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The Golden Age came to an end in the [[TheNineties mid-90s]], with many factors contributing to it. The likely main reason was 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'', ''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 when they finally delivered, but others, like ''Ultima'' and ''Might & Magic'', met rather ignoble ends. SSI lost the ''D&D'' license and went out of business after 1995, and ''Wizardry 8'' (2001) would ultimately become the swan song of the Golden Age.

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The Golden Age came to an end in the [[TheNineties mid-90s]], with many factors contributing mid-90s]] due to it.a combination of factors. The likely main reason was 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'', ''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 when they finally delivered, but others, like ''Ultima'' and ''Might & Magic'', met rather ignoble ends. SSI lost the ''D&D'' license and went out of business after 1995, and ''Wizardry 8'' (2001) would ultimately become the swan song of the Golden Age.



* ''VideoGame/BaldursGateSiegeOfDragonspear'' (TBR 2016). A ''D&D''-based {{Interquel}} to (their own [[UpdatedRerelease HD remakes]] of) the legendary ''Franchise/BaldursGate'' series, developed semi-traditionally by former Creator/BioWare veterans.

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* ''VideoGame/{{Underrail}}'' (2015). A throwback to Silver Age classics like ''VideoGame/{{Fallout}}'', ''VideoGame/{{Arcanum|OfSteamworksAndMagickObscura}}'' and ''VideoGame/NeverwinterNights'', self-funded by an indie dev studio from Serbia. Often seen as a spiritual successor to ''VideoGame/{{Fallout 2}}''.
* ''VideoGame/BaldursGateSiegeOfDragonspear'' (TBR 2016).(2016). A ''D&D''-based {{Interquel}} to (their own [[UpdatedRerelease HD remakes]] of) the legendary ''Franchise/BaldursGate'' series, developed semi-traditionally by former Creator/BioWare veterans.



* ''VideoGame/{{Underrail}}'' (TBR 2016). A throwback to Silver Age classics like ''VideoGame/{{Fallout}}'', ''VideoGame/{{Arcanum|OfSteamworksAndMagickObscura}}'' and ''VideoGame/NeverwinterNights'', self-funded by an indie dev studio from Serbia. Often seen as a spiritual successor to ''VideoGame/{{Fallout 2}}''.
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''Franchise/TheElderScrolls'' (Creator/{{Bethesda}}, 1994–ongoing) is the most famous title that hails from this period (even though it first came into full force during the Modern Age) and bears the honor of being the oldest continuous still-running WesternRPG series. ''VideoGame/SystemShock'' (Creator/{{Looking Glass|Studios}}, 1994) was among the earliest examples of the FPS/RPG hybrid genre, and some fans still fondly remember ''Ravenloft: Strahd's Possession'' ([=DreamForge=]/SSI, 1994), ''VideoGame/{{Stonekeep}}'' (Interplay, 1995), and ''Anvil of Dawn'' ([=DreamForge=]/NWC, 1995). It was also during the Dark Ages that the ''VideoGame/{{Exile}}'' series (Spiderweb Software, 1995–1997) emerged as likely the first indie WRPG in modern sense; its creator went on to develop many successful indie [=RPGs=] over the next two decades: ''VideoGame/{{Nethergate}}'' (1998), ''VideoGame/{{Avernum}}'' (2000–2009, rebooted in 2011), ''VideoGame/{{Geneforge}}'' (2001–2008), ''VideoGame/{{Avadon}}'' (2011–ongoing).

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''Franchise/TheElderScrolls'' (Creator/{{Bethesda}}, 1994–ongoing) is the most famous title that hails from this period (even though it first came into full force during the Modern Age) and bears the honor of being the oldest continuous still-running WesternRPG series. ''VideoGame/SystemShock'' (Creator/{{Looking Glass|Studios}}, 1994) was among the earliest examples of the FPS/RPG hybrid genre, and some fans still fondly remember ''Ravenloft: Strahd's Possession'' ''VideoGame/RavenloftStrahdsPossession'' ([=DreamForge=]/SSI, 1994), ''VideoGame/{{Stonekeep}}'' (Interplay, 1995), and ''Anvil of Dawn'' ''VideoGame/AnvilOfDawn'' ([=DreamForge=]/NWC, 1995). It was also during the Dark Ages that the ''VideoGame/{{Exile}}'' series (Spiderweb Software, 1995–1997) emerged as likely the first indie WRPG in modern sense; its creator went on to develop many successful indie [=RPGs=] over the next two decades: ''VideoGame/{{Nethergate}}'' (1998), ''VideoGame/{{Avernum}}'' (2000–2009, rebooted in 2011), ''VideoGame/{{Geneforge}}'' (2001–2008), ''VideoGame/{{Avadon}}'' (2011–ongoing).
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* '''Engine''': Self-produced, UsefulNotes/{{Unity}}, or--post-2015--Unreal Engine 4.

