--the Infinity Engine (''VideoGame/BaldursGate'' series, ''VideoGame/PlanescapeTorment'', ''VideoGame/IcewindDale'' duology, by Creator/BioWare and Creator/BlackIsle, 1998–2002), but it would be unfair to identify it with the entire period. Both ''Fallout'' and ''Diablo'' received sequels and a [[FollowTheLeader slew of imitators]], while ''VideoGame/DeusEx'' (Ion Storm, 2000), ''VideoGame/{{Gothic}}'' (Pirahna Bytes, 2001), ''VideoGame/DungeonSiege'' (Gas Powered Games, 2002), and ''VideoGame/DivineDivinity'' (Creator/{{Larian|Studios}}, 2002) managed to start successful series.series that found their place in the Modern Age. Other games failed to start a series and are now undeservedly forgotten, like ''VideoGame/{{Darkstone}}'' (Delphine, 1999), ''VideoGame/{{Revenant}}'' (Cinematix, 1999), ''VideoGame/{{Nox}}'' (Westwood, 2000), ''VideoGame/{{Arcanum|OfSteamworksAndMagickObscura}}'' (Creator/{{Troika|Games}}, 2001), ''VideoGame/SiegeOfAvalon'' (Digital Tome, 2001), etc. The (new) ''VideoGame/NeverwinterNights'' ([=BioWare=]/Creator/{{Obsidian|Entertainment}}, 2002–2009) series and ''VideoGame/TheTempleOfElementalEvil'' (Troika, 2003) would become the swan songs of this era.
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It was also during the Silver Age that the {{MMORPG}} branch split off from the main genre, thanks to ''VideoGame/UltimaOnline'' (ORIGIN, 1997) and ''VideoGame/EverQuest'' (Creatir/{{Sony}}, 1999).

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It was also during the Silver Age that the {{MMORPG}} branch split off from the main genre, thanks to ''VideoGame/UltimaOnline'' (ORIGIN, 1997) and ''VideoGame/EverQuest'' (Creatir/{{Sony}}, (Creator/{{Sony}}, 1999).
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''Franchise/TheElderScrolls'' (1994–ongoing) series was more-or-less the only highlight of this period (even though it only came into full force during the Modern Age) and bears the honor of being the oldest continuous still-running WesternRPG series.

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''Franchise/TheElderScrolls'' (1994–ongoing) (Creator/{{Bethesda}}, 1994–ongoing) series was more-or-less the only highlight of this period (even though it only came into full force during the Modern Age) and bears the honor of being the oldest continuous still-running WesternRPG series.
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* ''VideoGame/TheMagicCandle'' (Mindcraft, 1989–1993)

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* ''VideoGame/TheMagicCandle'' (Mindcraft, 1989–1993)1989–1993): The oddball of the age that came out of nowhere and disappeared with little legacy.



* ''VideoGame/{{Darklands}}'' (Creator/MicroProse, 1992)

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* ''VideoGame/{{Darklands}}'' (Creator/MicroProse, 1992)
1992): Described by some as "the most historically accurate RPG ever".



When reminiscing of the Silver Age, most people think of the Gold Box's successor--the Infinity Engine (''VideoGame/BaldursGate'' series, ''VideoGame/PlanescapeTorment'', ''VideoGame/IcewindDale'' duology, by Creator/BioWare and Creator/BlackIsle, 1998–2002), but it would be unfair to identify it with the entire period. Both ''Fallout'' and ''Diablo'' received sequels and a [[FollowTheLeader slew of imitators]], in whose shadow were lost the many, many noteworthy standalone releases of the Silver Age: ''VideoGame/{{Darkstone}}'' (Delphine, 1999), ''VideoGame/{{Revenant}}'' (Cinematix, 1999), ''VideoGame/{{Nox}}'' (Westwood, 2000), ''VideoGame/SiegeOfAvalon'' (Digital Tome, 2001), etc. The (new) ''VideoGame/NeverwinterNights'' (2002–2009) series would become the swan song of this era.

to:

