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===Interface and graphics=== [[File:NEO Scavenger screenshot 01.png|thumb|The graphical roguelike-like ''[[NEO Scavenger]]'' has text on the right indicating what events have transpired, and gives the players options (bottom) based on their character's abilities. At left is the character's current stats.]] [[File:Sintel The Game Docks.png|right|thumb|Starting in the mid-1990s with the advent of [[video card|3D graphics accelerators]], real-time first- and third-person polygonal graphics also became common in CRPGs. Pictured here is ''[[Sintel The Game]]''.]] Earlier role-playing video games used a two-dimensional top-down view or tile-based first-person view. Early action-based role-playing games often used a side-scrolling view. Most notably since ''[[Ultima Underworld]]'' (1992), role-playing games started implementing true three-dimensional (3D) graphics, where players typically navigate the game world from a first or third-person perspective. However, an [[Isometric graphics in video games and pixel art|isometric]] or aerial top-down perspective is common in party-based RPGs, in order to give the player a clear view of their entire party and their surroundings.<ref>[[#AdRol|Adams, Rollings 2003]], pp. 364β367</ref> Role-playing games require the player to manage a large amount of information and frequently use a windowed interface. For example, spell-casting characters will often have a menu of spells they can use. On the PC, players typically use the mouse to click on icons and menu options, while console games have the player navigate through menus using a game controller.
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