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* '''Engine''': Self-produced, UsefulNotes/{{Unity}}, or--post-2015--Unreal or Unreal Engine 4.4 (post-2015).
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* '''Engine''': Self-produced or UsefulNotes/{{Unity}} with tweaks.

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* '''Engine''': Self-produced or UsefulNotes/{{Unity}} with tweaks.Self-produced, UsefulNotes/{{Unity}}, or--post-2015--Unreal Engine 4.
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Beyond this, the success of ''VideoGame/DarkSoulsI'' (whose PC version also came out in 2012) had likely been a powerful wake-up call to Western RPG creators and a major factor in the advent of the Western RPG Renaissance. Although developed in Japan, this game combined many of the Western design sensibilities with a challenge level typical for [=JRPGs=] but rarely seen in the West since the Silver Age and enjoyed great popularity with audiences on both sides of the Pacific and the Atlantic.

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Beyond this, these, the success of ''VideoGame/DarkSoulsI'' (whose PC version also came out in 2012) had likely been a powerful wake-up call to Western RPG creators and a major factor in the advent of the Western RPG Renaissance. Although developed in Japan, this game combined many of the Western design sensibilities with a challenge level typical for [=JRPGs=] but rarely seen in the West since the Silver Age and enjoyed great popularity with audiences on both sides of the Pacific and the Atlantic.
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The success of ''VideoGame/DarkSoulsI'', whose PC version also came out in 2012, had likely been a powerful wake-up call to Western RPG creators and a major factor in the advent of the Western RPG Renaissance. Although developed in Japan, the game combined many Western design sensibilities with a challenge level typical for Japan but rarely seen in the West since the Silver Age and enjoyed great popularity with audiences on both sides of the Pacific and the Atlantic.

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The Beyond this, the success of ''VideoGame/DarkSoulsI'', whose ''VideoGame/DarkSoulsI'' (whose PC version also came out in 2012, 2012) had likely been a powerful wake-up call to Western RPG creators and a major factor in the advent of the Western RPG Renaissance. Although developed in Japan, the this game combined many of the Western design sensibilities with a challenge level typical for Japan [=JRPGs=] but rarely seen in the West since the Silver Age and enjoyed great popularity with audiences on both sides of the Pacific and the Atlantic.
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* ''VideoGame/ProjectResurgence'' (TBR 2017). A throwback to, among others, ''VideoGame/ArcanumOfSteamworksAndMagickObscura'', Kickstarted by [[RagtagBunchOfMisfits veteran developers from across the industry]].
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The success of ''VideoGame/DarkSoulsI'', whose PC version also came out in 2012, had likely been a major factor in the advent of the Western RPG Renaissance. Although developed in Japan, the game combined many Western design paradigms with a challenge level typical for Japan but rarely seen in the West since the Silver Age and had tremendous success with audiences on both sides of the Pacific and the Atlantic, which sent a powerful wake-up call to Western RPG creators.