When reminiscing of the Silver Age, most people think of the Gold Box's successor--the Infinity Engine (''VideoGame/BaldursGate'' series, ''VideoGame/PlanescapeTorment'', ''VideoGame/IcewindDale'' duology, by Creator/BioWare and Creator/BlackIsle, 1998–2002), but it would be unfair to identify it with the entire period. Both ''Fallout'' and ''Diablo'' received sequels and a [[FollowTheLeader slew of imitators]], in whose shadow were lost the many, many noteworthy standalone releases of the Silver Age: while ''VideoGame/DeusEx'' (Ion Storm, 2000), ''VideoGame/{{Gothic}}'' (Pirahna Bytes, 2001), and ''VideoGame/DivineDivinity'' (Creator/{{Larian|Studios}}, 2002) managed to start successful series. Other games failed to start a series and are now undeservedly forgotten, like ''VideoGame/{{Darkstone}}'' (Delphine, 1999), ''VideoGame/{{Revenant}}'' (Cinematix, 1999), ''VideoGame/{{Nox}}'' (Westwood, 2000), ''VideoGame/{{Arcanum|OfSteamworksAndMagickObscura}}'' (Creator/{{Troika|Games}}, 2001), ''VideoGame/SiegeOfAvalon'' (Digital Tome, 2001), etc. The (new) ''VideoGame/NeverwinterNights'' (2002–2009) ([=BioWare=]/Creator/{{Obsidian|Entertainment}}, 2002–2009) series and ''VideoGame/TheTempleOfElementalEvil'' (Troika, 2003) would become the swan song songs of this era.

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* ''VideoGame/{{Darklands}}'' (Creator/MicroProse, 1992)



''Franchise/TheElderScrolls'' (1994–ongoing) series was more-or-less the only highlight of this period (even though it only came into full force during the Modern Age) and bears the honor of being the oldest continuous still-running WesternRPG series.




%%Style consistency, single character
%%MMORPG

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\n%%Style consistency, single character\n%%MMORPG\nThe genre emerged from the turmoil of the Dark Ages in the late 1996-early 1997 with a double-punch combo of Creator/{{Blizzard|Entertainment}}'s ''VideoGame/{{Diablo}}'' and Interplay's ''VideoGame/{{Fallout|1}}'', both of which shaped the following Silver Age considerably. In contrast to the Golden Age's crazy ScienceFantasy antics, style consistency was now the order of things; instead of entire player-created parties of old, the games now focused on singular, {{featureless|Protagonist}} [[PlayerCharacter player avatars]]; LongRunner series were now out, replaced by duologies and trilogies, etc. The developers have adapted to the new technology standards, extending the production cycles and upping the values, but the full 3D leap would wait until the TurnOfTheMillennium.

When reminiscing of the Silver Age, most people think of the Gold Box's successor--the Infinity Engine (''VideoGame/BaldursGate'' series, ''VideoGame/PlanescapeTorment'', ''VideoGame/IcewindDale'' duology, by Creator/BioWare and Creator/BlackIsle, 1998–2002), but it would be unfair to identify it with the entire period. Both ''Fallout'' and ''Diablo'' received sequels and a [[FollowTheLeader slew of imitators]], in whose shadow were lost the many, many noteworthy standalone releases of the Silver Age: ''VideoGame/{{Darkstone}}'' (Delphine, 1999), ''VideoGame/{{Revenant}}'' (Cinematix, 1999), ''VideoGame/{{Nox}}'' (Westwood, 2000), ''VideoGame/SiegeOfAvalon'' (Digital Tome, 2001), etc. The (new) ''VideoGame/NeverwinterNights'' (2002–2009) series would become the swan song of this era.

It was also during the Silver Age that the {{MMORPG}} branch split off from the main genre, thanks to ''VideoGame/UltimaOnline'' (ORIGIN, 1997) and ''VideoGame/EverQuest'' (Creatir/{{Sony}}, 1999).

