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{{Short description|Video game genre}} {{Redirect|CRPG}} {{Use dmy dates|date=July 2022}} [[File:Legend of Grimrock screenshot 01.jpg|thumb|upright=1.3|A party of characters approaching a monster in ''[[Legend of Grimrock]]'' (2012)]] {{Video RPG}}{{Video games}} '''Role-playing video games''', also known as '''CRPG''' ('''computer'''/'''console''' [[role-playing game]]s), comprise a broad [[video game genre]] generally defined by a detailed story and character advancement (often through increasing characters' levels or other skills). Role-playing games almost always feature combat as a defining feature and traditionally used [[Turn-based role-playing game|turn-based combat]]; however, modern role-playing games commonly feature real-time [[Action role-playing game|action combat]] or even non-violent forms of conflict resolution (with some eschewing combat altogether). Further, many games have incorporated role-playing elements such as character advancement and quests while remaining within other genres. Role-playing video games have their origins in [[tabletop role-playing game]]s{{Sfn|Adams|Rollings|2003|p=347}} and use much of the same [[:Category:Role-playing game terminology|terminology]], [[Campaign setting|settings]], and [[Game mechanics|game mechanic]]s. Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player-character development, and elaborately designed fantasy worlds. The electronic medium takes the place of the [[gamemaster]], resolving combat on its own and determining the game's response to different player actions. RPGs have evolved from simple [[Text-based game|text-based]] console-window games into visually rich [[3D computer graphics|3D]] experiences. The first RPGs date to the mid 1970s, when developers attempted to implement systems like ''[[Dungeons & Dragons]]'' on university mainframe computers. While initially niche, RPGs would soon become mainstream on consoles like the [[NES]] with franchises such as ''[[Final Fantasy]]'' and ''[[Dragon Quest]]''. Western RPGs for home computers became popular through series such as ''[[Fallout (franchise)|Fallout]], [[The Elder Scrolls]]'' and ''[[Baldur's Gate]]''. Today, RPGs enjoy significant popularity both as mainstream [[AAA game]]s and as niche titles aimed towards dedicated audiences. More recently, [[Indie game|independent developers]] have found success, with games such as [[Off (video game)|''OFF'']], ''[[Undertale]]'', and [[Omori (video game)|''Omori'']] achieving both critical and commercial success. ==Characteristics== Role-playing video games use much of the same terminology, [[Campaign setting|settings]] and [[Game mechanics|game mechanic]]s as early [[tabletop role-playing game]]s such as ''[[Dungeons & Dragons]]''.<ref>{{cite web|author1=McNaughton, M. |author2=Schaeffer, J. |author3=Szafron, D. |author4=Parker, D. |author5=Redford J. | year=2004 | title=Code Generation for AI Scripting in Computer Role-Playing Games | publisher=American Association for Artificial Intelligence| url=https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-026.pdf | access-date=October 10, 2009 | archive-url=https://web.archive.org/web/20110604050604/https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-026.pdf | archive-date=June 4, 2011 | url-status=live }}</ref> Players control a central game character, or multiple game characters, usually called a [[Party (role-playing games)|party]], that will grow in power and abilities. Also, characters are typically designed by the player.{{Sfn|Adams|Rollings|2003|p=347}} Usually, the characters attain victory by completing a series of [[Quest (video gaming)|quests]] or reaching the conclusion of a central storyline. Players explore a game world, while solving puzzles and engaging in combat. Role-playing games are traditionally divided into turn-based RPGs, that rarely challenge a player's physical coordination or reaction time, and [[action role-playing game|action-based RPGs]], that do the opposite.<ref name="fundamentals"/> Role-playing video games typically rely on a highly developed story and setting,{{Sfn|Adams|Rollings|2003|p=347-348}} which is divided into a number of quests. Players control one or several characters by issuing commands, which are performed by the character at an effectiveness determined by that character's numeric attributes. Often these attributes increase each time a character gains a [[Experience point|level]], and a character's level goes up each time the player accumulates a certain amount of experience.<ref>{{cite conference|author1=Diveky, Marko |author2=Bielikova, Maria | title=Generating Educational Interactive Stories in Computer Role-Playing Games| book-title=Learning in the Synergy of Multiple Disciplines: 4th European Conference on Technology Enhanced Learning, Proceedings| location=Nice, France | page=495| date=September 29 – October 2, 2009| publisher=Springer | isbn=978-3-642-04635-3 }}</ref> Role-playing video games also typically attempt to offer more complex and dynamic character interaction than what is found in other video game genres. This usually involves additional focus on the [[artificial intelligence]] and [[Scripted sequence|scripted behavior]] of computer-controlled [[non-player character]]s.<ref name="fundamentals"/><ref>{{Cite journal|author1=Cutumisu, Maria |author2=Szafron, Duane |author3=Schaeffer, Jonathan |author4=McNaughton, Matthew |author5=Roy, Thomas |author6=Onuczko, Curtis |author7=Carbonaro, Mike | title=Generating Ambient Behaviors in Computer Role-Playing Games| journal=IEEE Intelligent Systems | volume=21| issue=5 | pages=19–27 |date=September–October 2006 | doi=10.1109/MIS.2006.92|citeseerx=10.1.1.125.9742 |s2cid=1388862 }}</ref> ===Experience and levels=== [[File:Scourge character creation.png|thumb|right|An example of [[character creation]] in an RPG. In this particular game, players can assign points into [[Attribute (role-playing games)|attributes]], select a deity, and choose a portrait and profession for their character.]] In order to be considered a role-playing game, characters have to become more functionally powerful by gaining new skills, weapons, and magic. This creates a positive-feedback cycle that is central to these games: the player grows in power, allowing them to overcome more difficult challenges, and gain even more power.<ref name="fundamentals"/> This is part of the appeal of the genre, where players experience growing from an ordinary person into a superhero with amazing powers. Whereas other games give the player these powers immediately, the player in a role-playing game will choose their powers and skills as they gain experience.<ref name="fundamentals"/> Three different systems of rewarding the player characters for solving the tasks in the game can be set apart: the ''experience system'' (also known as the "level-based" system), the ''training system'' (also known as the "skill-based" system) and the ''skill-point system'' (also known as "level-free" system) *The ''experience system'', by far the most common, was inherited from pen-and-paper role-playing games and emphasizes receiving "[[experience point]]s" (often abbreviated "XP" or "EXP") by winning battles, performing class-specific activities, and completing [[Quest (video gaming)|quests]]. Once a certain amount of experience is gained, the character advances a level. In some games, level-up occurs automatically when the required amount of experience is reached; in others, the player can choose when and where to advance a level. Likewise, abilities and attributes may increase automatically or manually.{{Citation needed|date=February 2009}} *The ''training system'' is similar to the way the ''[[Basic Role-Playing]]'' system works. The first notable video game to use this was ''[[Dungeon Master (video game)|Dungeon Master]]'',{{citation needed|date=October 2010}} which emphasized developing the character's skills by using them—meaning that if a character wields a sword for some time, he or she will become proficient with it.{{citation needed|date=October 2010}} *Finally, in the ''skill-point system'' (as used in ''[[Vampire: The Masquerade – Bloodlines]]'' for example) the character is rewarded with "[[skill point]]s" for completing quests, which then can be directly used to buy skills and attributes without having to wait until the next level up.{{citation needed|date=December 2015}} In some video games from the Eighties and Nineties, the [[score (game)|score]] was called "Experience" in-game, but this did not make them role-playing games, if there was no character development. <!--E.G. Heroes of the Lance, Alcahest,...--> ===Story and setting=== [[File:Rpg-project 0.64a shot58.jpg|thumb|right|A party of adventurers in ''[[Tales of Trolls & Treasures]]'' (2002)]] The premise of many role-playing games tasks the player with saving the world, or whichever level of society is threatened.{{citation needed|date=May 2017}} There are often twists and turns as the story progresses, such as the surprise appearance of estranged relatives, or enemies who become friends or vice versa.<ref name="fundamentals"/> The game world is often rooted in [[speculative fiction]] (i.e. [[fantasy]] or [[science fiction]]),<ref>[[#AdRol|Adams, Rollings 2003]], p. 351</ref> which allows players to do things they cannot do in real life and helps players [[suspension of disbelief|suspend their disbelief]] about the rapid character growth. To a lesser extent, settings closer to the present day or near future are possible.<ref name="fundamentals"/> The story often provides much of the entertainment in the game. Because these games have strong storylines, they can often make effective use of recorded dialog and voiceover narration. Players of these games tend to appreciate long [[cutscene]]s more than players of faster [[action game]]s. While most games advance the plot when the player defeats an enemy or completes a level, role-playing games often progress the plot based on other important decisions. For example, a player may make the decision to join a guild, thus triggering a progression in the storyline that is usually irreversible. New elements in the story may also be triggered by mere arrival in an area, rather than completing a specific challenge. The plot is usually divided so that each game location is an opportunity to reveal a new chapter in the story.<ref name="fundamentals"/> Pen-and-paper [[role-playing game]]s typically involve a player called the [[gamemaster]] (or GM for short) who can dynamically create the story, setting, and rules, and react to a player's choices.<ref name="scorpia199408">{{Cite magazine |author=Scorpia |date=August 1994 |title=Scorpia The Avatar |department=Scorpia's Sting |url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=121 |magazine=Computer Gaming World |pages=29–33 }}</ref> In role-playing video games, the computer performs the function of the gamemaster. This offers the player a smaller set of possible actions, since computers can't engage in imaginative acting comparable to a skilled human gamemaster. In exchange, the typical role-playing video game may have storyline branches, user interfaces, and stylized cutscenes and gameplay to offer a more direct storytelling mechanism. Characterization of non-player characters in video games is often handled using a [[dialog tree]]. Saying the right things to the right non-player characters will elicit useful information for the player, and may even result in other rewards such as items or experience, as well as opening up possible storyline branches. [[Multiplayer video game|Multiplayer]] [[online game|online]] role-playing games can offer an exception to this contrast by allowing human interaction among multiple players and in some cases enabling a player to perform the role of a gamemaster.<ref name="fundamentals"/><ref>{{Cite book|author1=Egenfeldt-Nielsen, Simon |author2=Smith, Jonas Heide |author3=Tosca, Susana Pajares | year=2008| title=Understanding Video Games: the Essential Introduction | page=48 | publisher=Taylor & Francis| isbn=978-0-415-97721-0 }}</ref> ===Exploration and quests=== [[File:Battle for wesnoth httt world map.png|thumb|left|[[Overworld]] map from ''[[The Battle for Wesnoth]]'' (2003)]] Exploring the world is an important aspect of many RPGs.<ref name="fundamentals"/> Players will walk through, talking to [[non-player character]]s, picking up objects, and avoiding traps.<ref name="fundamentals"/> Some games such as ''[[NetHack]]'', ''[[Diablo (video game)|Diablo]]'', and the ''[[Fate (video game)|FATE]]'' series randomize the structure of individual levels, increasing the game's variety and replay value.<ref name="fundamentals"/> Role-playing games where players complete quests by exploring randomly generated dungeons and which include [[permadeath]] are called [[roguelike]]s, named after the 1980 video game ''[[Rogue (video game)|Rogue]]''.<ref name="essential">{{cite web|url=http://www.1up.com/features/essential-50-rogue|title=The Essential 50 Part 12 – Rogue|last=Parish|first=Jeremy|publisher=IGN Entertainment Games|website=1UP.com|access-date=December 18, 2015|url-status=dead|archive-url=https://web.archive.org/web/20160102024410/http://www.1up.com/features/essential-50-rogue|archive-date=January 2, 2016}}</ref> The game's story is often mapped onto exploration, where each chapter of the story is mapped onto a different location. RPGs usually allow players to return to previously visited locations. Usually, there is nothing left to do there, although some locations change throughout the story and offer the player new things to do in response. Players must acquire enough power to overcome a major challenge in order to progress to the next area, and this structure can be compared to the [[Boss (video gaming)|boss]] characters at the end of levels in [[action game]]s.<ref name="fundamentals"/> [[File:Computer rpg no automap.jpg|thumb|Example of a dungeon map drawn by hand on [[graph paper]]. This practice was common among players of early role-playing games, such as early titles in the ''Wizardry'' and ''Might and Magic'' series. Later on, games of this type started featuring [[automap]]s.]] The player typically must complete a linear sequence of certain quests in order to reach the end of the game's story. Many RPGs also often allow the player to seek out optional side-quests and character interactions. Quests of this sort can be found by talking to a non-player character, and there may be no penalty for abandoning or ignoring these quests other than a missed opportunity or reward.<ref name="fundamentals" /> ===Items and inventory=== Players can find [[Loot system|loot]] (such as clothing, weapons, and armor) throughout the game world and collect it.<ref name="fundamentals"/> Players can trade items for currency and better equipment. Trade takes place while interacting with certain friendly non-player characters, such as shopkeepers, and often uses a specialized trading screen. Purchased items go into the player's inventory. Some games turn inventory management into a logistical challenge by limiting the size of the player's inventory, thus forcing the player to decide what they must carry at the time.<ref>[[#AdRol|Adams, Rollings 2003]], p. 362</ref> This can be done by limiting the maximum weight that a player can carry, by employing a system of arranging items in a virtual space, or by simply limiting the number of items that can be held.<ref name="fundamentals">{{Harvnb|Adams|Rollings|2006}}</ref> ===Character actions and abilities=== [[File:Scourge character information.png|thumb|right|Character information and inventory screen in a typical computer role-playing game. Pictured here is the [[roguelike-like]] ''S.C.O.U.R.G.E.: Heroes of Lesser Renown''. Note the [[Paper doll (gaming)|paper doll]] in the top left portion of the image.]] Most of the actions in a Role-Playing Game are performed indirectly, with the player selecting an action and the character performing it by their own accord.