History Main / WesternRpg

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.

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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 [=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''
8th Jan '17 11:37:02 PM Xtifr
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* ''Franchise/{{Fable}}''

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* ''Franchise/{{Fable}}''''VideoGame/{{Fable}}''
30th Dec '16 12:26:55 PM Valiona
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* ''VideoGame/MaxAnAutisticJourney''
15th Dec '16 4:23:24 AM StFan
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** ''VideoGame/UndertaleYellow''
28th Nov '16 3:31:30 AM Psychopompos007
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** ''VideoGame/PulpAdventure''

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** ''VideoGame/PulpAdventure''''VideoGame/PulpAdventures''
27th Nov '16 8:41:29 AM Psychopompos007
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Added DiffLines:

** ''VideoGame/PulpAdventure''
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http://tvtropes.org/pmwiki/article_history.php?article=Main.WesternRpg