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TheEighties was the time when the RPG genre (alongside {{Adventure Game}}s) dominated the PC gaming market, breezing even past the UsefulNotes/TheGreatVideoGameCrashOf1983 with hardly a scratch. Annual release cycles and LongRunner series were in vogue (in fact, the genre still owes its longest series to this era), and [=RPGs=] regularly pushed the boundaries of contemporary gaming technology. That is not to say that all games from this era were flawless. Low production costs (compared to later periods) let developers produce [[SturgeonsLaw many an uninspired and buggy hackjob]] and get away with it--at least, until the market grew saturated and they became a contributing factor in the following Dark Age. However, thanks to the NostalgiaFilter, this period's highlights are far better remembered today than its lows.

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TheEighties was the time when the RPG genre (alongside {{Adventure Game}}s) dominated the PC gaming market, breezing even past the UsefulNotes/TheGreatVideoGameCrashOf1983 with hardly a scratch. Annual 2D graphics, annual release cycles cycles, and LongRunner series were in vogue (in fact, the genre still owes its longest series to this era), and [=RPGs=] regularly pushed the boundaries of contemporary gaming technology. That is not to say that all games from this era were flawless. Low production costs (compared to later periods) let developers produce [[SturgeonsLaw many an uninspired and buggy hackjob]] and get away with it--at least, until the market grew saturated and they became a contributing factor in the following Dark Age. However, thanks to the NostalgiaFilter, this period's highlights are far better remembered today than its lows.
lows.

The essential series from this period include:

* ''Franchise/{{Ultima}}'' (ORIGIN, 1981–1999): The [[OneManIndustrialRevolution chief trailblazer]] of Western RPG genre, pioneering a lot of innovations that are ''still'' being rediscovered.
** ''VideoGame/UltimaUnderworld'' (ORIGIN, 1992–1993): The first fully [=3D=] simulated world that would inspire ''Franchise/TheElderScrolls'' series.
* ''VideoGame/{{Wizardry}}'' (Sir-Tech, 1981–2001): ''Ultima''[='=]s main [[TheRival rival]] that focused instead of conservative (and teeth-crushingly hard) DungeonCrawling.
* ''VideoGame/TheBardsTaleTrilogy'' (Creator/{{Interplay|Entertainment}}, 1985–1988)
* ''VideoGame/MightAndMagic'' (New World Computing/3DO, 1986–2002): The last of the [[PowerTrio Big Three]] (with ''Ultima'' and ''Wizardry''), which focused much more on accessibility and user friendliness.
* VideoGame/GoldBox (SSI, 1988–1993): '''The''' ''TabletopGame/DungeonsAndDragons'' adaptation of the Golden Age. Not so much a single series as an anthology of smaller series running on the same engine.
* ''VideoGame/TheMagicCandle'' (Mindcraft, 1989–1993)
* ''VideoGame/QuestForGlory'' (Creator/{{Sierra}}, 1989–1998): Sierra's fondly-remembered attempt at marrying the adventure games they're best remembered for with RPG mechanics.
* ''VideoGame/EyeOfTheBeholder'' (Creator/{{Westwood|Studios}}/SSI, 1991–1993): SSI's short-lived SpiritualSuccessor to the Gold Box.
* ''VideoGame/BetrayalAtKrondor'' (Dynamix/Sierra, 1993–1998): One of the earliest examples of the narrative RPG subgenre (alongside late ''Ultima'' titles).
* ''VideoGame/LandsOfLore'' (Westwood, 1993–1999): Westwood's [[StartMyOwn standalone project]] after SSI took over ''Eye of the Beholder'' completely.

Some notable standalone games:

* ''The Faery Tale Adventure'' ([=MicroIllusions=], 1987): Likely the first Western ActionRPG, a proto-''VideoGame/{{Diablo}}''-"clone".
* ''VideoGame/DungeonMaster'' (FTL Games, 1987): The first ''fully 3D'' Western ActionRPG.
* ''VideoGame/{{Wasteland}}'' (Interplay, 1988): The game that would inspire ''VideoGame/{{Fallout|1}}'' a decade later.