<ref name="fundamentals"/> Success at that action depends on the character's numeric attributes. Role-playing video games often simulate dice-rolling mechanics from non-electronic role-playing games to determine success or failure. As a character's attributes improve, their chances of succeeding at a particular action will increase.<ref name="fundamentals"/> Many role-playing games allow players to play as an evil character. Although robbing and murdering indiscriminately may make it easier to get money, there are usually consequences in that other characters will become uncooperative or even hostile towards the player. Thus, these games allow players to make moral choices, but force players to live with the consequences of their actions.<ref name="fundamentals"/> Games often let the player control an entire party of characters. However, if winning is contingent upon the survival of a single character, then that character effectively becomes the player's [[avatar (computing)|avatar]].<ref name="fundamentals"/> An example of this would be in ''[[Baldur's Gate (video game)|Baldur's Gate]]'', where if the character created by the player dies, the game ends and a previous save needs to be loaded.<ref name="gamespot-bg-review">{{cite web|last1=Desslock|title=Baldur's Gate: Tales of the Sword Coast Review|url=http://www.gamespot.com/reviews/baldurs-gate-tales-of-the-sword-coast-review/1900-2538171/|website=Gamespot|publisher=CBS Interactive Inc.|access-date=December 18, 2015}}</ref> Although some single-player role-playing games give the player an avatar that is largely predefined for the sake of telling a specific story, many role-playing games make use of a [[character creation]] screen. This allows players to choose their character's sex, their race or species, and their character class. Although many of these traits are cosmetic, there are functional aspects as well. Character classes will have different abilities and strengths. Common classes include fighters, spellcasters, thieves with stealth abilities, and clerics with healing abilities, or a mixed class, such as a fighter who can cast simple spells. Characters will also have a range of physical attributes such as dexterity and strength, which affect a player's performance in combat. Mental attributes such as intelligence may affect a player's ability to perform and learn spells, while social attributes such as charisma may limit the player's choices while conversing with non-player characters. These attribute systems often strongly resemble the ''Dungeons & Dragons'' ruleset.<ref name="fundamentals"/><ref>[[#AdRol|Adams, Rollings 2003]], pp. 358–361</ref><!--The ref is about most of this para--> Some role-playing games make use of [[Magic (gaming)|magical powers]], or equivalents such as psychic powers or advanced technology. These abilities are confined to specific characters such as mages, spellcasters, or magic-users. In games where the player controls multiple characters, these magic-users usually complement the physical strength of other classes. Magic can be used to attack, defend, or temporarily change an enemy or ally's attributes. While some games allow players to gradually consume a spell, as ammunition is consumed by a gun, most games offer players a finite amount of [[mana (gaming)|mana]] which can be spent on any spell. Mana is restored by resting or by consuming potions. Characters can also gain other non-magical skills, which stay with the character for as long as the character lives.<ref name="fundamentals"/> Role-playing games may have the player focus only on a single character throughout the game; the character may be joined by computer-controlled allies outside of the player's control. Other games feature a party that the player can create at the start or gather from non-player characters in the game, coming into partial or full control of the player during the game. ===Combat=== {{further|Turns, rounds and time-keeping systems in games}} [[File:Dungeon monkey eternal 01.gif|thumb|right|Ranged magical combat in the party-based graphical [[roguelike-like]] ''Dungeon Monkey Eternal''. The fireball being cast by the wizard in the image is an [[area of effect]] (AoE) attack, and damages multiple characters at once.]] Older games often separated combat into its own mode of gameplay, distinct from exploring the game world. More recent games tend to maintain a consistent perspective for exploration and combat.<ref name="fundamentals"/> Some games, especially earlier video games, generate battles from [[random encounter]]s; more modern RPGs are more likely to have persistent wandering monsters that move about the game world independently of the player. Most RPGs also use stationary [[Boss (video gaming)|boss]] monsters in key positions, and automatically trigger battles with them when the PCs enter these locations or perform certain actions.{{Citation needed|date=March 2009}} Combat options typically involve positioning characters, selecting which enemy to attack, and exercising special skills such as casting spells.<ref name="fundamentals"/> In a classical [[turn-based]] system, only one character may act at a time; all other characters remain still, with a few exceptions that may involve the use of special abilities. The order in which the characters act is usually dependent on their attributes, such as speed or agility. This system rewards strategic planning more than quickness. It also points to the fact that realism in games is a means to the end of [[Immersion (virtual reality)#Types|immersion]] in the game world, not an end in itself. A turn-based system makes it possible, for example, to run within range of an opponent and kill them before they get a chance to act, or duck out from behind hard cover, fire, and retreat back without an opponent being able to fire, which are of course both impossibilities. However, tactical possibilities have been created by this unreality that did not exist before; the player determines whether the loss of immersion in the reality of the game is worth the satisfaction gained from the development of the tactic and its successful execution. ''[[Fallout (video game)|Fallout]]'' has been cited as being a good example of such a system.<ref name="actiontrip" /> [[Real-time game|Real-time]] combat can import features from [[action game]]s, creating a hybrid [[Action role-playing game|action RPG]] game genre. But other RPG battle systems such as the [[Gameplay of Final Fantasy|''Final Fantasy'' battle systems]] have imported real-time choices without emphasizing coordination or reflexes. Other systems combine real-time combat with the ability to pause the game and issue orders to all characters under his/her control; when the game is unpaused, all characters follow the orders they were given. This "real-time with pause" system (''RTwP'') has been particularly popular in games designed by [[BioWare]]. The most famous RTwP engine is the [[Infinity Engine]]. Other names for "real-time with pause" include "active pause" and "semi real-time".<ref name="actiontrip">{{cite web | last =Babovic | first =Branislav | title =Combat Systems in RPG Games | publisher =ActionTrip | year =2000 | url =http://www.actiontrip.com/features/combatsystemsinrpggames.phtml | access-date =December 2, 2007 | url-status =usurped | archive-url =https://web.archive.org/web/20080505121731/http://www.actiontrip.com/features/combatsystemsinrpggames.phtml | archive-date =May 5, 2008 }}</ref><ref>{{cite web |url=http://www.usgamer.net/articles/dungeon-of-the-endless-not-your-usual-roguelike |title=Dungeon of the Endless: Not Your Usual Roguelike |last1=Davison |first1=Pete |date=December 18, 2013 |website=USGamer.net |publisher=Gamer Network |access-date=December 16, 2015 |archive-date=22 December 2015 |archive-url=https://web.archive.org/web/20151222122443/http://www.usgamer.net/articles/dungeon-of-the-endless-not-your-usual-roguelike |url-status=dead }}</ref> Tactical RPG maker Apeiron named their system Smart Pause Mode (SPM) because it would automatically pause based on a number of user-configurable settings.<ref>{{cite web |url=http://www.gamespot.com/reviews/brigade-e5-new-jagged-union-review/1900-6162483/ |title=Brigade E5: New Jagged Union Review |last1=Todd |first1=Brett |date=November 29, 2006 |website=Gamespot |publisher=CBS Interactive Inc. |access-date=December 16, 2015}}</ref> ''[[Fallout Tactics: Brotherhood of Steel]]'' and ''[[Arcanum: Of Steamworks and Magick Obscura]]'' offered players the option to play in either turn-based or RTwP mode via a configuration setting. The latter also offered a "fast turn-based" mode, though all three game modes were criticized for being poorly balanced and oversimplified.<ref name="cnetquote">{{cite web | url = http://reviews.cnet.com/Arcanum_Of_Steamworks_and_Magick_Obscura_PC/4505-9696_7-7588751.html | title = Arcanum: Of Steamworks and Magick Obscura (PC) Reviews. PC Games Reviews by CNET. | work = CNET | access-date = 5 October 2006}}</ref><ref name="gamespot1">{{cite web | url = http://www.gamespot.com/pc/rpg/arcanumofsteamworksamo/review.html | archive-url = https://web.archive.org/web/20111012184335/http://www.gamespot.com/pc/rpg/arcanumofsteamworksamo/review.html | archive-date=2011-10-12| title = Gamespot Arcanum: Of Steamworks and Magick Obscura | work = Gamespot | access-date = 11 March 2009}}</ref> Early ''[[Ultima (series)|Ultima]]'' games featured timed turns: they were strictly turn-based, but if the player waited more than a second or so to issue a command, the game would automatically issue a pass command, allowing the monsters to take a turn while the PCs did nothing.{{citation needed|date=May 2017}} There is a further subdivision by the structure of the battle system; in many early games, such as ''[[Wizardry (video game series)|Wizardry]]'', monsters and the party are arrayed into ranks, and can only attack enemies in the front rank with melee weapons. Other games, such as most of the ''Ultima'' series, employed duplicates of the miniatures combat system traditionally used in the early [[role-playing game]]s. Representations of the player characters and monsters would move around an arena modeled after the surrounding terrain, attacking any enemies that are sufficiently close.{{Citation needed|date=April 2010}} ===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. 364–367</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. ==History and classification== {{further|History of Western role-playing video games|History of Eastern role-playing video games|List of role-playing video games}} The role-playing video game [[Video game genres|genre]] began in the mid-1970s on [[mainframe computer]]s, inspired by pen-and-paper [[role-playing game]]s such as ''[[Dungeons & Dragons]]''.<ref name="barton_3623_01">{{Harvnb|Barton|2007a|p=1|Ref=barton_3623}}</ref> Several other sources of inspiration for early role-playing video games also included tabletop [[Wargaming|wargames]], [[Sports game|sports simulation]] games, [[adventure game]]s such as ''[[Colossal Cave Adventure]]'', [[fantasy]] writings by authors such as [[J. R. R. Tolkien]],<ref>{{Harvnb|Barton|2008|p=13|Ref=barton_ddesktops}}</ref> traditional [[strategy game]]s such as [[chess]],<ref name="Justin Leeper">{{cite web|title=Pathway to Glory|author=Justin Leeper|date=December 17, 2004|work=[[GameSpy]]|url=http://uk.wireless.gamespy.com/n-gage/pathway-to-glory/574269p1.html|access-date=May 19, 2011}}</ref><ref>{{cite web|last=Hendricks|first=Fayyaad|title=A complete history of role-playing videogames: Part 1|url=http://www.el33tonline.com/feature/2011/12/19/a_complete_history_of_roleplaying/|website=EL33TONLINE|access-date=December 23, 2011|date=December 19, 2011|archive-date=9 July 2021|archive-url=https://web.archive.org/web/20210709190358/http://www.el33tonline.com/feature/2011/12/19/a_complete_history_of_roleplaying/|url-status=dead}}</ref> and ancient [[Epic poetry|epic literature]] dating back to ''[[Epic of Gilgamesh]]'' which followed the same basic structure of setting off in various [[Quest (video gaming)|quests]] in order to accomplish goals.<ref>{{citation|author=Johansen Quijano-Cruz|year=2009|title=Chopin's Dream as Reality: A Critical Reading of Eternal Sonata|journal=Eludamos. Journal for Computer Game Culture|volume=3|issue=2|pages=209–218|doi=10.7557/23.6006|s2cid=145599245|doi-access=free}}</ref> Originally, role-playing video games were classified into three main styles: roguelikes (named after ''[[Rogue (video game)|Rogue]]'', 1980) that focused on exploration of procedurally created mazes; dungeon crawlers (popularized by ''[[Wizardry (video game series)|Wizardry]]'', 1981), that took place within one or few dungeons, with little or no interaction with an outer world; and open worlds (popularized by ''[[Ultima (series)|Ultima]]'', 1981), that include an explorable world surface with several dungeons, cities, continents, and more. After the success of role-playing video games such as ''[[Ultima (series)|Ultima]]'' and ''[[Wizardry (video game series)|Wizardry]]'', which in turn served as the blueprint for ''[[Dragon Quest]]'' and ''[[Final Fantasy]]'', the role-playing genre eventually diverged into two styles, ''Eastern role-playing games'' and ''Western role-playing games'', due to [[#Cultural differences|cultural differences]], though roughly mirroring the platform divide between [[Video game console|consoles]] and [[Personal computer|computers]], respectively.<ref name="barton_evw">{{cite web|first=Matt|last=Barton|url=http://armchairarcade.com/neo/node/733 |title=Kawaisa!: A Naive Glance at Western and Eastern RPGs |publisher=Armchair Arcade |date=June 21, 2010 |access-date=September 5, 2010 |archive-url=https://web.archive.org/web/20120105004233/http://armchairarcade.com/neo/node/733 |archive-date=2012-01-05}}</ref> Finally, while the first RPGs offered strictly a [[Single-player video game|single player]] experience, the popularity of [[Multiplayer video game|multiplayer]] modes rose sharply during the early to mid-1990s with [[action role-playing game]]s such as ''[[Secret of Mana]]'' and ''[[Diablo (video game)|Diablo]]''. With the advent of the Internet, multiplayer games have grown to become [[massively multiplayer online role-playing game]]s (MMORPG), including ''[[Lineage (video game)|Lineage]]'', ''[[Final Fantasy XI]]'', and ''[[World of Warcraft]]''.<ref name=":0">{{Cite journal|url = https://www.researchgate.net/publication/283281457|title = The Development of MMORPG Culture and The Guild|last = Jøn|first = A. Asbjørn|date = 2010|journal = Australian Folklore: A Yearly Journal of Folklore Studies|access-date = November 2, 2015|issue = 25|pages = 97–112|publisher = University of New England}}</ref> ===Mainframe computers=== The role-playing video game genre began in the mid-1970s, as an offshoot of early university [[Mainframe computer|mainframe]] text-based RPGs on [[PDP-10]] and [[Unix]]-based computers, such as ''[[Dungeon (video game)|Dungeon]]'', [[pedit5]] and [[dnd (video game)|dnd]].<ref>{{cite web|last=Martell|first=Carey|title=Interview with the creators of dnd (PLATO)|url=http://www.rpgfanatic.net/advanced_game_wiki_database.html?p=news&nrid=5049&game=dnd|website=www.rpgfanatic.net|access-date=May 5, 2012}}</ref> In [[1980 in video gaming|1980]], a very popular [[dungeon crawl]]er, ''[[Rogue (video game)|Rogue]]'', was released. Featuring [[ASCII]] graphics where the setting, monsters and items were represented by letters and a deep system of gameplay, it inspired a whole genre of similar clones on mainframe and home computers called "[[roguelike]]s". ===Personal computers=== {{see also|History of Western role-playing video games|History of Eastern role-playing video games#Japanese computer RPGs|l2=Japanese computer RPGs}} One of the earliest role-playing video games on a [[microcomputer]] was ''Dungeon n Dragons'', written by [[Peter Trefonas]] and published by [[CLOAD]] (1980). This early game, published for a [[TRS-80]] Model 1, is just 16K long and includes a limited word parser command line, character generation, a store to purchase equipment, combat, traps to solve, and a dungeon to explore.