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The success of ''VideoGame/DarkSoulsI'', whose PC version also came out in 2012, had likely been a powerful wake-up call to Western RPG creators and a major factor in the advent of the Western RPG Renaissance. Although developed in Japan, the game combined many Western design paradigms sensibilities with a challenge level typical for Japan but rarely seen in the West since the Silver Age and had tremendous success enjoyed great popularity with audiences on both sides of the Pacific and the Atlantic, which sent a powerful wake-up call to Western RPG creators.Atlantic.
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The success of ''VideoGame/DarkSoulsI'', whose PC version also came out in 2012, had likely been a major factor in the advent of the Western RPG Renaissance. Although developed in Japan, the game combined many Western design paradigms with a challenge level typical for Japan but rarely seen in the West since the Silver Age and had tremendous success with audiences on both sides of the Pacific and the Atlantic, which sent a powerful wake-up call to Western RPG creators.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/BaldursGateSiegeOfDragonspear'' (TBR 2016). A ''D&D''-based {{Interquel}} to (their own [[UpdatedRerelease HD remakes]] of) the legendary ''Franchise/BaldursGate'' series, developed semi-traditionally by former Creator/BioWare veterans.
Is there an issue? Send a MessageReason:
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When reminiscing about the Silver Age, most people think of the Gold Box's successor--the Infinity Engine (the ''VideoGame/BaldursGate'' series, ''VideoGame/PlanescapeTorment'', and the ''VideoGame/IcewindDale'' duology, by Creator/BioWare and Creator/BlackIsle, 1998–2002), but it's 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'' (Creator/GasPoweredGames, 2002), and ''VideoGame/DivineDivinity'' (Creator/{{Larian|Studios}}, 2002) managed to start successful series that found their place in the Modern Age. Other games [[StillbornFranchise never got a sequel]] and are now undeservedly forgotten: ''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 ''VideoGame/NeverwinterNights'' series ([=BioWare=]/Creator/{{Obsidian|Entertainment}}, 2002–2009) and ''VideoGame/TheTempleOfElementalEvil'' (Troika, 2003) would become the swan songs of this era.

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When reminiscing about the Silver Age, most people think of the Gold Box's successor--the Infinity Engine (the ''VideoGame/BaldursGate'' ''Franchise/BaldursGate'' series, ''VideoGame/PlanescapeTorment'', and the ''VideoGame/IcewindDale'' duology, by Creator/BioWare and Creator/BlackIsle, 1998–2002), but it's 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'' (Creator/GasPoweredGames, 2002), and ''VideoGame/DivineDivinity'' (Creator/{{Larian|Studios}}, 2002) managed to start successful series that found their place in the Modern Age. Other games [[StillbornFranchise never got a sequel]] and are now undeservedly forgotten: ''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 ''VideoGame/NeverwinterNights'' series ([=BioWare=]/Creator/{{Obsidian|Entertainment}}, 2002–2009) and ''VideoGame/TheTempleOfElementalEvil'' (Troika, 2003) would become the swan songs of this era.
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* ''VideoGame/ShroudOfTheAvatarForsakenVirtues'' (TBR 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/{{Underrail}}'' (TBR 2015). A throwback to Silver Age classics like ''VideoGame/{{Fallout}}'', ''VideoGame/{{Arcanum|OfSteamworksAndMagickObscura}}'' and ''VideoGame/NeverwinterNights'', self-funded by an indie dev studio from Serbia. Often seen as a spiritual successor to ''VideoGame/{{Fallout 2}}''.

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* ''VideoGame/ShroudOfTheAvatarForsakenVirtues'' (TBR 2015).2016). A throwback to the Golden Age sandbox [=RPGs=] like ''VideoGame/UltimaVII'' and early [=MMORPGs=], specifically, ''VideoGame/UltimaOnline'', Kickstarted by former Origin Systems veterans.
* ''VideoGame/{{Underrail}}'' (TBR 2015).2016). A throwback to Silver Age classics like ''VideoGame/{{Fallout}}'', ''VideoGame/{{Arcanum|OfSteamworksAndMagickObscura}}'' and ''VideoGame/NeverwinterNights'', self-funded by an indie dev studio from Serbia. Often seen as a spiritual successor to ''VideoGame/{{Fallout 2}}''.

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


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* ''VideoGame/TormentTidesOfNumenera'' (TBR 2016). A throwback to the quintessential Silver Age narrative RPG, ''Planescape: Torment'', Kickstarted by former Interplay veterans.
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* ''VideoGame/TheAgeOfDecadence'' (2015). Notable for being in development since 2006, but only released with the advent of the WRPG renaissance.
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Divinity and Wasteland 2 both did it...



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* '''Re-releases''': A "[[UpdatedRerelease Director's Cut]]" may improve graphics and restore previously cut gameplay features, using the proceeds from the original release.