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The Golden Age came to a end in the [[TheNineties mid-90ies]], with many factors contributing to it. The biggest reason was probably the failure of the leading studios to keep up with the advances of video game technology ([[VideoGame3DLeap 3D graphics]], new storage options like the CD, etc.) and the ever-mounting development costs that came with them. As a result, the Western RPG market was filled by derivative, half-baked products, while the big series of the Golden Age frustrated their fans with extended {{Sequel Gap}}s. Some, like ''Quest for Glory'', managed to wrap up satisfactorily, while others, like ''Ultima'' and ''Might & Magic'', met rather ignoble ends. SSI lost the ''D&D'' license and went out of business, and ''Wizardry 8'' (2001) would ultimately become the swan song of the Golden Age.


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%%Style consistency, single character
%%MMORPG


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%%MultiPlatform, usability, interface
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TheEighties was the time when the RPG genre (alongside {{Adventure Game}}s) dominated the PC gaming market, breezing even past the UsefulNotes/TheGreatVideoGameCrashOf1983 with hardly a scratch. Annual release cycles and LongRunner series were in vogue (in fact, the genre still owes its longest series to this era), and [=RPGs=] regularly pushed the boundaries of contemporary gaming technology. That is not to say that all games from this era were flawless. Low production costs (compared to later periods) let developers produce [[SturgeonsLaw many an uninspired and buggy hackjob]] and get away with it--at least, until the market grew saturated and they became a contributing factor in the following Dark Age. However, thanks to the NostalgiaFilter, this period's highlights are far better remembered today than its lows.



!!The Silver Age of Western RPG (1997–2002)

!!The Modern Age of Western RPG (2003–ongoing)

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!!The Silver Age of Western RPG WesternRPG (1997–2002)

!!The Modern Age of Western RPG WesternRPG (2003–ongoing)
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!!The Primordial Era of WesternRPG (1975–1980)
Basically, everything between the release of ''TabletopGame/DungeonsAndDragons'' first edition and the rise of the ''Franchise/{{Ultima}}'' and ''VideoGame/{{Wizardry}}'' series, when games like ''VideoGame/{{dnd}}'' and ''VideoGame/{{Dungeon}}'' fed the the ''D&D'' ruleset into mainframe computers, outfitted with a text-based interface. This era is crucial to understanding the difference between role-playing games (live or pen-and-paper) and role-playing ''video'' games: classic ''D&D''-style role-playing is one part number crunching, one part freeform make-believe; its video game counterpart has been all about the former from the very beginning.

!!The Golden Age of WesternRPG (1981–1993)

!!The Dark Ages of WesternRPG (1994–1996)

!!The Silver Age of Western RPG (1997–2002)

!!The Modern Age of Western RPG (2003–ongoing)
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* '''Budget''': Very limited (commonly under $5 million); usually Website/{{Kickstarte|r}}d, otherwise crowd-funded, or self-funded.

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* '''Budget''': Very limited (commonly ([[NoBudget commonly under $5 million); million]]); usually Website/{{Kickstarte|r}}d, otherwise crowd-funded, or self-funded.



* '''Engine''': Proprietary or UsefulNotes/{{Unity}}.

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* '''Engine''': Proprietary Self-produced or UsefulNotes/{{Unity}}.UsefulNotes/{{Unity}} with tweaks.



* '''Audio''': Very little voice acting, even if the game contains a lot of written text. A professional soundtrack.

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* '''Audio''': Very little voice acting, Few fully-voiced characters, even if when the game contains a lot of written text. A professional soundtrack.
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* '''Engine'': Proprietary or UsefulNotes/{{Unity}}.

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* '''Engine'': '''Engine''': Proprietary or UsefulNotes/{{Unity}}.



* ''[[VideoGame/MightAndMagic Might & Magic X: Legacy]]''' (2014). A throwback to and reboot of the long-dead Golden Age series of dungeon crawlers, developed by a small German studio and, unlike most examples, published traditionally.

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* ''[[VideoGame/MightAndMagic Might & Magic X: Legacy]]''' Legacy]]'' (2014). A throwback to and reboot of the long-dead Golden Age series of dungeon crawlers, developed by a small German studio and, unlike most examples, published traditionally.

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* '''Developer''': A relatively small, often independent studio, possibly led by disgruntled industry veterans.