<ref name="Trefonas, Peter">{{cite web|last=Trefonas |first=Peter |title=Dungeons and Dragons |publisher=[[CLOAD]] |date=May 1980 |url=http://www.gametronik.com/site/rubriques/tandy/FAQs/CLOAD%20Magazine%201980-05%20(1980)(CLOAD%20Magazine%20Inc).pdf |access-date=October 30, 2010 |archive-url=https://web.archive.org/web/20110711072144/http://www.gametronik.com/site/rubriques/tandy/FAQs/CLOAD%20Magazine%201980-05%20%281980%29%28CLOAD%20Magazine%20Inc%29.pdf |archive-date=July 11, 2011 |url-status=usurped }}</ref> Other contemporaneous CRPGs (Computer Role Playing Games) were ''[[Temple of Apshai]]'', ''[[Odyssey: The Compleat Apventure]]'' and ''[[Akalabeth: World of Doom]]'', the precursor to ''[[Ultima (series)|Ultima]]''. Some early microcomputer RPGs (such as ''[[Telengard]]'' (1982) or ''[[Sword of Fargoal]]'') were based on their mainframe counterparts, while others (such as ''Ultima'' or ''[[Wizardry (video game series)|Wizardry]]'', the most successful of the early CRPGs) were loose adaptations of ''D&D''.{{citation needed|date=December 2015}} They also include both [[First-person (video games)|first-person]] displays and overhead views, sometimes in the same game (''Akalabeth'', for example, uses both perspectives). Most of the key features of RPGs were developed in this early period, prior to the release of ''[[Ultima III: Exodus]]'', one of the prime influences on both computer and console RPG development. For example, ''Wizardry'' features menu-driven combat, ''[[Tunnels of Doom]]'' features tactical combat on a special "combat screen", and ''[[Dungeons of Daggorath]]'' features real-time combat which takes place on the main dungeon map.<ref>{{Harvnb|Barton|2007a|Ref=barton_3623}}</ref> Starting in 1984 with ''[[Questron (video game)|Questron]]'' and ''[[50 Mission Crush]]'', [[Strategic Simulations, Inc.|SSI]] produced many series of CRPGs. Their 1985 game ''[[Phantasie (video game)|Phantasie]]'' is notable for introducing [[automap]]ping and in-game scrolls providing hints and background information. They also released ''[[Pool of Radiance]]'' in 1988, the first of several "[[Gold Box]]" CRPGs based on the ''Advanced Dungeons & Dragons rules''. These games feature a first-person display for movement, combined with an overhead tactical display for combat. One common feature of RPGs from this era, which Matt Barton calls the "[[Golden Age]]" of computer RPGs, is the use of numbered "paragraphs" printed in the manual or adjunct booklets, containing the game's lengthier texts; the player can be directed to read a certain paragraph, instead of being shown the text on screen. The ultimate exemplar of this approach is [[Sir-Tech]]'s ''[[Star Saga]]'' trilogy (of which only two games were released); the first game contains 888 "textlets" (usually much longer than a single paragraph) spread across 13 booklets, while the second contains 50,000 paragraphs spread across 14 booklets. Most of the games from this era are turn-based, although ''[[Dungeon Master (video game)|Dungeon Master]]'' and its imitators have real-time combat. Other classic titles from this era include ''[[The Bard's Tale (1985 video game)|The Bard's Tale]]'' (1985), ''[[Wasteland (video game)|Wasteland]]'' (1988), the start of the ''[[Might and Magic]]'' (1986–2014) series and the continuing ''Ultima'' (1981–1999) series.<ref name="bart2007b">{{Harvnb|Barton|2007b|Ref=barton_1706}}</ref> Later, in the middle to late 1990s, isometric, sprite-based RPGs became commonplace, with video game publishers [[Interplay Entertainment]] and [[Blizzard North]] playing a lead role with such titles as the ''[[Baldur's Gate (series)|Baldur's Gate]]'', ''[[Icewind Dale (series)|Icewind Dale]]'' and the action-RPG ''[[Diablo (series)|Diablo]]'' series, as well as the dialogue-heavy ''[[Planescape: Torment]]'' and cult classics ''[[Fallout (video game)|Fallout]]'' and ''[[Fallout 2]]''. This era also saw a move toward 3D game engines with such games as ''[[Might and Magic VI: The Mandate of Heaven]]'' and ''[[The Elder Scrolls: Arena]]''. [[TSR (company)|TSR]], dissatisfied with SSI's later products, such as ''[[Dark Sun: Wake of the Ravager]]'' and ''[[Menzoberranzan (video game)|Menzoberranzan]]'', transferred the ''AD&D'' license to several different developers, and eventually gave it to [[BioWare]], who used it in ''[[Baldur's Gate (video game)|Baldur's Gate]]'' (1998) and several later games. By the 2000s, 3D engines had become dominant.<ref name="bart2007c">{{Harvnb|Barton|2007c|Ref=barton_1571}}</ref> ===Video game consoles=== {{see also|History of Eastern role-playing video games|History of Western role-playing video games#Early 21st century (2000s–present)|Video game console|l2=Early 21st century Western RPGs}} The earliest RPG on a console was ''[[Dragonstomper]]'' on the [[Atari 2600]] in 1982.<ref name="gspothistory">{{cite web| title =The History of Console RPGs | website =GameSpot | url =http://www.gamespot.com/features/vgs/universal/rpg_hs/first.html | archive-url =https://web.archive.org/web/20100329135843/http://www.gamespot.com/features/vgs/universal/rpg_hs/first.html | archive-date =March 29, 2010 | access-date =October 24, 2007 }}</ref> Another early RPG on a console was ''[[Bokosuka Wars]]'', originally released for the [[Sharp X1]] computer in 1983<ref name="gspot_bosk">{{cite web |url=http://www.gamespot.com/bokosuka-wars/ |title=Bokosuka Wars |author=<!--Staff writer(s); no by-line.--> |website=GameSpot |publisher=CBS Interactive Inc. |access-date=December 19, 2015}}</ref> and later ported to the [[MSX]] in 1984, the [[Nintendo Entertainment System|NES]] in 1985 and the [[Sharp X68000]] {{Citation needed|reason=''Pleas cite your sources''|date=November 2021}} as ''New Bokosuka Wars''. The game laid the foundations for the [[tactical role-playing game]] genre, or "simulation RPG" genre as it is known in Japan.{{citation needed|date=December 2015}} It was also an early example of a [[Real-time game|real-time]],<ref>{{cite web|url=http://www.1up.com/do/feature?pager.offset=1&cId=3135870 |archive-url=https://archive.today/20050119105913/http://www.1up.com/do/feature?pager.offset=1&cId=3135870 |url-status=dead |archive-date=January 19, 2005 |title=Dru Hill: The Chronicle of Druaga |last1=Barnholt |first1=Ray |date=October 25, 2004 |website=1UP.com |publisher=IGN Entertainment Games |access-date=December 20, 2015 }}</ref> [[action role-playing game]].<ref>{{cite web|url=https://www.allgame.com/game.php?id=14762|title=Bokosuka Wars|archive-url=https://web.archive.org/web/20140101010101/https://www.allgame.com/game.php?id=14762|archive-date=2014-01-01|url-status=dead|website=[[All Media Network#AllGame|AllGame]]}}</ref><ref>{{cite web |url=http://www.gamasutra.com/view/feature/6251/gems_in_the_rough_yesterdays_.php |archive-url=https://web.archive.org/web/20110106175431/http://www.gamasutra.com/view/feature/6251/gems_in_the_rough_yesterdays_.php |url-status=dead |archive-date=6 January 2011 |title=Gems In The Rough: Yesterday's Concepts Mined For Today |last1=Barnholt |first1=Ray |date=January 6, 2011 |website=Gamasutra |publisher=UBM Tech |access-date=December 20, 2015}}</ref> In 1986, [[Chunsoft]] created the [[Nintendo Entertainment System|NES]] title ''[[Dragon Quest (video game)|Dragon Quest]]'' (called ''[[Dragon Warrior]]'' in North America until the [[Dragon Quest VIII: Journey of the Cursed King|eighth game]]), which drew inspiration from computer RPGs ''Ultima'' and ''Wizardry'' and is regarded as the template for future Japanese role-playing video games released since then.<ref name="gspy_dwhof"/> Also in 1986 [[The Legend of Zelda (video game)|The Legend of Zelda]] was released for the [[NES]]. While not a role-playing game, it did inspire many aspects of future action-RPGs. {{update|date=April 2022}} In 1987, the genre came into its own with the release of several highly influential console RPGs distinguishing themselves from computer RPGs, including the genre-defining [[Phantasy Star (video game)|Phantasy Star]], released for the [[Master System]]. [[Shigeru Miyamoto]]'s ''[[Zelda II: The Adventure of Link]]'' for the [[Family Computer Disk System|Famicom Disk System]] was one of the earliest [[action role-playing game]]s, combining the [[action-adventure game]] framework of its predecessor ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' with the statistical elements of [[#Combat|turn-based RPGs]].<ref>{{cite web|first1=Andrew |last1=Vestal |title=The History of Console RPGs – Zelda II: The Adventure of Link|website=[[GameSpot]]|date=November 2, 1998|url=http://uk.gamespot.com/features/vgs/universal/rpg_hs/nes6.html|access-date=December 18, 2015 |archive-url=https://web.archive.org/web/20130203110646/http://uk.gamespot.com/features/vgs/universal/rpg_hs/nes6.html |archive-date=February 3, 2013}}</ref> Most RPGs at this time were turn-based.<ref name="Iwata Asks: RPG">{{cite web|url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Dragon-Quest-IX/Iwata-Asks-Dragon-Quest-IX/Click-the-thumbnails-below-to-watch-the-Iwata-Asks-video-interview-for-Dragon-Quest-IX-/Iwata-Asks-video-interview-for-Dragon-Quest-IX-214762.html|title=Iwata Asks video interview for Dragon Quest IX|work=Iwata Asks|publisher=Nintendo|at=Iwata Asks Dragon Quest IX Video 4, As a Turn-based RPG|access-date=December 19, 2015}}</ref> ''[[Faxanadu]]'' was another early action RPG for the NES, released as a side-story to the computer action RPG ''[[Dragon Slayer II: Xanadu]]''.<ref name=GameSpot-Other-NES>{{cite web|first1=Andrew|last1=Vestal|title=The History of Console RPGs: Other NES RPGs|website=GameSpot|date=November 2, 1998|url=http://uk.gamespot.com/features/vgs/universal/rpg_hs/nes5.html|access-date=December 18, 2015 |archive-url=https://web.archive.org/web/20130203110656/http://uk.gamespot.com/features/vgs/universal/rpg_hs/nes5.html |archive-date=February 3, 2013}}</ref> [[Square (video game company)|Square]]'s ''[[Final Fantasy]]'' for the NES introduced side-view battles, with the player characters on the right and the enemies on the left, which soon became the norm for numerous console RPGs.<ref name="gsff1">{{cite web|url=http://www.gamespot.com/features/vgs/universal/finalfantasy_hs/sec1_1_2.html |title=The History of Final Fantasy – Final Fantasy (Part 2) |first= Andrew|last=Vestal |website=Gamespot |date=November 2, 1998 |access-date=December 31, 2008 |archive-url=https://web.archive.org/web/20030502173909/http://www.gamespot.com/features/vgs/universal/finalfantasy_hs/sec1_1_2.html |archive-date=May 2, 2003 }}</ref> In 1988, ''[[Dragon Warrior III]]'' introduced a character progression system allowing the player to change the party's character classes during the course of the game.{{citation needed|date=July 2011}} Another "major innovation was the introduction of day/night cycles; certain items, characters, and quests are only accessible at certain times of day."<ref>{{cite web|first1=Andrew|last1=Vestal|title=The History of Console RPGs: Dragon Quest III|website=GameSpot|date=November 2, 1998|url=http://uk.gamespot.com/features/vgs/universal/rpg_hs/nes7.html|access-date=December 18, 2015|archive-url=https://web.archive.org/web/20130203110651/http://uk.gamespot.com/features/vgs/universal/rpg_hs/nes7.html|archive-date=February 3, 2013}}</ref> In 1989, ''[[Phantasy Star II]]'' for the [[Sega Genesis|Genesis]] established many conventions of the genre, including an [[Epic (genre)|epic]], dramatic, character-driven storyline dealing with serious themes and subject matter.<ref>{{cite web |url=http://www.gamespot.com/features/6129293/index.html |title=The Greatest Games of All Time: Phantasy Star II |last1=Kasavin |first1=Greg |website=GameSpot |publisher=CNET Networks, Inc. |access-date=December 19, 2015 |archive-url=https://web.archive.org/web/20050718001919/http://www.gamespot.com/features/6129293/index.html |archive-date=July 18, 2005}}</ref> Console RPGs distinguished themselves from computer RPGs to a greater degree in the early 1990s. As console RPGs became more heavily story-based than their computer counterparts, one of the major differences that emerged during this time was in the portrayal of the characters. Console RPGs often featured intricately related characters who had distinctive personalities and traits, with players assuming the roles of people who cared about each other, fell in love or even had families. Romance in particular was a theme that was common in most console RPGs at the time but absent from most computer RPGs.<ref>Neal Hallford & Jana Hallford (2001), [https://books.google.com/books?id=GslPb621eXQC ''Swords & circuitry: a designer's guide to computer role-playing games''], p. xxiv, [[Cengage Learning]], {{ISBN|0-7615-3299-4}}</ref> During the 1990s, console RPGs had become increasingly dominant, exerting a greater influence on computer RPGs than the other way around.<ref name="barton_1571_12h"/> Console RPGs had eclipsed computer RPGs for some time, though computer RPGs began making a comeback towards the end of the decade with interactive choice-filled adventures.<ref>Neal Hallford & Jana Hallford (2001), [https://books.google.com/books?id=GslPb621eXQC ''Swords & circuitry: a designer's guide to computer role-playing games''], pp. xxiv & xxv, [[Cengage Learning]], {{ISBN|0-7615-3299-4}}</ref> The next major revolution came in the late 1990s, which saw the rise of [[Optical disc|optical disk]]s in [[History of video game consoles (fifth generation)|fifth generation]] consoles. The implications for RPGs were enormous—longer, more involved quests, better audio, and [[Full motion video|full-motion video]]. This was first clearly demonstrated in 1997 by the phenomenal success of ''[[Final Fantasy VII]]'', which is considered one of the most influential games of all time.<ref name="1UP-FFVII"/><ref name="vintage_b"/> With a record-breaking production budget of around $45 million,<ref name="1UP-FFVII">{{cite web|url=http://www.1up.com/features/essential-50-final-fantasy-vii |title=Final Fantasy VII: The Old Order Passeth |website=1UP.com |publisher=IGN Entertainment Games |access-date=December 18, 2015 |url-status=dead |archive-url=https://archive.today/20120721091308/http://www.1up.com/features/essential-50-final-fantasy-vii |archive-date=July 21, 2012 }}</ref> the ambitious scope of ''Final Fantasy VII'' raised the possibilities for the genre, with its [[Gameplay of Final Fantasy#Minigames|dozens of minigames]] and much higher production values. The latter includes innovations such as the use of 3D characters on pre-rendered backgrounds,<ref name="vintage-78">{{Harvnb|Loguidice|Barton|2009|p=78|Ref=vintage_log}}</ref> battles viewed from multiple different angles rather than a single angle, and for the first time full-motion [[Computer-generated imagery|CGI]] video seamlessly blended into the gameplay,<ref name="vintage_b">{{Harvnb|Loguidice|Barton|2009|p=84|Ref=vintage_log}}</ref> effectively integrated throughout the game.<ref name="1UP-FFVII"/> The game was soon ported to the PC and gained much success there, as did several other originally console RPGs, blurring the line between the console and computer platforms.