The Primordial Era of Western RPG (19751980)
Basically, everything between the release of Dungeons & Dragons
in 1974 and the rise of the Ultima
series in the early 80s. In this era, programming geeks fed the D&D
ruleset into their mainframes
and implemented text-based interfaces
for players to interact with, producing the Ur Examples
of the genre like dnd
. This period is crucial to understanding the difference between pen-and-paper role-playing and role-playing video
games: while the classic D&D
-style RP is one part number crunching, one part freeform make-believe, its video game implementations have, from the very beginning, been all about the numbers.
were the time when the RPG genre (alongside Adventure Games
) dominated the PC gaming market, breezing even past The Great Video Game Crash of 1983
with hardly a scratch. 2D graphics, annual releases, and Long Runner
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 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 Nostalgia Filter
, this period's highlights are far better remembered today than its lows.
The essential series from this period include:
- Ultima (ORIGIN, 19811999): The chief trailblazer of Western RPG genre, pioneering a lot of innovations that are still being rediscovered.
- Wizardry (Sir-Tech, 19812001): Ultima's main rival that focused on conservative (and teeth-crushingly hard) Dungeon Crawling.
- The Bard's Tale Trilogy (Interplay, 19851988): Competed with Wizardry and M&M for the hardcore dungeon crawler crown but wound down early.
- Might and Magic (New World Computing/3DO, 19862002): The last of the Big Three (with Ultima and Wizardry), which focused much more on accessibility and user friendliness.
- Gold Box (SSI, 19881993): The Dungeons & Dragons adaptation of the Golden Age. Not so much a single series as an anthology of smaller series running on the same engine.
- The Magic Candle (Mindcraft, 19891993): An oddball that came out of nowhere, brought original ideas to the table, yet disappeared with little legacy.
- Quest for Glory (Sierra, 19891998): Sierra's fondly-remembered attempt at marrying the adventure games they're best remembered for with RPG mechanics.
- Eye of the Beholder (Westwood/SSI, 19911993): SSI's short-lived Spiritual Successor to the Gold Box.
- Realms of Arkania (Attic Entertainment, 19921996): One of the few European (German, to be precise) RPG series of the age to rise to fame.
- Lands of Lore (Westwood, 19931999): Westwood's standalone project after SSI took over Eye of the Beholder completely.
Some notable standalone games (that got either no sequel
, a negligible sequel
, a sequel way too long in the making
Five Golden Age studios that had a particular impact upon the genre—ORIGIN, Sir-Tech, Interplay, New World Computing, and SSI—are sometimes dubbed its "mythic forefathers". Four of them closed during or after the subsequent Dark Age, so nearly all major Western RPG
producers nowadays trace their lineage to Interplay Entertainment
in one way or another.
The Dark Ages of Western RPG (19941996)
The Golden Age came to an end in the 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, 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 productsnote
, while the big series of the Golden Age frustrated their fans with extended Sequel Gaps
. 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.
The Elder Scrolls
, 1994ongoing) 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 Western RPG
series. System Shock
, 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), Stonekeep
(Interplay, 1995), and Anvil of Dawn
(DreamForge/NWC, 1995). It was also during the Dark Ages that the Exile
series (Spiderweb Software, 19951997) 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: Nethergate
(20002009, rebooted in 2011), Geneforge
The Silver Age of Western RPG (19972002)
The genre emerged from the turmoil of the Dark Ages in the late 1996-early 1997 with a double-punch combo of Blizzard
and Interplay's Fallout
, both of which shaped the following Silver Age considerably. Gone were the Golden Age's crazy Science Fantasy
antics—style consistency was now the order of things; Long Runner
series were out, replaced by duologies and trilogies; instead of entire player-created parties of old, the games now focused on lone featureless player avatars
; Turn-Based Combat
was phased out in favor of real time (with pause
); Story Branching
and plot-altering choices became a norm, as did the Virtual Paper Doll
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 Turn of the Millennium
(the Isometric Projection
ruled the field in the meantime).
When reminiscing about the Silver Age, most people think of the Gold Box's successor—the Infinity Engine (the Baldur's Gate
series, Planescape: Torment
, and the Icewind Dale
duology, by BioWare
and Black Isle
, 19982002), but it's unfair to identify it with the entire period. Both Fallout
received sequels and a slew of imitators
, while Deus Ex
(Ion Storm, 2000), Gothic
(Pirahna Bytes, 2001), Dungeon Siege
(Gas Powered Games, 2002), and Divine Divinity
, 2002) managed to start successful series that found their place in the Modern Age. Other games never got a sequel
and are now undeservedly forgotten: Darkstone
(Delphine, 1999), Revenant
(Cinematix, 1999), Nox
(Westwood, 2000), Vampire: Redemption
(Nihilistic Software, 2000), Arcanum
, 2001), Siege of Avalon
(Digital Tome, 2001), etc. The Neverwinter Nights
, 20022009) and The Temple of Elemental Evil
(Troika, 2003) would become the swan songs of this era.