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* '''Developer''': A relatively small, often independent studio, possibly either European and obscure or American and led by disgruntled industry veterans.


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* '''Engine'': Proprietary or UsefulNotes/{{Unity}}.


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* ''[[VideoGame/MightAndMagic Might & Magic X: Legacy]]''' (2014). A throwback to and reboot of the long-dead Golden Age series of dungeon crawlers, developed by a small German studio and, unlike most examples, published traditionally.
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* ''VideoGame/{{Wasteland 2}}'' (2014). A throwback and sequel to the Golden Age post-apocalyptic classic ''VideoGame/{{Wasteland}}'', Kickstarted by former Creator/InterplayEntertainment veterans.

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* ''VideoGame/{{Wasteland 2}}'' (2014). A throwback and sequel to the Golden Age post-apocalyptic classic ''VideoGame/{{Wasteland}}'', ''VideoGame/{{Wasteland}}'' and, by extension, to the original ''VideoGame/{{Fallout}}'' games (which codified the Silver Age), Kickstarted by former Creator/InterplayEntertainment veterans.[[Creator/InXileEntertainment veterans]].



* ''VideoGame/PillarsOfEternity'' (TBR 2015). A throwback to the Silver Age [=RPGs=] running on the Infinity Engine (''VideoGame/BaldursGate'', ''VideoGame/PlanescapeTorment'', ''VideoGame/IcewindDale''), Kickstarted by former Creator/BlackIsle veterans.

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* ''VideoGame/PillarsOfEternity'' (TBR 2015). A throwback to the Silver Age [=RPGs=] running on the Infinity Engine (''VideoGame/BaldursGate'', ''VideoGame/PlanescapeTorment'', ''VideoGame/IcewindDale''), Kickstarted by former Creator/BlackIsle veterans.[[Creator/ObsidianEntertainment veterans]].



* ''VideoGame/TormentTidesOfNumenera'' (TBR 2015). A throwback to the defining Silver Age narrative RPG, ''Planescape: Torment'', Kickstarted by former Interplay veterans.

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* ''VideoGame/TormentTidesOfNumenera'' (TBR 2015). A throwback to the defining quintessential Silver Age narrative RPG, ''Planescape: Torment'', Kickstarted by former Interplay veterans.
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* ''VideoGame/LegendOfGrimrock'' (2012)
* ''VideoGame/PathOfExile'' (2013)
* ''VideoGame/DivinityOriginalSin'' (2014)
* ''VideoGame/{{Wasteland 2}}'' (2014)
* ''Legend of Grimrock II'' (2014)
* ''VideoGame/PillarsOfEternity'' (TBR 2015)
* ''VideoGame/ShroudOfTheAvatarForsakenVirtues'' (TBR 2015)
* ''VideoGame/TormentTidesOfNumenera'' (TBR 2015)

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* ''VideoGame/LegendOfGrimrock'' (2012)
(2012). A throwback to the Golden Age 3D dungeon crawlers ''VideoGame/DungeonMaster'', ''VideoGame/EyeOfTheBeholder'', and ''VideoGame/UltimaUnderworld'', self-funded by a Finnish indie dev studio.
* ''VideoGame/PathOfExile'' (2013)
(2013). A throwback to the Silver Age dungeon crawlers, primarily ''VideoGame/DiabloII'', crowd-funded by an indie dev studio from New Zealand.
* ''VideoGame/DivinityOriginalSin'' (2014)
(2014). A throwback to Golden Age sandbox [=RPGs=] like ''VideoGame/UltimaVII'' and Silver Age narrative ones like ''VideoGame/BaldursGate'', partly self-, partly crowd-funded by the Belgian Creator/LarianStudios.
* ''VideoGame/{{Wasteland 2}}'' (2014)
(2014). A throwback and sequel to the Golden Age post-apocalyptic classic ''VideoGame/{{Wasteland}}'', Kickstarted by former Creator/InterplayEntertainment veterans.
* ''Legend of Grimrock II'' (2014)
(2014). A self-funded sequel to ''[=LoG=]''.
* ''VideoGame/PillarsOfEternity'' (TBR 2015)
2015). A throwback to the Silver Age [=RPGs=] running on the Infinity Engine (''VideoGame/BaldursGate'', ''VideoGame/PlanescapeTorment'', ''VideoGame/IcewindDale''), Kickstarted by former Creator/BlackIsle veterans.
* ''VideoGame/ShroudOfTheAvatarForsakenVirtues'' (TBR 2015)
2015). A throwback to the Golden Age sandbox [=RPGs=] like ''VideoGame/UltimaVII'' and early [=MMORPGs=], specifically, ''VideoGame/UltimaOnline'', Kickstarted by former Origin Systems veterans.
* ''VideoGame/TormentTidesOfNumenera'' (TBR 2015)2015). A throwback to the defining Silver Age narrative RPG, ''Planescape: Torment'', Kickstarted by former Interplay veterans.
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* '''Distribution''': Multi-channel, commonly including UsefulNotes/{{Steam}}, Website/GOGDotCom, and other DRM-free distributors.