<ref name="barton_1571_12h"/> ===Cultural differences=== Computer-driven role-playing games had their start in Western markets, with games generally geared to be played on home computers. By 1985, series like ''[[Wizardry (video game series)|Wizardry]]'' and ''[[Ultima (series)|Ultima]]'' represented the state of the art in role-playing games. In Japan, home computers had yet to take as great a hold as they had in the West due to their cost; there was little market for Western-developed games and there were a few Japanese-developed games for personal computers during this time such as ''[[The Black Onyx]]'' (1984) which followed the ''Wizardry''/''Ultima'' format. With the release of the low-cost Famicom console (called the [[Nintendo Entertainment System]] overseas), a new opportunity arose to bring role-playing games to Japan. ''[[Dragon Quest (video game)|Dragon Quest]]'' (1986) was the first such attempt to recreate a role-playing game for a console, and requires several simplifications to fit within the more limited memory and capabilities of the Famicom compared to computers; players in ''Dragon Quest'' controlled only a single character, the amount of control over this character limited due to the simplicity of the Famicom controller, and a less-realistic art style was chosen to better visualize the characters within a [[tile-based video game|tile-based graphics system]]. ''Dragon Quest'' was highly successful in Japan, leading to further entries in the series and other titles such as ''[[Final Fantasy]]'' that followed the same simplifications made in RPGs for ''Dragon Quest''.<ref>{{cite web | url = https://www.usgamer.net/articles/dragon-quest-yuji-horii-liberated-rpgs-from-costly-computers-feature | title = Yuji Horii Remembers the Difficult Road to Liberating RPGs from Costly Computers With Dragon Quest | first = Jeremy | last = Parish | date = September 26, 2018 | access-date = September 26, 2018 | work = [[USGamer]] | archive-date = 26 September 2018 | archive-url = https://web.archive.org/web/20180926205656/https://www.usgamer.net/articles/dragon-quest-yuji-horii-liberated-rpgs-from-costly-computers-feature | url-status = dead }}</ref> Because of these differences, the role-playing genre began to be classified into two fairly distinct styles: ''computer RPG'' and ''console RPG''.<ref name="barton_evw"/><ref name="gspot_consolehist_j">{{Harvnb|Vestal|1998a|p="Final Fantasy"|Ref=gspot_consolehist}}</ref><ref name="gspot_consolehist_i">{{Harvnb|Vestal|1998a|p="Other Game Boy RPGs"|Ref=gspot_consolehist}}</ref>{{#tag:ref|The original ''Dragon Quest'' game is often cited as the first true role-playing video game for consoles. Further, despite being released later, Western audiences often consider ''Final Fantasy'' "more important" than ''Dragon Quest'' as it was more commercially successful in those markets.<ref name="gspy_dwhof">{{cite web| title=The GameSpy Hall of Fame: Dragon Warrior | website=GameSpy | url=http://www.gamespy.com/articles/492/492001p1.html | access-date=May 29, 2005 |archive-url=https://web.archive.org/web/20070606234019/http://www.gamespy.com/articles/492/492001p1.html |archive-date=June 6, 2007}}</ref>|group="Note"}} By the early 2000s, the distinction between platforms became less pronounced as the same games appeared on both console and computer, but stylistic differences between [[Western role-playing games]] (WRPGs) and [[Japanese role-playing games]] (JRPGs) remained, rooted in the earlier distinctions.<ref name="joyq_evw"/> Though sharing fundamental premises, WRPGs tend to feature darker graphics, older characters, and a greater focus on roaming freedom, realism, and the underlying game mechanics (e.g. "rules-based" or "system-based"<ref name="joyq_evw"/>); whereas JRPGs tend to feature brighter, [[anime]]-like or [[chibi (term)|chibi]] graphics, younger characters, turn-based or faster-paced action gameplay, and a greater focus on tightly orchestrated, linear storylines with intricate plots (e.g. "action-based" or "story-based"<ref name="joyq_evw"/>).<ref name="barton_evw" /><ref name="hallford_xxiv"/><ref name="kotaku_rpgs">{{cite web|first=Mike|last=Fahey|url=http://kotaku.com/5546807/a-visual-guide-to-the-role-playing-game |title=A Visual Guide To The Role-Playing Game |website=Kotaku |date=May 25, 2010 |access-date=September 12, 2010}}</ref><ref name="nzg_evw">{{cite web |url=http://nzgamer.com/features/552/japanese-and-western-rpgs-the-differences.html |last=English |first=Sherrin |title=Japanese and Western RPGs – The Differences |website=NZGamer |date=January 7, 2008 |access-date=September 10, 2010 |archive-url=https://web.archive.org/web/20140224232746/http://nzgamer.com/features/552/japanese-and-western-rpgs-the-differences.html |archive-date=February 24, 2014 |url-status=dead |df=mdy-all }}</ref><ref name="1up_square_japan" /><ref name="1up_wrpgsdead">{{cite web|last=Joynt |first=Patrick |url=http://www.1up.com/do/feature?pager.offset=0&cId=3148996 |archive-url=https://archive.today/20120720161133/http://www.1up.com/do/feature?pager.offset=0&cId=3148996 |url-status=dead |archive-date=July 20, 2012 |title=The Oblivion of Western RPGs: Is the PC RPG Dead? from |website=1UP.com |publisher=IGN Entertainment Games |date=March 29, 2006 |access-date=December 20, 2015 }}</ref><ref name="gama_suckage">{{cite web|last=Doucet|first=Lars|url=https://www.gamedeveloper.com/design/rpgs-and-suckage|website=Gamasutra|publisher=UBM Tech|date=April 12, 2011|title=RPGs and Suckage}}</ref> Further, WRPGs are more likely to allow players to create and customize characters from scratch,<ref name="vintage_d">{{Harvnb|Loguidice|Barton|2009|p=79|Ref=vintage_log}}</ref> and since the late 1990s have had a stronger focus on extensive [[dialog tree]] systems (e.g. ''[[Planescape: Torment]]'').<ref name="gama129583"/> On the other hand, JRPGs tend to limit players to developing pre-defined [[player character]]s, and often do not allow the option to create or choose one's own playable characters or make decisions that alter the plot.<ref name="gama_suckage"/>{{#tag:ref|This often gives an impression that JRPGs are similar to [[adventure game]]s.<ref>{{cite news|first=Eric |last=Frederiksen |title=An RPG is not an RPG When it's a JRPG |date=August 8, 2010 |url=http://kombo.com/features/An_RPG_is_not_an_RPG_When_it\'s_a_JRPG/ |work=Kombo.com |access-date=September 2, 2010 |archive-url=https://web.archive.org/web/20100819233119/http://www.kombo.com/features/An_RPG_is_not_an_RPG_When_it%27s_a_JRPG/ |archive-date=August 19, 2010 |url-status=dead }}</ref>|group="Note"}} In the early 1990s, JRPGs were seen as being much closer to [[fantasy]] [[novel]]s,<ref name="dragon_ffii"/> but by the late 1990s had become more cinematic in style (e.g. ''Final Fantasy'' series). At the same time, WRPGs started becoming more novelistic in style (e.g. ''Planescape: Torment''), but by the late 2000s had also adopted a more cinematic style (e.g. ''[[Mass Effect]]'').<ref name="gama129583"/> One reason given for these differences is that many early Japanese console RPGs can be seen as forms of interactive [[manga]] or anime wrapped around Western rule systems at the time,<ref name="gama_conund">{{cite web|last=English|first=Fox|title=The RPG Conundrum|url=https://www.gamedeveloper.com/design/the-rpg-conundrum|website=Gamasutra|publisher=UBM Tech|access-date=May 13, 2011|date=March 25, 2011}}</ref> in addition to the influence of [[visual novel]] [[adventure game]]s.<ref>{{cite web|title=Extra Credits: Western & Japanese RPGs (Part 1)|url=http://extra-credits.net/episodes/western-japanese-rpgs-part-1/|work=[[Extra Credits]]|publisher=[[Penny Arcade]]|access-date=April 5, 2012|date=March 2012|url-status=dead|archive-url=https://web.archive.org/web/20120420162523/http://extra-credits.net/episodes/western-japanese-rpgs-part-1/|archive-date=April 20, 2012}}</ref> As a result, Japanese console RPGs differentiated themselves with a stronger focus on scripted narratives and character drama,<ref name="hallford_xxiv">{{citation|author1=Neal Hallford |author2=Jana Hallford |name-list-style=amp |year=2001|url=https://books.google.com/books?id=GslPb621eXQC|title=Swords & circuitry: a designer's guide to computer role-playing games|page=xxiv|publisher=[[Cengage Learning]]|isbn=978-0-7615-3299-6|access-date=May 16, 2011}}</ref> alongside streamlined gameplay.<ref name="gama_conund"/> In recent years, these trends have in turn been adopted by WRPGs, which have begun moving more towards tightly structured narratives, in addition to moving away from "numbers and rules" in favor of streamlined combat systems similar to action games.<ref name="gama_conund"/><ref name="1up_singlefuture"/> In addition, a large number of Western [[indie games]] are modelled after JRPGs,<ref>{{cite web|date=April 5, 2011|title=GamersGate Holding Indie 'JRPG' Sale|website=GameSetWatch|publisher=UBM TechWeb|first1=Eric|last1=Caoili|url=http://www.gamesetwatch.com/2011/04/gamersgate_holding_indie_jrpg.php|access-date=2011-05-19|archive-date=7 April 2011|archive-url=https://web.archive.org/web/20110407224538/http://www.gamesetwatch.com/2011/04/gamersgate_holding_indie_jrpg.php|url-status=dead}}</ref> especially those of the [[History of video game consoles (fourth generation)|16-bit era]], partly due to the ''[[RPG Maker]]'' [[game development tool]]s.<ref name="gama_conund"/> Another oft-cited difference is the prominence or absence of ''[[Kawaii|kawaisa]]'', or "cuteness", in Japanese culture, and different approaches with respect to character aesthetics.<ref name="barton_evw"/> WRPGs tend to maintain a serious and gritty tone, whereas JRPG protagonists tend to be designed with an emphasis on aesthetic beauty, and even male characters are often young, [[androgynous]], shōnen or [[bishōnen]] in appearance. JRPGs often have cute characters, juxtaposed with more mature themes and situations; and many modern JRPGs feature characters designed in the same style as those in [[manga]] and [[anime]].<ref name="vintage_d"/> The stylistic differences are often due to differing target audiences: Western RPGs are usually geared primarily towards teenage to adult males, whereas Japanese RPGs are usually intended for a much larger demographic,<ref>{{Harvnb|Barton|2008|p=223|Ref=barton_ddesktops}}</ref> including [[Women and video games|female audiences]],<ref name="nzg_evw" /> who, for example, accounted for nearly a third of ''[[Final Fantasy XIII]]''{{'s}} playerbase.<ref>{{cite web|title=A Closer Look At Final Fantasy XIII-2′s Performance In Japan|url=http://www.siliconera.com/2011/12/22/a-closer-look-at-final-fantasy-xiii-2s-performance-in-japan/|website=Siliconera|publisher=Curse Inc.|access-date=April 5, 2012|author=Ishaan|date=December 22, 2011}}</ref> In 2015, [[IGN]] noted in an interview with ''[[Xenoblade Chronicles X]]''{{'s}} development team that the label "JRPG" is most commonly used to refer to RPGs "whose presentation mimics the design sensibilities" of anime and manga, that it's "typically the presentation and character archetypes" that signal "this is a JRPG."<ref>{{cite web |first1=Peter |last1=Brown |title=What's in a name? |date=June 24, 2015 |website=GameSpot |publisher=CBS Interactive Inc. |url=http://www.gamespot.com/articles/xenoblade-chronicles-x-developers-weigh-in-on-the-/1100-6428409/}}</ref> Modern JRPGs are more likely to feature [[turn-based]] battles; while modern WRPGs are more likely to feature [[Real-time game|real-time]] combat.<ref name="nzg_evw" /><ref name="gama_suckage"/><ref name="gama_primer20"/> In the past, the reverse was often true: real-time [[action role-playing game]]s were far more common among Japanese console RPGs than Western computer RPGs up until the late 1990s, due to [[gamepad]]s usually being better suited to real-time action than the keyboard and mouse.<ref>{{Harvnb|Loguidice|Barton|2009|p=43|Ref=vintage_log}}: "Action-oriented RPGs were far more plentiful on consoles than computers. [...] Brenesal’s comment brings us to an important point regarding computer and console games: modern computers are far more likely to have mice and keyboards than gamepads, a factor with serious implications for gameplay. Game pads are designed with arcade-like gameplay in mind; keyboards and mice are primarily intended for productivity."</ref> Some journalists and video game designers have questioned this cultural classification, arguing that the differences between Eastern and Western games have been exaggerated. In an interview held at the American [[Electronic Entertainment Expo]], Japanese video game developer [[Tetsuya Nomura]] (who worked on ''Final Fantasy'' and ''[[Kingdom Hearts]]'') emphasized that RPGs should not be classified by country-of-origin, but rather described simply for what they are: role-playing games.<ref name="1up_ajcult">{{cite web|last=Glasser|first=AJ|title=Editorial: Where culture fits into games|url=http://www.gamepro.com/article/news/216689/editorial-where-culture-fits-into-games/|publisher=GamePro Media|website=GamePro.com|access-date=May 13, 2011|date=September 24, 2010|archive-url=https://web.archive.org/web/20100929093616/http://www.gamepro.com/article/news/216689/editorial-where-culture-fits-into-games/|archive-date=September 29, 2010}}</ref> [[Hironobu Sakaguchi]], creator of ''Final Fantasy'' and ''[[The Last Story]]'', noted that, while "users like to categorise" JRPGs as "turn-based, traditional styles" and WRPGs as "born from [[first-person shooter]]s," there "are titles that don't fit the category," pointing to ''[[Chrono Trigger]]'' (which he also worked on) and the ''[[Mana (series)|Mana]]'' games. He further noted that there have been "other games similar to the style of ''Chrono Trigger''," but that "it's probably because the games weren't [[Game localization|localised]] and didn't reach the Western audience."<ref name="metro_sakaguchi">{{cite web|last=Jenkins|first=David|title=The Last Story Hironobu Sakaguchi interview – remaking the JRPG|url=http://metro.co.uk/2012/02/23/the-last-story-hironobu-sakaguchi-interview-remaking-the-rpg-327922/|website=[[Metro (British newspaper)|Metro]]|publisher=Associated Newspapers Limited|access-date=December 19, 2015|date=February 23, 2012}}</ref> ''[[:Template:Xenosaga|Xeno]]'' series director [[Tetsuya Takahashi]], in reference to ''[[Xenoblade Chronicles (video game)|Xenoblade Chronicles]]'', stated that "I don't know when exactly people started using the term 'JRPG,' but if this game makes people rethink the meaning of this term, I'll be satisfied." The writer Jeremy Parish of [[1UP.com]] states that "''Xenoblade'' throws into high relief the sheer artificiality of the gaming community's obsession over the differences between" Western and Japanese RPGs, pointing out that it "does things that don't really fit into either genre. Gamers do love their boundaries and barriers and neat little rules, I know, but just because you cram something into a little box doesn't mean it belongs there."<ref name="1up_parish">{{cite web|last=Parish|first=Jeremy|title=What Xenoblade Chronicles Gets Right|url=http://www.1up.com/do/blogEntry?bId=9098338|website=1UP.com|publisher=IGN Entertainment Games|access-date=April 16, 2012|date=April 5, 2012|url-status=dead|archive-url=https://web.archive.org/web/20120508202033/http://www.1up.com/do/blogEntry?bId=9098338|archive-date=May 8, 2012}}</ref> Nick Doerr of [[Joystiq]] criticizes the claim that JRPGs are "too linear", pointing out that non-linear JRPGs are not uncommon—for instance, the ''[[Romancing SaGa]]'' series.<ref name="joyq_doerr">{{cite web|last=Doerr|first=Nick|title=Bethesda is sticking to RPGs for now|url=https://www.engadget.com/2007/02/20/bethesda-is-sticking-to-rpgs-for-now/|website=Engadget|publisher=AOL Inc.|access-date=December 19, 2015|date=February 20, 2007}}</ref> Likewise, Rowan Kaiser of Joystiq points out that linear WRPGs were common in the 1990s, and argues that many of the often mentioned differences between Eastern and Western games are [[stereotype]]s that are generally "not true" and "never was", pointing to classic examples like ''[[Lands of Lore]]'' and ''[[Betrayal at Krondor]]'' that were more narrative-focused than the typical Western-style RPGs of the time.<ref name="joyq_evw"/> ====Criticisms==== Due to the cultural differences between Western and Japanese variations of role-playing games, both have often been compared and critiqued by those within the video games industry and the press. In the late 1980s, when traditional American computer RPGs such as ''[[Ultima (series)|Ultima]]'' and ''[[Defender of the Crown]]'' were ported to consoles, they received mixed reviews from console gamers, as they were "not perceived, by many of the players, to be as exciting as the Japanese imports", and lacked the [[Arcade game|arcade]] and [[Action-adventure game|action-adventure]] elements commonly found in Japanese console RPGs at the time.