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!!The Primordial Era of WesternRPG (1975–1980)

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!!The !!Brief History of Western [=RPGs=] (Troper-Style)
!!!The
Primordial Era of WesternRPG (1975–1980)



!!The GoldenAge of WesternRPG (1981–1993)

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!!The !!!The GoldenAge of WesternRPG (1981–1993)



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

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



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

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



!!The Modern Age of WesternRPG (2003–ongoing)

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!!The !!!The Modern Age of WesternRPG (2003–ongoing)



!!The WesternRPG Renaissance (2012–ongoing)

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!!The !!!The WesternRPG Renaissance (2012–ongoing)
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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, 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 it cool again and ''VideoGame/DivinityOriginalSin'' (Larian, 2014) turned it completely on its ear--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 "[[PCVsConsole 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, 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 it cool again and ''VideoGame/DivinityOriginalSin'' (Larian, 2014) turned it completely on its ear--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 "[[PCVsConsole "[[UsefulNotes/PCVsConsole 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 "[[PCVsConsole 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, Multiplayer, 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 it cool again--but again and ''VideoGame/DivinityOriginalSin'' (Larian, 2014) turned it completely on its ear--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 "[[PCVsConsole dumbing down for consoles]]").
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* ''VideoGame/DivinityOriginalSinII''. A partly self-funded, partly Kickstarted sequel to ''D:OS''.
* ''VideoGame/TheBardsTaleIV'' (TBA). A throwback to and continuation of the Golden Age fantasy classic ''VideoGame/TheBardsTaleTrilogy'', Kickstarted by former Interplay veterans.

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* ''VideoGame/DivinityOriginalSinII''.''VideoGame/DivinityOriginalSinII'' (TBR 2016). A partly self-funded, partly Kickstarted sequel to ''D:OS''.
* ''VideoGame/TheBardsTaleIV'' (TBA).(TBR 2017). A throwback to and continuation of the Golden Age fantasy classic ''VideoGame/TheBardsTaleTrilogy'', Kickstarted by former Interplay veterans.
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* ''VideoGame/DivinityOriginalSinII''. A partly self-funded, partly Kickstarted sequel to ''D:OS''.
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* ''VideoGame/QuestForGlory'' (Creator/{{Sierra}}, 1989–1998): Sierra's fondly-remembered attempt at marrying the adventure games they're best remembered for with RPG mechanics.

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* ''VideoGame/QuestForGlory'' (Creator/{{Sierra}}, 1989–1998): Sierra's fondly-remembered attempt at marrying the adventure games they're best remembered known for with RPG mechanics.
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* ''VideoGame/{{Underrail}}'' (TBR 2015). A throwback to Silver Age classics like ''VideoGame/{{Fallout}}'', ''VideoGame/{{Arcanum}}'' and ''VideoGame/NeverwinterNights'', self-funded by an indie dev studio from Serbia. Often seen as a spiritual successor to ''[[VideoGame/{{Fallout2}} Fallout 2]]''.

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* ''VideoGame/{{Underrail}}'' (TBR 2015). A throwback to Silver Age classics like ''VideoGame/{{Fallout}}'', ''VideoGame/{{Arcanum}}'' ''VideoGame/{{Arcanum|OfSteamworksAndMagickObscura}}'' and ''VideoGame/NeverwinterNights'', self-funded by an indie dev studio from Serbia. Often seen as a spiritual successor to ''[[VideoGame/{{Fallout2}} Fallout 2]]''.''VideoGame/{{Fallout 2}}''.
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* ''VideoGame/{{Underrail}}'' (TBR 2015). A throwback to Silver Age classics like ''VideoGame/{{Fallout}}'', ''VideoGame/{{Arcanum}}'' and ''VideoGame/NeverwinterNights'', self-funded by an indie dev studio from Serbia. Often seen as a spiritual successor to ''[[VideoGame/{{Fallout2}} Fallout 2]]''.
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* ''VideoGame/TheBardsTaleIV'' (TBA). A throwback to and continuation of the Golden Age fantasy classic ''VideoGame/TheBardsTaleTrilogy'', developed by former Interplay veterans.