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* '''Distribution''': Multi-channel, Digital multi-channel, commonly including UsefulNotes/{{Steam}}, Website/GOGDotCom, and other DRM-free distributors.
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* ''VideoGame/Wasteland2'' (2014)

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* ''VideoGame/Wasteland2'' ''VideoGame/{{Wasteland 2}}'' (2014)
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!!The WesternRPG Renaissance (2012–ongoing)
In the recent years, the RPG genre in the West has been undergoing a curious phenomenon, wherein an increasing number of developers, both old guard and new blood, tackles an almost forgotten market niche between [[https://en.wikipedia.org/wiki/AAA_%28game_industry%29 AAA]] and {{Arthouse Game}}s: the medium-budget, PC-only "B title" [=RPGs=]. This flavor of WesternRPG seemed to have died off when the biggest developers set course for MultiPlatform, multi-million, cinematic and fully voiced releases a decade prior, but was rediscovered thanks, in part, to the appearance of affordable game tech and new business models. The term "Renaissance" was coined for this movement because the vast majority of such [=RPGs=] are (often explicit) throwbacks to the Golden (pre-1995) and Silver Ages (1997-2002) of Western RPG and strive to marry the gameplay and story ideas of older games with modern advances in video game technology and gameplay design.

Common traits of a "Renaissance-era" WesternRPG include:

* '''Developer''': A relatively small, often independent studio, possibly led by disgruntled industry veterans.
* '''Budget''': Very limited (commonly under $5 million); usually Website/{{Kickstarte|r}}d, otherwise crowd-funded, or self-funded.
* '''Platform''': PC-only, although commonly MultiPlatform by virtue of supporting Mac and Linux in addition to Windows.
* '''Distribution''': Multi-channel, commonly including UsefulNotes/{{Steam}}, Website/GOGDotCom, and other DRM-free distributors.
* '''Gameplay''': Manifold and complex game systems with a ton of CharacterCustomization options but little hand-holding.
* '''Video''': Fully or mostly 3D, but often with a fixed top-down (pseudo-{{isometric|Projection}}) view.
* '''Audio''': Very little voice acting, even if the game contains a lot of written text. A professional soundtrack.
* '''Story''': Decidedly un-epic, with very few prerendered or in-engine cutscenes. More novelistic than cinematic.
* '''Quality''': Lack of polish upon release compared to AAA titles, mitigated by the devs' quick feedback and patch cycle.

An incomplete list of Renaissance-era [=RPGs=]:

* ''VideoGame/LegendOfGrimrock'' (2012)
* ''VideoGame/PathOfExile'' (2013)
* ''VideoGame/DivinityOriginalSin'' (2014)
* ''VideoGame/Wasteland2'' (2014)
* ''Legend of Grimrock II'' (2014)
* ''VideoGame/PillarsOfEternity'' (TBR 2015)
* ''VideoGame/ShroudOfTheAvatarForsakenVirtues'' (TBR 2015)
* ''VideoGame/TormentTidesOfNumenera'' (TBR 2015)
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