<ref>{{citation|first=Roe R.|last=Adams|magazine=[[Computer Gaming World]]|date=November 1990|issue=76|pages=83–84 [84]|title=Westward Ho! (Toward Japan, That Is): An Overview of the Evolution of CRPGs on Dedicated Game Machines|quote=Last year also saw the coattail effect of traditional bestselling CRPGs being ported over onto dedicated game machines as the new market of machines blossomed into money trees. Games like Ultima, Shadowgate, and Defender of the Crown appeared to mixed reviews. These stalwarts of computer fame were not perceived, by many of the players, to be as exciting as the Japanese imports.}}</ref> In the early 1990s, American computer RPGs also began facing criticism for their plots, where "the party sticks together through thick and thin" and always "act together as a group" rather than as individuals, and where [[non-player character]]s are "one-dimensional characters", in comparison to the more [[fantasy]] [[novel]] approach of [[Square (video game company)|Squaresoft]] console RPGs such as ''[[Final Fantasy IV]]''.<ref name="dragon_ffii">{{cite journal|author=Sandy Petersen|title=Reviews: Final Fantasy II|journal=[[Dragon (magazine)|Dragon]]| date=November 1993 |issue=199|pages=56 & 58|author-link=Sandy Petersen}}{{dead link|date=December 2015}}</ref> However, in 1994, game designer [[Sandy Petersen]] noted that, among computer gamers, there was criticism against cartridge-based console JRPGs being "not role-playing at all" due to popular examples such as ''[[Secret of Mana]]'' and especially ''[[The Legend of Zelda]]'' using "direct" arcade-style action [[Role-playing battle systems|combat systems]] instead of the more "abstract" [[turn-based]] battle systems associated with computer RPGs. In response, he pointed out that not all console RPGs are action-based, pointing to ''[[Final Fantasy]]'' and ''[[Lufia]]''.<ref>{{cite journal|title=Eye of the Monitor|author=Petersen, Sandy|journal=[[Dragon (magazine)|Dragon]]|issue=208|date=August 1994|page=61|author-link=Sandy Petersen|quote=Not long ago, I received a letter from a Dragon Magazine reader. This particular woman attacked the whole concept of cartridge-based role-playing games very vigorously, claiming that games such as ''Zelda'' are not role-playing at all. Presumably, she thinks they are arcade games. ''Zelda'' has some features of the classic arcade game: combat is direct. Each push of the button results in one swing of the sword, which if it connects, harms or kills an enemy. In standard computer roleplaying games, at least until recently, combat is more abstract. [...] But all that is changing. [...] ''Ultima VIII'' requires you not only to control your character's every move in combat, but also his dodging of enemy blows, whether he kicks or stabs, etc. [...] The two forms of play: "arcade" and "role-playing" seem to be mixing more and more in computer and cartridge games. We'll see how far this trend goes, but I suspect there will always be a place for a game which is totally cerebral in combat, instead of relying on reflexes. For every ''Zelda'', or ''Secret of Mana'', there'll be a ''Final Fantasy II'' or ''Lufia''.}}</ref> Another early criticism, dating back to the ''[[Phantasy Star]]'' games in the late 1980s, was the frequent use of defined [[player character]]s, in contrast to the ''[[Wizardry (video game series)|Wizardry]]'' and [[Gold Box]] games where the player's [[Avatar (computing)|avatars]] (such as knights, clerics, or thieves) were blank slates.<ref>{{cite magazine|last=Patterson|first=Eric L.|title=5 WAYS JAPANESE GAMING STILL RULES: ATELIER TOTORI|url=http://www.egmnow.com/articles/news/egm-feature5-ways-japanese-gaming-still-rules-atelier-totori/|magazine=[[Electronic Gaming Monthly]]|publisher=EGM Media LLC|access-date=December 31, 2011|date=December 27, 2011|archive-date=29 September 2018|archive-url=https://web.archive.org/web/20180929220550/http://www.egmnow.com/articles/news/egm-feature5-ways-japanese-gaming-still-rules-atelier-totori/|url-status=dead}}</ref> As Japanese console RPGs became increasingly more dominant in the 1990s,<ref name="barton_1571_12h">{{Harvnb|Barton|2007c|p=12|Ref=barton_1571}}</ref> and became known for being more heavily story and character-based, American computer RPGs began to face criticism for having characters devoid of personality or background, due to representing avatars which the player uses to interact with the world, in contrast to Japanese console RPGs which depicted characters with distinctive personalities. American computer RPGs were thus criticized for lacking "more of the traditional [[role-playing]]" offered by Japanese console RPGs, which instead emphasized character interactions.<ref name="hallford_xxiv"/> In response, North American computer RPGs began making a comeback towards the end of the 1990s with interactive choice-filled adventures.<ref>{{citation|author1=Neal Hallford |author2=Jana Hallford |name-list-style=amp |year=2001|url=https://books.google.com/books?id=GslPb621eXQC|title=Swords & circuitry: a designer's guide to computer role-playing games|pages=xxiv & xxv|publisher=[[Cengage Learning]]|isbn=978-0-7615-3299-6|access-date=May 16, 2011}}</ref> Several writers have criticized JRPGs as not being "true" RPGs, for heavy usage of scripted [[cutscene]]s and dialogue, and a frequent lack of [[Nonlinear gameplay#Branching storylines|branching]] outcomes.<ref name="GSpy_EastvWest">{{cite web |url=http://www.gamespy.com/articles/489/489047p1.html |title=Spy/Counterspy Case File 07: RPGs – East vs. West |last1=Turner |first1=Benjamin |last2=Nutt |first2=Christian |date=July 29, 2003 |website=GameSpy |access-date=August 14, 2006 |archive-url=https://web.archive.org/web/20040616050230/http://www.gamespy.com/articles/489/489047p1.html |archive-date=June 16, 2004}}</ref><sup>[Turner]</sup> Japanese RPGs are also sometimes criticized for having relatively simple battle systems in which players are able to win by repetitively mashing buttons.<ref name="GSpy_EastvWest"/><sup>[Turner]</sup><ref name="GSpy_EastvWest"/><ref name="gamasutra_boyd">{{cite web|url=https://www.gamedeveloper.com/design/the-zeboyd-games-approach-to-jrpg-design|title=The Zeboyd Games Approach to JRPG Design|website=Gamasutra|publisher=UBM Tech|author=Robert Boyd|date=January 13, 2011|access-date=May 13, 2011}}</ref>{{#tag:ref|Though some argue this has not been the case outside of tactical RPGs,<ref name="gama_rpgreboot">{{cite web|last=Doucet|first=Lars|title=Rebooting the RPG|url=https://www.gamedeveloper.com/design/rebooting-the-rpg|publisher=UBM Tech|website=Gamasutra|access-date=May 12, 2011|date=March 9, 2011}}</ref> while others argue that combat systems in JRPGs are too complex or lack accessibility.<ref name="gamasutra_boyd"/>|group="Note"}} As a result, Japanese-style role-playing games are held in disdain by some Western gamers, leading to the term "JRPG" being held in the pejorative.<ref name="gama_primer20">{{cite web|last=Kalata|first=Kurt|title=A Japanese RPG Primer: The Essential 20|url=http://www.gamasutra.com/view/feature/3581/a_japanese_rpg_primer_the_.php|publisher=UBM Tech|website=Gamasutra|access-date=May 14, 2011|date=March 19, 2008}}</ref> Some observers have also speculated that JRPGs are stagnating or declining in both quality and popularity, including remarks by BioWare co-founder [[Greg Zeschuk]] and writing director [[Daniel Erickson]] that JRPGs are stagnating—and that ''[[Final Fantasy XIII]]'' is not even really an RPG;<ref name="gradar_jrpgs">{{cite web|author=PSM3 UK|url=http://www.gamesradar.com/are-jrpgs-dead/?page=2 |title=Are JRPGs dead? |website=GamesRadar |publisher=Future plc |date=March 16, 2010 |access-date=September 5, 2010}}</ref><ref>{{cite web|url=http://www.destructoid.com/bioware-co-founder-jrpgs-suffer-from-lack-of-evolution--155782.phtml |title=BioWare co-founder: JRPGs suffer from 'lack of evolution' |website=Destructoid |date=18 December 2009 |access-date=September 15, 2010}}</ref><ref>{{Cite web |last=Nunneley-Jackson |first=Stephany |date=2010-05-13 |title=FFXIII is "not an RPG", but an "adventure game", says SWTOR writer |url=https://www.vg247.com/ffxiii-is-not-an-rpg-but-an-adventure-game-says-swtor-writer |access-date=2023-12-04 |website=[[VG247]]}}</ref> criticisms regarding seemingly nebulous justifications by some Japanese designers for newly changed (or, alternately, newly un-changed) features of recent titles;<ref>{{cite web|url=http://www.destructoid.com/final-fantasy-xiii-not-a-jrpg-despite-being-a-jrpg-131175.phtml |title=Final Fantasy XIII not a JRPG, despite being a JRPG |website=Destructoid |date=March 16, 2006 |access-date=September 15, 2010}}</ref> calls among some gaming journalists to "fix" JRPGs' problems;<ref name="ign_fixjrpgs">{{cite web|last1=Brudvig |first1=Erik |last2=Clements |first2=Ryan |url=http://www.ign.com/articles/2010/01/12/top-10-ways-to-fix-jrpgs |title=Top 10 Ways to Fix JRPGs |website=IGN |publisher=Ziff Davis |date=January 11, 2010 |access-date=September 11, 2010}}</ref><ref>{{cite web|last1=Brudvig |first1=Erik |last2=Goldstein |first2=Hilary |url=http://www.ign.com/articles/2008/11/25/the-gameplay-mechanic-fixing-squares-rpg-machine |title=The Gameplay Mechanic: Fixing Square's RPG Machine |website=IGN |publisher=Ziff Davis |date=November 25, 2008 |access-date=December 19, 2015}}</ref><ref name="nextgen_fixjrpgs">{{cite web |url=http://www.next-gen.biz/blogs/whats-really-wrong-with-jrpgs |archive-url=https://web.archive.org/web/20100301064231/http://www.next-gen.biz/blogs/whats-really-wrong-with-jrpgs |archive-date=2010-03-01 |title=What's really wrong with JRPGs? |website=Next-gen.biz |publisher=Future Publishing Limited |date=January 24, 2010 |access-date=September 15, 2010}}</ref><ref>{{cite web|last=Grenz |first=Brad |url=http://www.bitmob.com/articles/can-the-jrpg-be-fixed |title=Can the Japanese RPG Be Fixed? |website=Bitmob.com |publisher=Bitmob Media |access-date=September 15, 2010 |archive-url=https://web.archive.org/web/20100727035106/http://www.bitmob.com/articles/can-the-jrpg-be-fixed |archive-date=July 27, 2010}}</ref> as well as claims that some recent titles such as ''[[Front Mission Evolved]]'' are beginning to attempt—and failing to—imitate Western titles.<ref name="gzone_fmevo">{{cite web |title=Front Mission Evolved review |url=http://www.gamezone.com/reviews/front_mission_evolved_review |website=GameZone |access-date=May 12, 2011 |date=October 8, 2010 |quote=Japanese publishers have been singing the "I Wan'na Be Like You (The Monkey Song)" song from The Jungle Book for the past few years and it's no longer flattering. Instead of borrowing elements and making them their own, the publishers have opted to assimilate and attempt to hide within the Western crowd. Herein lies the problem with Front Mission Evolved: It wants to be so much more than it has been in the past and ends up stalling at the starting line.}}</ref> In an article for ''[[PSM3]]'', Brittany Vincent of RPGFan.com felt that "developers have mired the modern JRPG in unoriginality", citing Square Enix CEO Yoichi Wada who stated that "they're strictly catering to a particular audience", the article noting the difference in game sales between Japan and North America before going on to suggest JRPGs may need to "move forward".<ref name="gradarJRPGs">{{cite web |author=PSM3 UK |title=Are JRPGs dead? |url=http://www.gamesradar.com/are-jrpgs-dead/ |website=GamesRadar |publisher=Future Publishing |access-date=May 19, 2013 |date=March 16, 2010}}</ref> This criticism has also occurred in the wider media with an advertisement for ''[[Fallout: New Vegas]]'' ([[Obsidian Entertainment]]) in Japan openly mocked Japanese RPGs' traditional characteristics in favor of their own title.<ref name="escapist_fo3nvads">{{cite web |url=http://www.escapistmagazine.com/news/view/102584-Japanese-Fallout-New-Vegas-Ads-Hate-On-JRPGs |first=Tom |last=Goldman |title=News : Japanese Fallout: New Vegas Ads Hate On JRPGs |website=[[The Escapist (magazine)|The Escapist]] |publisher=Defy Media LLC |date=August 4, 2010 |access-date=September 11, 2010 |archive-date=2 March 2011 |archive-url=https://web.archive.org/web/20110302064536/http://www.escapistmagazine.com/news/view/102584-Japanese-Fallout-New-Vegas-Ads-Hate-On-JRPGs |url-status=dead }}</ref> Nick Doerr of [[Joystiq]] noted that [[Bethesda Softworks|Bethesda]] felt that JRPGs "are all the same" and "too linear", to which he responded that "[f]or the most part, it's true" but noted there are also non-linear JRPGs such as the ''[[SaGa (series)|Romancing SaGa]]'' series.<ref name="joyq_doerr"/> Such criticisms have produced responses such as ones by Japanese [[video game developer]]s, [[Shinji Mikami]] and [[Yuji Horii]], to the effect that JRPGs were never as popular in the West to begin with, and that Western reviewers are biased against turn-based systems.<ref>{{cite web|url=http://www.computerandvideogames.com/article.php?id=250381?cid=OTC-RSS&attr=CVG-General-RSS |title=News: Japanese RPGs 'were never popular' – Mikami |last1=Robinson |first1=Andy |website=ComputerAndVideoGames.com |publisher=Future Publishing Limited |date=June 10, 2010 |access-date=September 15, 2010 |archive-url=https://web.archive.org/web/20100814203455/http://www.computerandvideogames.com/article.php?id=250381%3Fcid%3DOTC-RSS&attr=CVG-General-RSS |archive-date=August 14, 2010 |url-status=dead }}</ref><ref>{{cite web |url=http://www.destructoid.com/mikami-japanese-rpgs-were-never-really-popular--175998.phtml |title=Mikami: Japanese RPGs were never really popular' |website=Destructoid |date=March 16, 2006 |access-date=September 15, 2010 |first=Jim |last=Sterling}}</ref><ref name="escp_dquest">{{cite web |url=http://www.escapistmagazine.com/news/view/102039-Dragon-Quest-Creator-Western-Reviewers-Dislike-Turn-Based-Games |first1=John |last1=Funk |title=News : Dragon Quest Creator: Western Reviewers Dislike Turn-Based Games |website=[[The Escapist (magazine)|The Escapist]] |publisher=Defy Media LLC |date=July 13, 2010 |access-date=September 15, 2010 |archive-date=11 November 2017 |archive-url=https://web.archive.org/web/20171111205607/http://www.escapistmagazine.com/news/view/102039-Dragon-Quest-Creator-Western-Reviewers-Dislike-Turn-Based-Games |url-status=dead }}</ref><ref name="ign_horii">{{cite web |url=http://www.ign.com/articles/2010/07/10/interview-yuji-horii-and-a-lifetime-of-dragon-questing |title=Interview: Yuji Horii and a Lifetime of Dragon Questing |website=IGN |publisher=Ziff Davis |date=July 10, 2010 |access-date=December 19, 2015}}</ref> Jeff Fleming of [[Gamasutra]] also states that Japanese RPGs on home consoles are generally showing signs of staleness, but notes that [[Handheld game console|handheld consoles]] such as the [[Nintendo DS]] have had more original and experimental Japanese RPGs released in recent years.<ref name="gsw_whither">{{cite web |last=Fleming|first=Jeff|title=Opinion: 2009 – The Last Days of the Japanese RPG?|website=GameSetWatch|publisher=UBM TechWeb |url=http://www.gamesetwatch.com/2009/12/opinion_2009_the_last_days_of.php|access-date=May 12, 2011|date=December 30, 2009|archive-date=9 September 2011|archive-url=https://web.archive.org/web/20110909045903/http://www.gamesetwatch.com/2009/12/opinion_2009_the_last_days_of.php|url-status=dead}}</ref> Western RPGs have also received criticism in recent years. They remain less popular in Japan, where, until recently, Western games in general had a negative reputation.