It was also during the Silver Age that the MMORPG
branch split off from the main genre, thanks to Ultima Online
(ORIGIN, 1997) and EverQuest
The Modern Age of Western RPG (2003ongoing)
If Golden and Silver Age RPGs were Doorstoppers
, the Modern Age ones are Epic Movies
. 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: Morrowind
(Bethesda, 2002) was a massive Multi-Platform
fully-3D hand-crafted Wide Open Sandbox
, and was followed closely by Knights of the Old Republic
(BioWare, 2003)—a massive Multi-Platform
3D hand-crafted narrative RPG with fully voiced dialogues. This new model of Western RPG let them challenge Eastern RPGs
on their console home turf but came with heftier production costs than ever before, slowly turning the genre into a AAA domain
of a few big studios, chief among whom were BioWare (which was acquired by Electronic Arts
), Bethesda (which struck the deal of the century in 2007 by purchasing Fallout
from Interplay), and Blizzard (mainly known for their World of Warcraft
MMO, 2004). Troika didn't survive the ill-fated release of Vampire: Bloodlines
(2003)—a game well regarded today but riddled with bugs upon release—but Obsidian managed multiple times to hang on by the skin of their teeth, and CD Projekt RED
joined the big club in 2007 with their Sleeper Hit The Witcher
. Smaller studios and their series remain largely overshadowed by the big ones: Gothic
, Dungeon Siege
(Ascaron, 2004), Fable
, 2004), Torchlight
(Runic Games, 2009), Risen
(Pirahna Bytes, 2009), etc.
Modern Age Western RPGs are characterized by Multi-Platform
releases, action-oriented combat
, fully voiced dialogue, and extensive usage of in-engine cutscenes. Multiplayer modes, commonplace during the Silver Age, went out of favor
concurrently with the rise of MMORPGs—at least, until Mass Effect 3
(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: Downloadable Content
was pioneered by 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 "dumbing down for consoles
The Western RPG Renaissance (2012ongoing)
A decade into the Modern Age, a curious phenomenon occurred in the genre: an increasing number of RPG developers, both old guard and new blood, are tackling an almost forgotten market niche between AAA and Arthouse Games
—the medium-budget, PC-only "B titles". This flavor of Western RPG
seemed to have died off (the Jeff Vogel phenomenon notwithstanding) 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 the older games with modern advances in video game technology and gameplay design.
Common traits of a "Renaissance-era" Western RPG
- Developer: A small, often independent studio, either European and obscure or American and led by disgruntled industry veterans.
- Budget: Very limited (commonly under $5 million); usually Kickstarted, otherwise crowd-funded, or self-funded.
- Platform: PC-only, although commonly Multi-Platform by virtue of supporting Mac and Linux in addition to Windows.
- Distribution: Digital multi-channel, commonly including Steam, GOG.com, and other DRM-free distributors.
- Engine: Self-produced or Unity with tweaks.
- Gameplay: Manifold and complex game systems with a ton of Character Customization options but little hand-holding.
- Video: Fully or mostly 3D, but often with a fixed top-down (pseudo-isometric) view.
- Audio: Few fully-voiced characters, even when the game contains a lot of written text. A professional soundtrack.
- Story: Decidedly un-cinematic, with few prerendered and in-engine cutscenes and a focus on exploration.
- 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:
- Legend of Grimrock (2012). A throwback to the Golden Age 3D dungeon crawlers Dungeon Master, Eye of the Beholder, and Ultima Underworld, self-funded by a Finnish indie dev studio.
- Path of Exile (2013). A throwback to the Silver Age dungeon crawlers, primarily Diablo II, crowd-funded by an indie dev studio from New Zealand.
- 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.
- Divinity: Original Sin (2014). A throwback to Golden Age sandbox RPGs like Ultima VII and Silver Age narrative ones like Baldur's Gate, partly self-, partly crowd-funded by the Belgian Larian Studios.
- Wasteland 2 (2014). A throwback and sequel to the Golden Age post-apocalyptic classic Wasteland and, by extension, to the original Fallout games (which codified the Silver Age), Kickstarted by former Interplay Entertainment veterans.
- Legend of Grimrock II (2014). A self-funded sequel to LoG.
- Lords of Xulima (2014). A throwback to several Golden Age series like Might and Magic, partly self-funded, partly Kickstarted by a Spanish indie studio.
- Pillars of Eternity (TBR 2015). A throwback to the Infinity Engine RPGs, Kickstarted by former Black Isle veterans.
- Shroud of the Avatar: Forsaken Virtues (TBR 2015). A throwback to the Golden Age sandbox RPGs like Ultima VII and early MMORPGs, specifically, Ultima Online, Kickstarted by former Origin Systems veterans.
- Torment: Tides of Numenera (TBR 2015). A throwback to the quintessential Silver Age narrative RPG, Planescape: Torment, Kickstarted by former Interplay veterans.
- Underworld Ascendant (TBR 2016). A throwback to and continuation of Ultima Underworld, Kickstarted by former Origin Systems and Looking Glass Studios veterans. Ties in with Shroud of the Avatar.
- The Bard's Tale IV (TBA). A throwback to and continuation of the Golden Age fantasy classic The Bard's Tale Trilogy, developed by former Interplay veterans.