History Main / WesternRPG

18th Mar '17 6:20:04 PM nombretomado
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* ''VideoGame/NeoQuest'' (Notable for being a PHP RPG on the {{Neopets}} Web site)

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* ''VideoGame/NeoQuest'' (Notable for being a PHP RPG on the {{Neopets}} Web site){{Website/Neopets}} website)
9th Mar '17 6:08:04 PM CosmicFerret
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* ''VideoGame/ForgottenRealms''
27th Feb '17 8:26:43 AM ashlay
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** ''VideoGame/MiddleEarthShadowOfWar''
24th Feb '17 1:26:05 AM Koveras
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Perhaps as a response to this, the genre is experiencing a renaissance of sorts in TheNewTens. The rise of crowdfunding (and Website/{{Kickstarter}} in particular) and affordable game tech (like UsefulNotes/{{Unity}}) has allowed some veteran developers to go back and reevaluate the gameplay and story ideas that were on the table during the Golden (pre-1995) and Silver Ages (late 90ies to early 2000s) but have been swept under the rug as Western [=RPGs=] went down the triple-A road. For more details on the Western RPG renaissance phenomenon, see [[Analysis/WesternRPG the Analysis tab]]. On the triple-A side of the industry, the narrative RPG subgenre is currently defined by the [[DuelingGames rivalry]] between Creator/BioWare's flagship franchises, ''Franchise/MassEffect'' and ''Franchise/DragonAge'', and Creator/CDProjektRED's ''Franchise/TheWitcher'' games. The sandbox RPG niche is dominated by Creator/{{Bethesda}}, who released ''VideoGame/TheElderScrollsVSkyrim'' to great success and now owns the ''Fallout'' IP. Pure dungeon crawlers have largely gone out of favor with the big publishers, but Creator/{{Blizzard|Entertainment}} has made a resurgence with ''VideoGame/DiabloIII'', and ''Diablo'' clones like the ''VideoGame/{{Torchlight}}'' series still bring in the cash.

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Perhaps as a response to this, the genre is experiencing has experienced a renaissance of sorts in TheNewTens. The rise of crowdfunding (and Website/{{Kickstarter}} in particular) and affordable game tech (like UsefulNotes/{{Unity}}) has allowed some veteran developers to go back and reevaluate the gameplay and story ideas that were on the table during the Golden (pre-1995) and Silver Ages (late 90ies to early 2000s) but have been swept under the rug as Western [=RPGs=] went down the triple-A road. For more details on the Western RPG renaissance phenomenon, see [[Analysis/WesternRPG the Analysis tab]]. On the triple-A side of the industry, the narrative RPG subgenre is currently defined by the [[DuelingGames rivalry]] between Creator/BioWare's flagship franchises, ''Franchise/MassEffect'' and ''Franchise/DragonAge'', and Creator/CDProjektRED's ''Franchise/TheWitcher'' games. The sandbox RPG niche is dominated by Creator/{{Bethesda}}, who released ''VideoGame/TheElderScrollsVSkyrim'' to great success Creator/{{Bethesda}}'s massive ''Franchise/TheElderScrolls'' and now owns the ''Fallout'' IP.''VideoGame/{{Fallout}}'' franchises. Pure dungeon crawlers have largely gone out of favor with the big publishers, but Creator/{{Blizzard|Entertainment}} has made a resurgence with ''VideoGame/DiabloIII'', and ''Diablo'' clones like the ''VideoGame/{{Torchlight}}'' series still bring in the cash.
24th Feb '17 1:18:19 AM Koveras
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* TurnBasedCombat was the dominant combat form in the past, but has been steadily losing ground to action-based real time. RealTimeWithPause is the genre's popular middle ground.

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* TurnBasedCombat was the dominant combat form in the past, but has been steadily losing ground to [[ActionRPG action-based real time.time]]. RealTimeWithPause is the genre's popular middle ground.