<ref name="1up_square_japan">{{cite web |first=Ryan |last=Winterhalter |url=http://www.1up.com/news/square-enix-devs-discuss-secret |title=Square Enix Devs Discuss Secret AAA Title and What They've Learned From the West |website=1UP.com |publisher=IGN Entertainment Games |date=September 6, 2010 |access-date=September 10, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20110629025244/http://www.1up.com/news/square-enix-devs-discuss-secret |archive-date=June 29, 2011 }}</ref> In Japan, where the vast majority of early console role-playing video games originate,<ref name="gspot_consolehist_h">{{Harvnb|Vestal|1998a|p="The First Console RPG"|Ref=gspot_consolehist}} "A devoted gamer could make a decent case for either of these Atari titles founding the RPG genre; nevertheless, there's no denying that Dragon Quest was the primary catalyst for the Japanese console RPG industry. And Japan is where the vast majority of console RPGs come from, to this day. Influenced by the popular PC RPGs of the day (most notably Ultima), both Excalibur and Dragon Quest "stripped down" the statistics while keeping features that can be found even in today's most technologically advanced titles. An RPG just wouldn't be complete, in many gamers' eyes, without a medieval setting, hit points, random enemy encounters, and endless supplies of gold. (...) The rise of the Japanese RPG as a dominant gaming genre and Nintendo's NES as the dominant console platform were closely intertwined."</ref> Western RPGs remain largely unknown.<ref>{{cite web|url=http://www.destructoid.com/final-fantasy-xiv-director-is-not-worried-about-bethesda-181867.phtml |title=Final Fantasy XIV director is not worried about Bethesda |first1=Dale |last1=North |date=August 19, 2010 |website=Destructoid |access-date=September 15, 2010}}</ref> The developer [[Motomu Toriyama]] criticized Western RPGs, stating that they "dump you in a big [[open world]], and let you do whatever you like [which makes it] difficult to tell a compelling story."<ref>{{cite web |title=Final Fantasy XIII boss responds to review scores |date=February 16, 2010 |website=ComputerAndVideoGames.com |publisher=Future Publishing Limited |url=http://www.computerandvideogames.com/235030/news/final-fantasy-xiii-boss-responds-to-review-scores/ |first1=Tim |last1=Ingham |access-date=May 18, 2011 |archive-url=https://web.archive.org/web/20110210113120/http://www.computerandvideogames.com/235030/news/final-fantasy-xiii-boss-responds-to-review-scores/ |archive-date=February 10, 2011}}</ref> [[Hironobu Sakaguchi]] noted that "users like to categorise" WRPGs as "a sort of different style, born from first person shooters."<ref name="metro_sakaguchi"/> In recent years, some have also criticized WRPGs for becoming less RPG-like, instead with further emphasis on action.<ref name="gama_conund"/> Christian Nutt of ''GameSpy'' states that, in contrast to JRPGs, WRPGs' greater control over the development and customization of playable characters has come at the expense of plot and gameplay, resulting in what he felt was generic dialogue, lack of character development within the narrative and weaker battle systems.<ref name="GSpy_EastvWest"/><sup>[Nutt]</sup> He also states that WRPGs tend to focus more on the underlying rules governing the battle system rather than on the experience itself.<ref name="GSpy_EastvWest"/><sup>[Nutt]</sup> Tom Battey of ''Edge Magazine'' noted that the problems often cited against JRPGs also often apply to many WRPGs as well as games outside of the RPG genre.<ref name="nextgen_fixjrpgs" /> [[BioWare]] games have been criticized for "lack of innovation, repetitive structure and lack of real choice."<ref>{{cite web |last=Snell |first=Dave |title=Why I'm bored with Bioware |url=http://www.gamezone.com/editorials/why_im_bored_with_bioware |website=GameZone |publisher=GameZone Next |access-date=April 19, 2012 |date=September 27, 2010}}</ref> WRPGs, such as [[Bethesda Softworks|Bethesda]] games, have also been criticized for lacking in "narrative strength" or "mechanical intricacy" due to the open-ended, sandbox structure of their games.<ref>{{cite web |last=St. Clair |first=Pride |title=Why I Hate Big-Name, Open Ended WRPGs |url=http://geek.pikimal.com/2012/04/18/why-i-hate-big-name-open-ended-wrpgs/ |website=Pikimal.com |access-date=April 19, 2012 |date=April 18, 2012 |archive-url=https://web.archive.org/web/20120423062810/http://geek.pikimal.com/2012/04/18/why-i-hate-big-name-open-ended-wrpgs |archive-date=April 23, 2012}}</ref> Despite the criticisms leveled at both variations, Rowan Kaiser of [[Joystiq]] argued that many of the often mentioned differences between Eastern and Western games are [[stereotype]]s that are generally not true, noting various similarities between several Western titles (such as ''[[Lands of Lore series|Lands of Lore]]'', ''[[Betrayal at Krondor]]'', and ''[[Dragon Age]]'') and several classic Eastern titles (such as ''Final Fantasy'' and ''[[Phantasy Star]]''), noting that both these Western and Japanese titles share a similar emphasis on linear storytelling, pre-defined characters and "bright-colored" graphics.<ref name="joyq_evw">{{cite web |last=Kaiser |first=Rowan |title=East Is West: How Two Classic RPGs Prove the Stereotypes False |url=https://www.engadget.com/2012/02/16/east-is-west-how-two-classic-rpgs-prove-the-stereotypes-false/ |website=Engadget |publisher=AOL Inc. |access-date=December 19, 2015 |date=February 16, 2012}}</ref> The developer Hironobu Sakaguchi also noted there are many games from both that don't fit such categorizations, such as his own ''Chrono Trigger'' as well as the ''Mana'' games, noting there have been many other such Japanese role-playing games that never released in Western markets.<ref name="metro_sakaguchi"/> ====Controversy==== [[Christianity]] is a minority religion in Japan and depictions of Christian symbolism and themes in Japanese media are fraught with potential controversy. This tends to be problematic when JRPGs are exported to Western countries such as the United States where the topics of religion and blasphemy remain sensitive.<ref>{{cite book |title=Power-Up: How Japanese Video Games Gave the World an Extra Life |pages=206–207 |chapter=Lost in transration: This game are sick |last=Kohler | first=Chris |publisher= [[BradyGames]] |isbn=0744004241 |date=2005}}</ref> A JRPG can exhibit elements that would be controversial in the West, such as ''[[Xenogears]]'' or ''[[Final Fantasy Tactics]]'' featuring antagonists that bear similarities to the [[God in Abrahamic religions|Abrahamic God]]<ref>{{cite web|url=http://kotaku.com/5794922/how-one-man-stopped-square-enix-from-letting-gamers-kill-yahweh|title=How One Man Stopped Square-Enix From Letting Gamers Kill Yahweh|author=Cohen, Drew|publisher=[[Kotaku]]|date=2011-04-22|access-date=2015-12-20|url-status=live|archive-url=https://web.archive.org/web/20151222075924/http://kotaku.com/5794922/how-one-man-stopped-square-enix-from-letting-gamers-kill-yahweh|archive-date=2015-12-22}}</ref> and the [[Catholic Church]],<ref>{{cite web | title=Xenogears, FFT, and Religious Controversy | work=RPGamer |url=https://archive.rpgamer.com/editor/1998/q3/070998pb.html |date=July 9, 1998}}</ref> respectively; negative depictions of organized religions; and "characters banding together and killing God."<ref>{{cite web|url=http://www.1up.com/features/clash-cultures?pager.offset=7 |archive-url=https://web.archive.org/web/20130124041904/http://www.1up.com/features/clash-cultures?pager.offset=7 |url-status=dead |archive-date=January 24, 2013 |author=Kalata, Kurt |title=Cultural Differences |website=1UP.com |publisher=IGN Entertainment Games |access-date=March 26, 2010 }}</ref> Nintendo has made efforts in the past to remove references such as these prior to introducing their games into the North American market.<ref name="barton_evw" /> == Subgenres == ===Action RPGs=== {{main|Action role-playing game}} {{see also|Looter shooter|Soulslike}} [[File:Freedroidrpg basic gameplay.ogv|thumb|right|Video showing typical gameplay of an isometric point-and-click action RPG]] Typically action RPGs feature each player directly controlling a single character in real-time, and feature a strong focus on combat and action with plot and character interaction kept to a minimum. Early action RPGs tended to follow the template set by 1980s [[Nihon Falcom]] titles such as the ''[[Dragon Slayer (series)|Dragon Slayer]]'' and ''[[Ys (series)|Ys]]'' series, which feature [[hack and slash]] combat where the [[player character]]'s movements and actions are controlled directly, using a [[Computer keyboard|keyboard]] or [[game controller]], rather than using menus.<ref name="kat_hackandslash">{{cite web|last=Bailey |first=Kat |title=Hack and Slash: What Makes a Good Action RPG? |publisher=IGN Entertainment Games |website=1UP.com |date=May 18, 2010 |url=http://www.1up.com/do/blogEntry?bId=9030743 |access-date=July 11, 2011 |url-status=dead |archive-url=https://archive.today/20110629035402/http://www.1up.com/do/blogEntry?bId=9030743 |archive-date=June 29, 2011 }}</ref> This formula was refined by the [[action-adventure game]], ''[[The Legend of Zelda]]'' (1986), which set the template used by many subsequent action RPGs, including innovations such as an [[open world]], [[nonlinear gameplay]], battery backup [[Saved game|saving]],<ref>{{cite web |title=15 Most Influential Games of All Time: The Legend of Zelda |website=GameSpot |publisher=CNET Networks, Inc. |url=http://www.gamespot.com/gamespot/features/video/15influential/p9_01.html |access-date=January 24, 2010 |archive-url=https://web.archive.org/web/20010511222143/http://gamespot.com/gamespot/features/video/15influential/p9_01.html |archive-date=May 11, 2001}}</ref> and an attack button that animates a sword swing or projectile attack on the screen.<ref name=Dragon-Slayer>{{cite web|url=http://www.hardcoregaming101.net/dragonslayer/dragonslayer.htm |title=Hardcore Gaming 101: Dragon Slayer |last1=Kalata |first1=Kurt |website=Hardcore Gaming 101 |access-date=December 19, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20110723142515/http://www.hardcoregaming101.net/dragonslayer/dragonslayer.htm |archive-date=July 23, 2011 }}</ref><ref name=Hydlide>{{cite web |title=Hydlide |url=http://www.hardcoregaming101.net/hydlide/hydlide.htm |website=Hardcore Gaming 101 |last1=Kalata |first1=Kurt |last2=Greene |first2=Robert}}</ref> The game was largely responsible for the surge of action-oriented RPGs released since the late 1980s, both in Japan and North America.<ref name=Barton>{{Cite book |first=Matt |last=Barton |url=https://books.google.com/books?id=IMXu61GbTqMC |title=Dungeons & Desktops: The History of Computer Role-Playing Games |publisher=[[A K Peters, Ltd.]] |year=2008 |access-date=2010-09-08 |isbn = 978-1-56881-411-7 | pages=182 & 212}}</ref> [[The Legend of Zelda|''The Legend of Zelda'' series]] would continue to exert an influence on the transition of both console and computer RPGs from stat-heavy, turn-based combat towards real-time action combat in the following decades.<ref>{{citation |title=Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time |first1=Bill |last1=Loguidice |first2=Matt |last2=Barton |publisher=[[Focal Press]] |year=2009 |isbn=978-0-240-81146-8 |url=https://books.google.com/books?id=M_bFdsP9L7oC |page=317}}</ref> A different variation of the action RPG formula was popularized by ''[[Diablo (video game)|Diablo]]'' (1996), where the majority of commands—such as moving and attacking—are executed using [[Point and click|mouse clicks]] rather than via menus, though learned spells can also be assigned to hotkeys. In many action RPGs, [[non-player character]]s serve only one purpose, be it to buy or sell items or upgrade the player's abilities, or issue them with combat-centric quests. Problems players face also often have an action-based solution, such as breaking a wooden door open with an axe rather than finding the key needed to unlock it, though some games place greater emphasis on character attributes such as a "lockpicking" skill and puzzle-solving.{{citation needed|date=October 2010}} One common challenge in developing action RPGs is including content beyond that of killing enemies. With the sheer number of items, locations and monsters found in many such games, it can be difficult to create the needed depth to offer players a unique experience tailored to his or her beliefs, choices or actions.<ref name="kat_hackandslash"/> This is doubly true if a game makes use of randomization, as is common. One notable example of a game which went beyond this is ''[[Deus Ex (video game)|Deus Ex]]'' (2000) which offered multiple solutions to problems using intricately layered story options and individually constructed environments.<ref name="kat_hackandslash"/> Instead of simply bashing their way through levels, players were challenged to act in character by choosing dialog options appropriately, and by using the surrounding environment intelligently. This produced an experience that was unique and tailored to each situation as opposed to one that repeated itself endlessly.<ref name="kat_hackandslash"/> At one time, action RPGs were much more common on consoles than on computers.<ref name="barton_43"/> Though there had been attempts at creating action-oriented computer RPGs during the late 1980s and early 1990s, often in the vein of ''[[The Legend of Zelda|Zelda]]'', very few saw any success, with the 1992 game ''[[Ultima VII]]'' being one of the more successful exceptions in North America.<ref name="barton_43">{{citation |title=Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time |first1=Bill |last1=Loguidice |first2=Matt |last2=Barton |publisher=[[Focal Press]] |year=2009 |isbn=978-0-240-81146-8 |url=https://books.google.com/books?id=M_bFdsP9L7oC |page=43}}</ref> On the PC, ''Diablo''<nowiki>'</nowiki>s effect on the market was significant: it had many imitators and its style of combat went on to be used by many games that came after. For many years afterwards, games that closely mimicked the ''Diablo'' formula were referred to as "''Diablo'' clones".<ref name="barton_1571_08diablo">{{Harvnb|Barton|2007c|p=8|Ref=barton_1571}}</ref> Three of the four titles in the series were still sold together as part of the ''Diablo Battle Chest'' over a decade after ''Diablo''<nowiki>'</nowiki>s release. Other examples of action RPGs for the PC include ''[[Dungeon Siege]]'', ''[[Sacred (video game)|Sacred]]'', ''[[Torchlight]]'' and ''[[Hellgate: London]]''—the last of which was developed by a team headed by former Blizzard employees, some of whom had participated in the creation of the ''Diablo'' series.<ref name="barton_1571_08diablo" /><ref name="blues_flagshippress">{{cite web |date=November 22, 2003 |title=Flagship Studios Opens with a Splash |url=http://www.bluesnews.com/a/686 |access-date=July 16, 2008 |publisher=Flagship Studios |publication-place=[[San Francisco]]}}</ref> Like ''Diablo'' and ''Rogue'' before it, ''Torchlight'' and ''Hellgate: London'' made use of [[procedural generation]] to generate game levels.<ref>{{cite web |last=Donlan |first=Christian |title=Torchlight PC Hands On |publisher=Gamer Network |website=Eurogamer |date=September 14, 2009 |url=http://www.eurogamer.net/articles/torchlight-hands-on |access-date=January 12, 2011}}</ref><ref>{{cite web |last=Johnson |first=Andy |title=By the Numbers: The Lost Art of Procedural Generation |website=TheGameReviews.com |date=December 29, 2009 |url=http://www.thegamereviews.com/article-1642-by-the-numbers-the-lost-art-of-procedural-generation.html |access-date=December 19, 2015}}</ref> Also included within this subgenre are role-playing shooters—games that incorporate elements of role-playing games and [[shooter game]]s (including [[First-person shooter|first-person]] and [[Third-person shooter|third-person]]). Recent examples include the ''[[Mass Effect]]'' series,<ref name="kat_hackandslash"/><ref>{{cite web |last=Remo |first=Chris |title=Analysis: Mass Effect 2's Surprising Genre Experiment |publisher=UBM Tech |website=Gamasutra |date=January 29, 2010 |url=http://www.gamasutra.com/view/news/26955/Analysis_Mass_Effect_2s_Surprising_Genre_Experiment.php |archive-url=https://web.archive.org/web/20100131015713/http://www.gamasutra.com/view/news/26955/Analysis_Mass_Effect_2s_Surprising_Genre_Experiment.php |url-status=dead |archive-date=31 January 2010 |access-date=July 11, 2011}}</ref> ''[[Fallout: New Vegas]]'', ''[[Borderlands (video game)|Borderlands 2]]'' and ''[[The 3rd Birthday]]''. ===Dungeon crawlers=== {{see|Dungeon crawl}} [[File:DOTGv0.31screenshot.png|thumb|right|Screenshot of ''Damnation of Gods'', a ''Dungeon Master'' clone. All four members of the players' party move around the game world as a single unit, or "blob", in first-person perspective.]] This subgenre consists of RPGs where the player leads a party of adventurers in [[First-person (video games)|first-person perspective]], typically through a dungeon or labyrinth in a grid-based environment.