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* ''VideoGame/TheBardsTaleIV'' (TBA). A throwback to and continuation of the Golden Age fantasy classic ''VideoGame/TheBardsTaleTrilogy'', developed Kickstarted by former Interplay veterans.
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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. Gone were the Golden Age's crazy ScienceFantasy antics--style consistency was now the order of things; LongRunner series were out, replaced by duologies and trilogies; instead of entire player-created parties of old, the games now focused on lone {{featureless|Protagonist}} [[PlayerCharacter player avatars]]; TurnBasedCombat was phased out in favor of real time ([[RealTimeWithPause with pause]]); StoryBranching and 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 (the IsometricProjection ruled the field in the meantime).

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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. Gone were the Golden Age's crazy ScienceFantasy antics--style consistency was now the order of things; LongRunner series were out, replaced by duologies and trilogies; instead of entire player-created parties of old, the games now focused on lone {{featureless|Protagonist}} [[PlayerCharacter player avatars]]; TurnBasedCombat was phased out in favor of real time ([[RealTimeWithPause with pause]]); StoryBranching and 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 extended the development cycles, and upped the production cycles and upping the values, but the full 3D leap would wait until the TurnOfTheMillennium (the (while IsometricProjection ruled the field in the meantime).
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When reminiscing about the Silver Age, most people think of the Gold Box's successor--the Infinity Engine (the ''VideoGame/BaldursGate'' series, ''VideoGame/PlanescapeTorment'', and the ''VideoGame/IcewindDale'' duology, by Creator/BioWare and Creator/BlackIsle, 1998–2002), but it's 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 [[StillbornFranchise never got a sequel]] and are now undeservedly forgotten: ''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 ''VideoGame/NeverwinterNights'' series ([=BioWare=]/Creator/{{Obsidian|Entertainment}}, 2002–2009) and ''VideoGame/TheTempleOfElementalEvil'' (Troika, 2003) would become the swan songs of this era.

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When reminiscing about the Silver Age, most people think of the Gold Box's successor--the Infinity Engine (the ''VideoGame/BaldursGate'' series, ''VideoGame/PlanescapeTorment'', and the ''VideoGame/IcewindDale'' duology, by Creator/BioWare and Creator/BlackIsle, 1998–2002), but it's 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, (Creator/GasPoweredGames, 2002), and ''VideoGame/DivineDivinity'' (Creator/{{Larian|Studios}}, 2002) managed to start successful series that found their place in the Modern Age. Other games [[StillbornFranchise never got a sequel]] and are now undeservedly forgotten: ''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 ''VideoGame/NeverwinterNights'' series ([=BioWare=]/Creator/{{Obsidian|Entertainment}}, 2002–2009) and ''VideoGame/TheTempleOfElementalEvil'' (Troika, 2003) would become the swan songs of this era.
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* ''VideoGame/SentinelWorldsIFutureMagic'' (Karl Buiter, 1988): One of (if not the) first SpaceOpera game to come out of the subgenre.
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* ''VideoGame/PillarsOfEternity'' (TBR 2015). A throwback to the Infinity Engine [=RPGs=], Kickstarted by former Creator/BlackIsle [[Creator/ObsidianEntertainment veterans]].

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* ''VideoGame/PillarsOfEternity'' (TBR 2015).(2015). A throwback to the Infinity Engine [=RPGs=], Kickstarted by former Creator/BlackIsle [[Creator/ObsidianEntertainment veterans]].
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Some notable standalone games:

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Some notable standalone games:
games (that got either [[StillbornFranchise no sequel]], a [[ToughActToFollow negligible sequel]], a [[SequelGap sequel way too long in the making]]):

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* ''VideoGame/BetrayalAtKrondor'' (Dynamix/Sierra, 1993–1998): One of the earliest examples of the narrative RPG subgenre (alongside late ''Ultima'' titles).



* ''The Faery Tale Adventure'' ([=MicroIllusions=], 1987): Likely the first Western ActionRPG, a proto-''VideoGame/{{Diablo}}''-"clone".

to:

* ''The Faery Tale Adventure'' ''VideoGame/TheFaeryTaleAdventure'' ([=MicroIllusions=], 1987): Likely the first Western ActionRPG, a proto-''VideoGame/{{Diablo}}''-"clone".




to:

* ''VideoGame/BetrayalAtKrondor'' (Dynamix, 1993): One of the earliest examples of the narrative RPG subgenre (alongside late ''Ultima'' titles).

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