Computer RPG is a flexible format, having gone through several dominant design paradigms since its nascence [[TheEighties around 1980]]. The [[UrExample earliest examples]] (''VideoGame/TempleOfApshai'', ''Franchise/{{Ultima}}'', ''VideoGame/{{Wizardry}}'') were more-or-less faithful implementations of ''TabletopGame/DungeonsAndDragons'' and are best described as "{{dungeon crawl|ing}}ers": as the player, you were supposed to get through a dungeon, killing monsters and looting treasure--in essence, a more forgiving version of the {{Roguelike}}s (which had been codified around the same time). This period also saw the most extensive cross-pollination between Western and {{Eastern RPG}}s. For example, ''VideoGame/DragonQuest'' was influenced as much by ''VideoGame/{{Wizardry}}'' and ''VideoGame/{{Ultima}}'' as by ''VisualNovel/ThePortopiaSerialMurderCase'' (a [[TropeMaker quintessential]] VisualNovel). And in the opposite direction, Western [=RPGs=] began taking cues from Japanese [[ActionRPG action RPG]] and ActionAdventure titles like ''TheLegendOfZelda''. But gradually, the two traditions grew apart.

to:

Computer RPG is a flexible format, having gone through several dominant design paradigms since its nascence [[TheEighties around 1980]]. The [[UrExample earliest examples]] (''VideoGame/TempleOfApshai'', ''Franchise/{{Ultima}}'', ''VideoGame/{{Wizardry}}'') were more-or-less faithful implementations of ''TabletopGame/DungeonsAndDragons'' and are best described as "{{dungeon crawl|ing}}ers": as the player, you were supposed to get through a dungeon, killing monsters and looting treasure--in essence, a more forgiving version of the {{Roguelike}}s (which had been codified around the same time). This period also saw the most extensive cross-pollination between Western and {{Eastern RPG}}s. For example, ''VideoGame/DragonQuest'' was influenced as much by ''VideoGame/{{Wizardry}}'' and ''VideoGame/{{Ultima}}'' as by ''VisualNovel/ThePortopiaSerialMurderCase'' (a [[TropeMaker quintessential]] VisualNovel). And in the opposite direction, Western [=RPGs=] began taking cues from Japanese [[ActionRPG action RPG]] ActionRPG and ActionAdventure titles like ''TheLegendOfZelda''.''VideoGame/TheLegendOfZeldaI''. But gradually, the two traditions grew apart.
13th Feb '17 6:27:32 PM Jagger
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Computer RPG is a flexible format, having gone through several dominant design paradigms since its nascence [[TheEighties around 1980]]. The [[UrExample earliest examples]] (''VideoGame/TempleOfApshai'', ''Franchise/{{Ultima}}'', ''VideoGame/{{Wizardry}}'') were more-or-less faithful implementations of ''TabletopGame/DungeonsAndDragons'' and are best described as "{{dungeon crawl|ing}}ers": as the player, you were supposed to get through a dungeon, killing monsters and looting treasure--in essence, a more forgiving version of the {{Roguelike}}s (which had been codified around the same time). This period also saw the most extensive cross-pollination between Western and {{Eastern RPG}}s. For example, ''VideoGame/DragonQuest'' was influenced as much by ''VideoGame/{{Wizardry}}'' and ''VideoGame/{{Ultima}}'' as by ''VisualNovel/ThePortopiaSerialMurderCase'' (a [[TropeMaker quintessential]] VisualNovel). And in the opposite direction, Western RPG titles began taking cues from Japanese ActionAdventure titles like ''TheLegendOfZelda''. But gradually, the two traditions grew apart.

to:

Computer RPG is a flexible format, having gone through several dominant design paradigms since its nascence [[TheEighties around 1980]]. The [[UrExample earliest examples]] (''VideoGame/TempleOfApshai'', ''Franchise/{{Ultima}}'', ''VideoGame/{{Wizardry}}'') were more-or-less faithful implementations of ''TabletopGame/DungeonsAndDragons'' and are best described as "{{dungeon crawl|ing}}ers": as the player, you were supposed to get through a dungeon, killing monsters and looting treasure--in essence, a more forgiving version of the {{Roguelike}}s (which had been codified around the same time). This period also saw the most extensive cross-pollination between Western and {{Eastern RPG}}s. For example, ''VideoGame/DragonQuest'' was influenced as much by ''VideoGame/{{Wizardry}}'' and ''VideoGame/{{Ultima}}'' as by ''VisualNovel/ThePortopiaSerialMurderCase'' (a [[TropeMaker quintessential]] VisualNovel). And in the opposite direction, Western RPG titles [=RPGs=] began taking cues from Japanese [[ActionRPG action RPG]] and ActionAdventure titles like ''TheLegendOfZelda''. But gradually, the two traditions grew apart.
13th Feb '17 6:24:31 PM Jagger
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For a while, [=RPGs=] in the West remained [[RPGsEqualCombat all about]] TurnBasedCombat, but something extraordinary happened in 1985: Richard Garriot's Origin Systems released ''VideoGame/UltimaIV'', which codified what would become the new "[[WideOpenSandbox sandbox RPG]]" subgenre, where you could go wherever you wanted and do whatever you pleased. For the longest time, ''Wizardry'' and ''Ultima'' were the pioneers of Western RPG tradition, with ''Wizardry'' codifying such things as a PlayerParty of [[NonPlayerCompanion pregenerated NPCs]] and KarmaMeter, while ''Ultima'' codified things like interactive dialogue (via a TextParser) and NPCScheduling. ''Ultima'' even "[[VideoGame/UltimaOnline gave birth]]" to (as in, "made profitable") the {{MMORPG}} genre. Although the ''Ultima'' series reached its [[VideoGame/UltimaVII high point]], [[VideoGame/UltimaVIII withered]], and [[VideoGame/UltimaIX died]] by 1999, it saw a successor to its traditions in ''Franchise/TheElderScrolls'' series, which climbed to the heights of commercial and critical success in the following decade.

to:

For a while, [=RPGs=] in the West remained [[RPGsEqualCombat all about]] TurnBasedCombat, but something extraordinary happened in 1985: Richard Garriot's Origin Systems released ''VideoGame/UltimaIV'', which codified what would become the new "[[WideOpenSandbox sandbox RPG]]" subgenre, where you could go wherever you wanted and do whatever you pleased. For the longest time, ''Wizardry'' and ''Ultima'' were the pioneers of Western RPG tradition, with ''Wizardry'' codifying such things as a PlayerParty of [[NonPlayerCompanion pregenerated NPCs]] and KarmaMeter, while ''Ultima'' codified things like interactive dialogue (via a TextParser) and NPCScheduling. ''Ultima'' even "[[VideoGame/UltimaOnline gave birth]]" to (as in, "made profitable") the {{MMORPG}} genre. Although the ''Ultima'' series reached its [[VideoGame/UltimaVII high point]], [[VideoGame/UltimaVIII withered]], and [[VideoGame/UltimaIX died]] by 1999, it saw a successor to its traditions in ''Franchise/TheElderScrolls'' series, which climbed to the heights of commercial and critical success in the following decade.
13th Feb '17 6:23:08 PM Jagger
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Computer RPG is a flexible format, having gone through several dominant design paradigms since its nascence [[TheEighties around 1980]]. The [[UrExample earliest examples]] (''VideoGame/TempleOfApshai'', ''Franchise/{{Ultima}}'', ''VideoGame/{{Wizardry}}'') were more-or-less faithful implementations of ''TabletopGame/DungeonsAndDragons'' and are best described as "{{dungeon crawl|ing}}ers": as the player, you were supposed to get through a dungeon, killing monsters and looting treasure--in essence, a more forgiving version of the {{Roguelike}}s (which had been codified around the same time). This period also saw the most extensive cross-pollination between Western and {{Eastern RPG}}s--e.g. ''VideoGame/DragonQuest'' was influenced as much by ''VideoGame/UltimaIII'' as by ''VisualNovel/ThePortopiaSerialMurderCase'' (a [[TropeMaker quintessential]] VisualNovel)--before the two traditions grew apart.