{{citation needed|date=August 2018}} Examples include the aforementioned ''Wizardry'', ''Might and Magic'' and ''Bard's Tale'' series; as well as the ''[[Etrian Odyssey (series)|Etrian Odyssey]]'' and ''[[Elminage]]'' series. Games of this type are sometimes called "blobbers", since the player moves the entire party around the playing field as a single unit, or "blob".<ref>{{cite web |url=https://www.rockpapershotgun.com/2016/12/05/the-rpgs-of-2017/ |title=The RPGs of 2017 |last=Cobbett |first=Richard |date=December 5, 2016 |website=[[Rock Paper Shotgun]] |access-date=2017-05-22}}</ref><ref>{{cite web |url=https://www.gamedeveloper.com/audio/crpg-history-abridged---21-rpgs-that-brought-something-new-to-the-table |title=CRPG History Abridged – 21 RPGs that brought something new to the table |last=Pepe |first=Felipe |date=June 25, 2015 |website=Gamasutra |publisher=UBM |access-date=2017-05-22}}</ref> Most "blobbers" are turn-based, but some titles such as the ''Dungeon Master'', ''[[Legend of Grimrock]]'' and ''[[Eye of the Beholder (video game)|Eye of the Beholder]]'' series are played in real-time. Early games in this genre lacked an [[automap]] feature, forcing players to draw their own maps in order to keep track of their progress.{{citation needed|date=August 2018}} Environmental and spatial puzzles are common, meaning players may need to, for instance, move a stone in one part of the level in order to open a gate in another part of the level.{{citation needed|date=May 2017}} ===MMORPGs=== {{Main|Massively multiplayer online role-playing game}} {{further|Multi-user dungeon|History of massively multiplayer online games}} Though many of the original RPGs for the PLATO mainframe system in the late 1970s also supported multiple, simultaneous players,<ref name="barton_ddesktops_b">{{Harvnb |Barton |2008 |pp=37–38 |Ref=barton_ddesktops}}</ref> the popularity of [[Multiplayer video game|multiplayer]] modes in mainstream RPGs did not begin to rise sharply until the early to mid-1990s.<ref name=":0" /> For instance, ''[[Secret of Mana]]'' (1993), an early [[action role-playing game]] by [[Square (video game company)|Square]], was one of the first commercial RPGs to feature [[Cooperative video game|cooperative multiplayer]] gameplay, offering two-player and three-player action once the main character had acquired his party members.<ref name="gspy_somana">{{cite web |title=Secret of Mana |first=Justin |last=Lee |date=February 15, 2004 |website=GameSpy |url=http://archive.gamespy.com/halloffame/february04/secretofmana/index.shtml |access-date=January 24, 2010 |archive-url=https://web.archive.org/web/20050125221832/http://archive.gamespy.com/halloffame/february04/secretofmana/index.shtml |archive-date=January 25, 2005}}</ref><ref name="ign_somana">{{cite web |title=Secret of Mana Review |first=Lucas M. |last=Thomas |website=IGN |date=October 13, 2008 |url=http://www.ign.com/articles/2008/10/14/secret-of-mana-review |access-date=January 24, 2010}}</ref> Later, ''[[Diablo (video game)|Diablo]]'' (1997) would combine CRPG and [[action game]] elements with an [[Internet]] multiplayer mode that allowed up to four players to enter the same world and fight monsters, trade items, or fight against each other. [[File:Daimonin Stoneglow beta4.png|thumb|left|Multiple people chat and play online in the MMORPG ''Daimonin''.]] Also during this time period, the [[Multi-user dungeon|MUD]] genre that had been spawned by [[MUD1]] in 1978 was undergoing a tremendous expansion phase due to the release and spread of [[LPMud]] (1989) and [[DikuMUD]] (1991). Soon, driven by the mainstream adoption of the Internet, these parallel trends merged in the popularization of [[graphical MUD]]s, which would soon become known as [[massively multiplayer online role-playing game]]s or MMORPGs,<ref name="synthworlds">{{Cite book |last=Castronva |first=Edward |author-link=Edward Castronova |title=Synthetic Worlds: The Business and Culture of Online Games |publisher=University Of Chicago Press |year=2006 |isbn=978-0-226-09627-8 |pages=[https://archive.org/details/syntheticworlds00edwa/page/10 10, 291] |quote=[pp. 10] The ancestors of MMORPGS were text-based multiuser domains (MUDs) [...] [pp. 291] Indeed, MUDs generate perhaps the one historical connection between game-based VR and the traditional program [...] |url=https://archive.org/details/syntheticworlds00edwa/page/10 }}</ref><ref name="berkshire_encyc">{{Cite book |last=Bainbridge |first=William Sims |author-link=William Sims Bainbridge |title=Berkshire Encyclopedia of Human-Computer Interaction |publisher=Berkshire Publishing Group |year=2004 |isbn=978-0-9743091-2-5 |volume=3 |page=474 |quote=Developers had long considered writing a graphical MUD. [...] the last major 2D virtual environment in the West marked the true beginning of the fifth age of MUDs: Origin Systems' 1997 Ultima Online (UO).}}</ref> beginning with games like ''[[Meridian 59]]'' (1995), ''[[Nexus: The Kingdom of the Winds]]'' (1996), ''[[Ultima Online]]'' (1997), ''[[Lineage (video game)|Lineage]]'' (1998), and ''[[EverQuest]]'' (1999), and leading to more modern phenomena such as ''[[RuneScape]]'' (2001), [[Ragnarok Online]](2002), ''[[Final Fantasy XI]]'' (2003), ''[[Eve Online]]'' (2003) ''Disney's [[Toontown Online]]'' (2003) and ''[[World of Warcraft]]'' (2004). Although superficially similar to single-player RPGs, MMORPGs lend their appeal more to the socializing influences of being online with hundreds or even thousands of other players at a time, and trace their origins more from MUDs than from CRPGs like ''Ultima'' and ''Wizardry''. Rather than focusing on the "old school" considerations of memorizing huge numbers of stats and esoterica and battling it out in complex, tactical environments, players instead spend much of their time forming and maintaining guilds and [[Clan (video gaming)|clans]]. The distinction between CRPGs and MMORPGs and MUDs can as a result be very sharp, likenable to the difference between "attending a [[renaissance fair]] and reading a good fantasy novel".<ref name="barton_1571_12h"/> {{quote box|width=30%|align=right|quote=Single-player games are great, and I love them. They have a great feature. Your life is very special. You are ''the'' hero and you get to save the ''whole'' world. (...) [''Tabula Rasa''] is like [[Walt Disney World|Disney World]]... You can go to shops and get food, but when you get on the boat for the pirate ride, you're in your own version of reality. Once the ride starts, you are blissfully unaware of the boats in front of you and behind you.|source=—[[Richard Garriott]], regarding the use of [[instance dungeon|instancing]] in ''[[Tabula Rasa (video game)|Tabula Rasa]]'' (2007)<ref name="borlanddd_d" />|}} Further, MMORPGs have been criticized for diluting the "epic" feeling of single-player RPGs and related media among thousands of concurrent adventurers. Stated simply: every player wants to be "The Hero", slay "The Monster", rescue "The Princess", or obtain "The Magic Sword". But when there are thousands of players all playing the same game, clearly not everyone can be ''the'' hero.<ref name="borlanddd_d">{{Harvnb |King |Borland |2003 |pp=255–257 |Ref=borlanddd}} "Thousands of players have gathered online in massively multiplayer worlds, but that meant that thousands of people might be vying for the status of hero. Too many heroes mean that nobody, or only the few, can be special. Fighting even the most dangerous of monsters gives less of an epic thrill when it is clear that it will simply regenerate after you have killed it, and when 13 parties of adventurers are waiting behind you in line for their turn. There is only one Frodo in the ''Lord of the Rings'', one Avatar in the land of Brittania."</ref> This problem became obvious to some in the game ''EverQuest'', where groups of players would compete and sometimes harass each other in order to get monsters in the same dungeon to drop valuable items, leading to several undesirable behaviors such as [[kill stealing]], [[Camping (gaming)#Spawn|spawn camping]], and [[Looting (gaming)#Ninja looting|ninja looting]].<ref>{{cite web |last=MacLellan |first=Jon |title=Please? Maybe a Thank You? |publisher=IGN Entertainment, Inc. |website=GameSpy |date=May 1, 2001 |url=http://www.gamespy.com/articles/491/491748p1.html |access-date=July 11, 2011}}</ref><ref>{{cite book |last=Hailey |first=Charlie |title=Camps: A Guide to 21st Century Space |publisher=The MIT Press |date=April 30, 2009 |isbn=978-0-262-51287-9 |page=74 |quote=Spawn camp affords an absolute position, controlling the game not by strategic action but through immobility—to the extent that popular games like ''EverQuest'' have come to be known as ''EverCamp''.}}</ref><ref>{{cite web |last=Lopez |first=Miguel |title=Onlife #32: Good game ninja loot. |publisher=IGN Entertainment, Inc. |website=GameSpy |date=November 9, 2005 |url=http://www.gamespy.com/articles/665/665716p1.html |access-date=July 11, 2011}}</ref> In response—for instance by Richard Garriott in ''[[Tabula Rasa (video game)|Tabula Rasa]]'' (2007)<ref name="borlanddd_d" />—developers began turning to [[instance dungeon]]s as a means of reducing competition over limited resources, as well as preserving the gaming experience—though this mechanic has its own set of detractors.<ref name="McQuaid">{{cite web |url=http://www.gamergod.com/article.php?article_id=2933 |title=Instancing in Online Gaming |first1=Brad |last1=McQuaid |date=November 29, 2005 |website=GamerGod |access-date=August 8, 2010 |archive-url=https://web.archive.org/web/20060324110936/http://www.gamergod.com/article.php?article_id=2933 |archive-date=March 24, 2006}}</ref> Lastly, there exist markets such as Korea and China that, while saturated with MMORPGs, have so far proved relatively unreceptive to single-player RPGs.<ref name="1up_singlefuture" /> For instance, Internet-connected personal computers are relatively common in Korea when compared to other regions—particularly in the numerous "[[PC bang]]s" scattered around the country, where patrons are able to pay to play multiplayer video games—possibly due to historical bans on Japanese imports, as well as a culture that traditionally sees video games as "frivolous toys" and computers as educational.<ref name="stewartchoi">{{Cite journal |last1=Stewart |first1=K. |last2=Choi |first2=HP |title=PC-Bang (Room) Culture: A Study of Korean College Students' Private and Public Use of Computers and the Internet |journal=Trends in Communication |page=65 |year=2003 |url=https://scholar.google.com/scholar?cluster=3958007063689222609&hl=en&as_sdt=800000&sciodt=800000 |access-date=October 12, 2010}}</ref> As a result, some have wondered whether the stand-alone, single-player RPG is still viable commercially—especially on the personal computer—when there are competing pressures such as big-name publishers' marketing needs, video game piracy, a change in culture, and the competitive price-point-to-processing-power ratio (at least initially) of modern console systems.<ref name="barton_1571_12h" /><ref name="1up_singlefuture">{{cite web |last=Wilson |first=Jason |title=The Future of Single-Player RPGs |website=1UP.com |publisher=IGN Entertainment Games |date=December 30, 2009 |url=http://www.1up.com/features/future-single-player-rpgs |access-date=December 19, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20151222083513/http://www.1up.com/features/future-single-player-rpgs |archive-date=December 22, 2015 }}</ref><ref name="1up_chasing">{{cite web |last=Crigger |first=Lara |title=Chasing D&D: A History of RPGs |website=1UP.com |publisher=IGN Entertainment Games |year=2008 |url=http://www.1up.com/features/chasing-history-rpgs |access-date=December 19, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20151222091559/http://www.1up.com/features/chasing-history-rpgs |archive-date=December 22, 2015 }}</ref>{{#tag:ref|Though things like [[downloadable content]] can stem piracy to some degree, and MMO and single-player RPGs may to some degree attract different audiences—and thus not interfere with each other financially.<ref name="barton_1571_12h" /><ref name="1up_singlefuture" /><ref name="1up_chasing" />|group="Note"}} ===Monster-taming=== {{main|Monster-taming game}} A monster-taming game (also known as a monster-catching game) is a subgenre of role-playing games that most notably includes the [[Pokémon franchise|''Pokémon'' franchise]]. While ''Pokémon'' is the most recognizable example of such a game to Western audiences, the origins of the genre were in the ''[[Megami Tensei]]'' series, which involved fighting, negotiating with, and recruiting [[Demon|demons]] and other [[Legendary creature|mythological beings]]. ===Roguelikes and roguelites=== {{main|Roguelike}} [[File:Nethack-dragons.png|thumb|right|''NetHack'' and other roguelikes often use [[ASCII]] text characters to represent objects in the game world. The position of the main character in this image is indicated by the symbol <code>@</code>.]] Roguelike is a subgenre of role-playing video games, characterized by [[procedural generation]] of [[level (video gaming)|game levels]], turn-based gameplay, tile-based graphics, [[permanent death]] of the player-character, and typically based on a [[high fantasy]] narrative setting. Roguelikes descend from the 1980 game ''[[Rogue (video game)|Rogue]]'', particularly mirroring ''Rogue''{{-'}}s [[Text-based game|character-]] or [[Sprite (computer graphics)|sprite-based]] graphics.<ref>{{cite web |url=http://pc.gamespy.com/pc/ftl-faster-than-light/1227287p1.html |title=Rise Of The Roguelikes: A Genre Evolves |first=Tom |last=Hatfield |date=January 29, 2013 |access-date=April 24, 2013 |website=GameSpy |publisher=IGN Entertainment, Inc.}}</ref><ref>{{cite web |url=http://www.gamesetwatch.com/2009/12/column_play_the_berlin_interpr.php |title=COLUMN: @Play: The Berlin Interpretation |website=GameSetWatch |publisher=UBM TechWeb |date=December 18, 2009 |first=John |last=Harris |access-date=November 17, 2015 |archive-date=20 September 2015 |archive-url=https://web.archive.org/web/20150920054535/http://www.gamesetwatch.com/2009/12/column_play_the_berlin_interpr.php |url-status=dead }}</ref> These games were popularized among college students and computer programmers of the 1980s and 1990s, leading to a large number of variants but adhering to these common gameplay elements. Some of the more well-known variants include ''[[Hack (Unix video game)|Hack]]'', ''[[NetHack]]'', ''[[Ancient Domains of Mystery]]'', ''[[Moria (1983 video game)|Moria]]'', ''[[Angband (video game)|Angband]]'', and ''[[Tales of Maj'Eyal]]''.<ref>{{cite book |last1=Craddock |first1=David L |editor1-last=Magrath |editor1-first=Andrew |title=Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games |date=August 5, 2015 |publisher=Press Start Press |isbn=978-0692501863}}</ref> The Japanese series of ''[[Mystery Dungeon]]'' games by [[Chunsoft]], inspired by ''Rogue'', also fall within the concept of roguelike games.