For a while, [=RPGs=] in the West remained [[RPGsEqualCombat all about]] TurnBasedCombat, but something extraordinary happened in 1985: Richard Garriot's Origin Systems released ''VideoGame/UltimaIV'', which codified what would become the new "[[WideOpenSandbox sandbox RPG]]" subgenre, where you could go wherever you wanted and do whatever you pleased. For the longest time, ''Wizardry'' and ''Ultima'' were the pioneers of Western RPG tradition, codifying such things as a PlayerParty of [[NonPlayerCompanion pregenerated NPCs]], and KarmaMeter. ''Ultima'' went further with interactive dialogue (via a TextParser), NPCScheduling, and it even "[[VideoGame/UltimaOnline gave birth]]" to (as in, "made profitable") the {{MMORPG}} genre. Although the ''Ultima'' series reached its [[VideoGame/UltimaVII high point]], [[VideoGame/UltimaVIII withered]], and [[VideoGame/UltimaIX died]] by 1999, it saw a successor to its traditions in ''Franchise/TheElderScrolls'' series, which climbed to the heights of commercial and critical success in the following decade.

to:

Computer RPG is a flexible format, having gone through several dominant design paradigms since its nascence [[TheEighties around 1980]]. The [[UrExample earliest examples]] (''VideoGame/TempleOfApshai'', ''Franchise/{{Ultima}}'', ''VideoGame/{{Wizardry}}'') were more-or-less faithful implementations of ''TabletopGame/DungeonsAndDragons'' and are best described as "{{dungeon crawl|ing}}ers": as the player, you were supposed to get through a dungeon, killing monsters and looting treasure--in essence, a more forgiving version of the {{Roguelike}}s (which had been codified around the same time). This period also saw the most extensive cross-pollination between Western and {{Eastern RPG}}s--e.g. RPG}}s. For example, ''VideoGame/DragonQuest'' was influenced as much by ''VideoGame/UltimaIII'' ''VideoGame/{{Wizardry}}'' and ''VideoGame/{{Ultima}}'' as by ''VisualNovel/ThePortopiaSerialMurderCase'' (a [[TropeMaker quintessential]] VisualNovel)--before VisualNovel). And in the opposite direction, Western RPG titles began taking cues from Japanese ActionAdventure titles like ''TheLegendOfZelda''. But gradually, the two traditions grew apart.

For a while, [=RPGs=] in the West remained [[RPGsEqualCombat all about]] TurnBasedCombat, but something extraordinary happened in 1985: Richard Garriot's Origin Systems released ''VideoGame/UltimaIV'', which codified what would become the new "[[WideOpenSandbox sandbox RPG]]" subgenre, where you could go wherever you wanted and do whatever you pleased. For the longest time, ''Wizardry'' and ''Ultima'' were the pioneers of Western RPG tradition, with ''Wizardry'' codifying such things as a PlayerParty of [[NonPlayerCompanion pregenerated NPCs]], NPCs]] and KarmaMeter. KarmaMeter, while ''Ultima'' went further with codified things like interactive dialogue (via a TextParser), NPCScheduling, TextParser) and it NPCScheduling. ''Ultima'' even "[[VideoGame/UltimaOnline gave birth]]" to (as in, "made profitable") the {{MMORPG}} genre. Although the ''Ultima'' series reached its [[VideoGame/UltimaVII high point]], [[VideoGame/UltimaVIII withered]], and [[VideoGame/UltimaIX died]] by 1999, it saw a successor to its traditions in ''Franchise/TheElderScrolls'' series, which climbed to the heights of commercial and critical success in the following decade.
13th Feb '17 6:14:51 PM Jagger
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Computer RPG is a flexible format, having gone through several dominant design paradigms since its nascence [[TheEighties around 1980]]. The [[UrExample earliest examples]] (''VideoGame/TempleOfApshai'', ''Franchise/{{Ultima}}'', ''VideoGame/{{Wizardry}}'') were more-or-less faithful implementations of ''TabletopGame/DungeonsAndDragons'' and are best described as "{{dungeon crawl|ing}}ers": as the player, you were supposed to get through a dungeon, killing monsters and looting treasure--in essence, a more forgiving version of the {{Roguelike}}s (which had been codified around the same time). This period also saw the last extensive cross-pollination between Western and {{Eastern RPG}}s--e.g. ''VideoGame/DragonQuest'' was influenced as much by ''VideoGame/UltimaIII'' as by ''VisualNovel/ThePortopiaSerialMurderCase'' (a [[TropeMaker quintessential]] VisualNovel)--before the two traditions grew firmly apart.

For a while, [=RPGs=] in the West remained [[RPGsEqualCombat all about]] TurnBasedCombat, but something extraordinary happened in 1985: Richard Garriot's Origin Systems released ''VideoGame/UltimaIV'', which codified what would become the new "[[WideOpenSandbox sandbox RPG]]" subgenre, where you could go wherever you wanted and do whatever you pleased. For the longest time, ''Ultima'' became the pioneer of Western RPG tradition, codifying such things as a PlayerParty of [[NonPlayerCompanion pregenerated NPCs]], KarmaMeter, interactive dialogue (via a TextParser), NPCScheduling, and it even [[VideoGame/UltimaOnline gave birth]] to (as in, "made profitable") the {{MMORPG}} genre. Although the ''Ultima'' series reached its [[VideoGame/UltimaVII high point]], [[VideoGame/UltimaVIII withered]], and [[VideoGame/UltimaIX died]] by 1999, it saw a successor to its traditions in ''Franchise/TheElderScrolls'' series, which climbed to the heights of commercial and critical success in the following decade.

to:

Computer RPG is a flexible format, having gone through several dominant design paradigms since its nascence [[TheEighties around 1980]]. The [[UrExample earliest examples]] (''VideoGame/TempleOfApshai'', ''Franchise/{{Ultima}}'', ''VideoGame/{{Wizardry}}'') were more-or-less faithful implementations of ''TabletopGame/DungeonsAndDragons'' and are best described as "{{dungeon crawl|ing}}ers": as the player, you were supposed to get through a dungeon, killing monsters and looting treasure--in essence, a more forgiving version of the {{Roguelike}}s (which had been codified around the same time). This period also saw the last most extensive cross-pollination between Western and {{Eastern RPG}}s--e.g. ''VideoGame/DragonQuest'' was influenced as much by ''VideoGame/UltimaIII'' as by ''VisualNovel/ThePortopiaSerialMurderCase'' (a [[TropeMaker quintessential]] VisualNovel)--before the two traditions grew firmly apart.

For a while, [=RPGs=] in the West remained [[RPGsEqualCombat all about]] TurnBasedCombat, but something extraordinary happened in 1985: Richard Garriot's Origin Systems released ''VideoGame/UltimaIV'', which codified what would become the new "[[WideOpenSandbox sandbox RPG]]" subgenre, where you could go wherever you wanted and do whatever you pleased. For the longest time, ''Wizardry'' and ''Ultima'' became were the pioneer pioneers of Western RPG tradition, codifying such things as a PlayerParty of [[NonPlayerCompanion pregenerated NPCs]], KarmaMeter, and KarmaMeter. ''Ultima'' went further with interactive dialogue (via a TextParser), NPCScheduling, and it even [[VideoGame/UltimaOnline "[[VideoGame/UltimaOnline gave birth]] birth]]" to (as in, "made profitable") the {{MMORPG}} genre. Although the ''Ultima'' series reached its [[VideoGame/UltimaVII high point]], [[VideoGame/UltimaVIII withered]], and [[VideoGame/UltimaIX died]] by 1999, it saw a successor to its traditions in ''Franchise/TheElderScrolls'' series, which climbed to the heights of commercial and critical success in the following decade.
27th Jan '17 12:28:03 PM UltraWanker
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* ''VideoGame/PillarsOfEternityIIDeadfire''
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http://tvtropes.org/pmwiki/article_history.php?article=Main.WesternRPG