<ref name="usgamer roguelikes">{{cite web |url=http://www.usgamer.net/articles/the-gateway-guide-to-roguelikes |title=The Gateway Guide to Roguelikes |date=April 6, 2015 |website=USGamer |publisher=Gamer Network |first1=Jeremy |last1=Parish |access-date=May 4, 2015 |archive-date=9 May 2015 |archive-url=https://web.archive.org/web/20150509104607/http://www.usgamer.net/articles/the-gateway-guide-to-roguelikes |url-status=dead }}</ref> More recently, with more powerful home computers and gaming systems, new variations of roguelikes incorporating other gameplay genres, thematic elements and graphical styles have become popular, typically retaining the notion of procedural generation. These titles are sometimes labeled as "roguelike-like", "rogue-lite", or "procedural death labyrinths" to reflect the variation from titles which mimic the gameplay of traditional roguelikes more faithfully.<ref name="usgamer roguelikes"/> Other games, like ''[[Diablo (video game)|Diablo]]''<ref>{{cite web |url=http://www.salon.com/2000/01/27/nethack/ |title=The best game ever – Linux |website=Salon |publisher=Salon Media Group, Inc. |date=January 27, 2000 |access-date=May 28, 2012}}</ref> and ''[[UnReal World]]'',<ref>{{cite web |url=http://www.escapistmagazine.com/articles/view/features/10074-A-Game-20-Years-In-the-Making |title=A Game 20 Years In the Making |first=Stephen |last=Murphy |date=December 26, 2012 |access-date=November 14, 2015 |website=[[The Escapist (magazine)|The Escapist]] |publisher=Defy Media LLC |archive-date=17 November 2015 |archive-url=https://web.archive.org/web/20151117034417/http://www.escapistmagazine.com/articles/view/features/10074-A-Game-20-Years-In-the-Making |url-status=dead }}</ref> took inspiration from roguelikes. === Sandbox RPGs === Sandbox RPGs, or [[open world]] RPGs, allow the player a great amount of freedom and usually feature a more open free-roaming world (meaning the player is not confined to a single path restricted by rocks or fences etc.).{{citation needed|date=May 2017}} Sandbox RPGs possess similarities to other sandbox games, such as the ''[[Grand Theft Auto]]'' series, with a large number of interactable NPCs, large amount of content and typically some of the largest worlds to explore and longest play-times of all RPGs due to an impressive amount of secondary content not critical to the game's main storyline. Sandbox RPGs often attempt to emulate an entire region of their setting.{{citation needed|date=May 2017}} Popular examples of this subgenre include the ''[[Dragon Slayer (series)|Dragon Slayer]]'' series by [[Nihon Falcom]], the early ''[[Dragon Quest]]'' games by [[Chunsoft]], ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' and ''[[Pokémon Scarlet and Violet]]'' by [[Nintendo]], ''[[Wasteland (video game)|Wasteland]]'' by [[Interplay Entertainment]], the ''[[SaGa (series)|SaGa]]'' and ''[[Mana (series)|Mana]]'' series by [[Squaresoft]], ''[[System Shock]] '' and ''[[System Shock 2]]'' by [[Looking Glass Studios]] and [[Irrational Games]], ''[[Deus Ex (video game)|Deus Ex]]'' by [[Ion Storm]], ''[[The Elder Scrolls]]'' and [[Fallout series|''Fallout'' series]] by [[Bethesda Softworks]] and [[Interplay Entertainment]], ''[[Fable (video game series)|Fable]]'' by [[Lionhead Studios]] and [[Playground Games]], the [[Gothic series|''Gothic'' series]] by [[Piranha Bytes]], the ''[[Xenoblade Chronicles]]'' series by [[Monolith Soft]], and the ''[[Dark Souls]]'' series by [[FromSoftware]].{{citation needed|date=May 2017}} ===Tactical RPGs=== {{main|Tactical role-playing game}} [[File:Fire Emblem-like mockup.png|thumb|Tactical role-playing games often involve moving troops turn by turn across a map to defeat foes or capture territory, as depicted similarly in this illustration.]] This subgenre of turn-based role-playing games principally refers to games which incorporate elements from [[strategy video game|strategy games]] as an alternative to traditional role-playing game (RPG) systems.<ref name="EATRPG">{{cite web | last =Parish | first =Jeremy| title =Lord of the Rings: Tactics| publisher =[[Electronic Arts]]| url =http://www.ea.com/games/lotr-the-battle-for-middle-earth-2| access-date =2010-02-04}}</ref> Tactical RPGs are descendants of traditional strategy games, such as [[chess]],<ref name="Justin Leeper"/> and table-top role-playing and strategic [[Wargaming|war games]], such as ''[[Chainmail (game)|Chainmail]]'', which were mainly tactical in their original form.<ref name="barton_ddesktops_c" /><ref name="1up_atbtys">{{cite web |last=Bailey |first=Kat |title=Active Time Babble XXI: Tactical RPGs & Ys Seven |url=http://www.1up.com/do/blogEntry?bId=9042222 |publisher=IGN Entertainment Games |website=1UP.com |access-date=May 12, 2011 |quote=The roots of tactical RPGs go back to tabletop role-playing games like Dungeons & Dragons and old-school wargames; in other words, the roots of gaming itself. |url-status=dead |archive-url=https://web.archive.org/web/20110808193434/http://www.1up.com/do/blogEntry?bId=9042222 |archive-date=August 8, 2011 }}</ref> The format of a tactical CRPG is also like a traditional RPG in its appearance, pacing and rule structure. Like standard RPGs, the player controls a finite party and battles a similar number of enemies.<ref name="EATRPG"/> And like other RPGs, death is usually temporary, albeit some have permanent death of party members. But this genre incorporates strategic gameplay such as tactical movement on an [[Isometric graphics in video games|isometric grid]].<ref name="EATRPG"/> Tactical RPGs tend not to feature [[Multiplayer video game|multiplayer]] play. A number of early Western role-playing video games used a highly tactical form of combat, including parts of the ''[[Ultima (series)|Ultima]]'' series, which introduced party-based, tiled combat in ''[[Ultima III: Exodus]]'' (1983).<ref name="barton_3623_04">{{Harvnb|Barton|2007a|p=4|Ref=barton_3623}}</ref> ''Ultima III'' would go on to be ported to many other platforms and influence the development of later titles,<ref name="borlanddd_h">{{Harvnb|King|Borland|2003|Ref=borlanddd}}</ref> as would ''[[Bokosuka Wars]]'' (1983), considered a pioneer in the strategy/simulation RPG genre, according to Nintendo.<ref name=Nintendo>{{cite web|url=https://www.nintendo.co.jp/wii/vc/vc_bw/index.html|title=VC ボコスカウォーズ|website=www.nintendo.co.jp}}</ref> Conventionally, however, the term tactical RPG (known as ''simulation RPG'' in Japan) refers to the distinct subgenre that was born in Japan; as the early origins of tactical RPGs are difficult to trace from the American side of the Pacific, where much of the early RPG genre developed.<ref name="barton_ddesktops_c">{{Harvnb|Barton|2008|p=12|Ref=barton_ddesktops}}</ref> Many tactical RPGs can be both extremely time-consuming and extremely difficult. Hence, the appeal of most tactical RPGs is to the hardcore, not casual, computer and video game player.<ref name="1upkat_strategery">{{cite web |last=Bailey |first=Kat |title=Strategery: Your First Tactical RPG |url=http://www.1up.com/do/blogEntry?bId=8981596&publicUserId=5725436 |publisher=IGN Entertainment Games |website=1UP.com |date=February 19, 2009 |quote=It wasn't too long ago that I mentioned how difficult it is to get into tactical RPGs. It's an intimidating genre, what with all the grids and customization and names like Tactics Ogre. People are worried that they won't understand what's going on. That it'll be hard. That it'll be boring. So if you've made it past all those fears and you're ready to take the plunge, congratulations. You're a lot stronger than I was while contemplating Final Fantasy Tactics a decade ago. But people like you have also been asking me the same question, time and time again—where to start? |url-status=dead |archive-url=https://web.archive.org/web/20151222101523/http://www.1up.com/do/blogEntry?bId=8981596&publicUserId=5725436 |archive-date=December 22, 2015 }}</ref> Traditionally, tactical RPGs have been quite popular in Japan but have not enjoyed the same degree of success in North America and elsewhere.<ref name="cnet_vhearts2">{{cite web |title=Vandal Hearts II (PlayStation) |url=http://reviews.cnet.com/legacy-game-platforms/vandal-hearts-ii-playstation/1707-9882_7-30965757.html#cnetReview |date=January 3, 2000 |website=CNET |publisher=CBS Interactive |access-date=May 12, 2011 |archive-url=https://web.archive.org/web/20120315202916/http://reviews.cnet.com/legacy-game-platforms/vandal-hearts-ii-playstation/1707-9882_7-30965757.html |archive-date=March 15, 2012 |quote=Although the RPG has gained popularity in the US, its tactical offshoot, the strategy-RPG, has had a harder time gaining similar popularity.}}</ref><ref name="mcv_disg3">{{cite web |last1=Parfitt |first1=Ben |title=Disgaea 3 heading to PS3 |url=http://www.mcvuk.com/news/read/disgaea-3-heading-to-ps3 |website=MCV |publisher=Newbay Media |access-date=December 19, 2015 |date=July 17, 2007 |quote=The tactical RPG genre may not be a chart-topper in the West, but hardcore followers of Japanese RPG specialists Nippon Ichi will be delighted to hear that the studio is bringing the latest instalment to its critically acclaimed series to PS3 next year.}}</ref> However, the audience for Japanese tactical RPGs has grown substantially since the mid-90s, with [[PlayStation|PS1]] and [[PlayStation 2|PS2]] titles such as ''[[Final Fantasy Tactics]]'', ''[[Suikoden Tactics]]'', ''[[Vanguard Bandits]]'', and ''[[Disgaea]]'' enjoying a surprising measure of popularity, as well as hand-held war games like ''[[Fire Emblem]]''.<ref name="rpgamer_fireemblem">{{cite web |last=Neufeld |first=Anna Marie |title=Fire Emblem: The Sacred Stones – Staff Review |url=http://www.rpgamer.com/games/fe/fe9/reviews/fe9strev2.html |website=RPGamer |access-date=May 12, 2011 |quote=As the Tactical RPG genre has grown in recognition and popularity, it was inevitable that a few would manage to make their way to the handheld systems. |archive-url=https://web.archive.org/web/20120314174517/http://www.rpgamer.com/games/fe/fe9/reviews/fe9strev2.html |archive-date=2012-03-14 |url-status=dead }}</ref> (''Final Fantasy Tactics'' for the PS1 is often considered the breakthrough title outside Japan.<ref name="1up_pstactics">{{cite web |last=Parish |first=Jeremy |title=PlayStation Tactics |url=http://www.1up.com/features/playstation-tactics |archive-url=https://web.archive.org/web/20110604094510/http://www.1up.com/features/playstation-tactics |url-status=dead |archive-date=June 4, 2011 |publisher=IGN Entertainment Games |website=1UP.com |access-date=May 12, 2011 |quote=Tactical RPGs have been gaining popularity in the United States since a PS1 game called Final Fantasy Tactics introduced a legion of gamers to its detail-oriented strategy. ... Although FFT is often praised for giving birth to the tactical RPG genre, that PS1 masterpiece would never have existed without this classic pair of Super NES ports. }}</ref><ref name="rpgamer_fftretro">{{cite web |last=Beckett |first=Michael |title=Final Fantasy Tactics – Retroview |url=http://www.rpgamer.com/games/ff/fft/reviews/fftstrev4.html |website=RPGamer |access-date=May 12, 2011 |quote=Final Fantasy Tactics did much the same thing for tactical RPGs that Final Fantasy VII did for the genre as a whole—made it more popular, more accessible, and more visible to the rest of the gaming world. |archive-url=https://web.archive.org/web/20120314124149/http://www.rpgamer.com/games/ff/fft/reviews/fftstrev4.html |archive-date=March 14, 2012 |url-status=dead |df=mdy-all }}</ref>) Older TRPGs are also being re-released via [[Emulator|software emulation]]—such as on the [[Wii]] [[Virtual Console]]—and on [[handheld game console]]s, giving games a new lease on life and exposure to new audiences.<ref name="eug_dyntac">{{cite web |last=Bramwell |first=Tom |title=Dynasty Tactics – First Impressions |url=http://www.eurogamer.net/articles/fi_dynastytactics_ps2 |publisher=Gamer Network |website=Eurogamer |access-date=May 12, 2011 |date=October 21, 2002 |quote=Final Fantasy Tactics is being given a new lease of life on Game Boy Advance, and Capcom has plans to release an Onimusha Tactics title in the near future too.}}</ref> Japanese video games such as these are as a result no longer nearly as rare a commodity in North America as they were during the 1990s.{{citation needed|date=May 2017}} Western video games have utilized similar mechanics for years, as well, and were largely defined by ''[[X-COM: UFO Defense]]'' (1994) in much the same way as Eastern video games were by ''Fire Emblem''.<ref name="1upkat_xcom">{{cite web |last=Bailey |first=Kat |title=X-COM: Distilling a Classic |url=http://www.1up.com/do/blogEntry?bId=9027138 |publisher=IGN Entertainment Games |website=1UP.com |date=April 14, 2010 |quote=One of the absolute essentials from that era was X-COM: UFO Defense, which defined western tactical RPGs every bit as much as Fire Emblem did for strategy RPGs in the east. ... The crux of the game is efficiently defeating the aliens in turn-based combat, building up various bases, and outfitting soldiers with the latest and greatest equipment. |url-status=dead |archive-url=https://web.archive.org/web/20120710231744/http://www.1up.com/do/blogEntry?bId=9027138 |archive-date=July 10, 2012 }}</ref> Titles such as ''X-COM'' have generally allowed greater freedom of movement when interacting with the surrounding environment than their Eastern counterparts.<ref name="1up_daj">{{cite web|last=Bailey |first=Kat |title=Strategery: The Dragon Age Appetizer |publisher=IGN Entertainment Games |website=[[1UP.com]] |date=Oct 23, 2009 |url=http://www.1up.com/do/blogEntry?bId=9007783 |archive-url=https://archive.today/20130101180905/http://www.1up.com/do/blogEntry?bId=9007783 |url-status=dead |archive-date=January 1, 2013 |access-date=February 4, 2010 |quote=The interesting wrinkle here is that when outside of battle, it's possible to explore the world in the same manner as any other RPG, and that's where Dragon Age Journeys has something in common with western tactical RPGs. The X-Coms of the world have always a great deal more freedom than even Valkyria Chronicles, and Dragon Age takes that one step further by offering actual dungeons to explore, rather than asking players to take on simple missions like 'kill everyone.' }}</ref><ref name="1upkat_valkchro">{{cite web |last=Bailey |first=Kat |title=Strategery: Valkyria Chronicles and X-Com: UFO Defense |url=http://www.1up.com/do/blogEntry?bId=9003286 |archive-url=https://web.archive.org/web/20120709171620/http://www.1up.com/do/blogEntry?bId=9003286 |url-status=dead |archive-date=July 9, 2012 |publisher=IGN Entertainment Games |website=1UP.com |access-date=May 15, 2011 |date=September 4, 2009 |quote=For Japan, the Famicom's Fire Emblem: Ankoku Ryu to Hikari is the archetype for the whole genre. Over the years, franchises like Tactics Ogre and Final Fantasy Tactics have offered unique twists and refinements, but the basic conceits have remained the same, with square-based grid being one of the subgenres most recognizable traits. Western SRPGs, however, have generally allowed for a bit more freedom of movement, with some like Freedom Force (and Dawn of War II, if you're willing to call it an SRPG) going real-time. }}</ref> Other similar examples include the ''[[Jagged Alliance (series)|Jagged Alliance]]''<ref name="gamershell_pc">{{cite web |last=S. |first=Dennis |title=Paradise Cracked Review |website=GamersHell |url=http://www.gamershell.com/pc/paradise_cracked/review.html |access-date=November 26, 2007 |quote=The world of Paradise Cracked was largely influenced by such movies as Matrix, Blade Runner and Ghost in the Shell, as well as novels of Philip K. Dick and various other cyberpunk writers. It actually has one of the most interesting plots ever—but I won't give it away just yet. The game's genre can be called tactical RPG, drawing some of its best features from such games as X-Com, Jagged Alliance, Incubation and Fallout. |archive-date=November 7, 2007 |archive-url=https://web.archive.org/web/20071107191816/http://www.gamershell.com/pc/paradise_cracked/review.html |url-status=dead }}</ref><ref name="gamehelper">{{cite web |last=Thompson |first=Mike |title=Night Watch |website=Game Helper Magazine |date=June 22, 2006 |url=http://www.gamehelper.com/magazine/previews/night-watch |access-date=2007-11-26 |archive-url=https://web.archive.org/web/20071228055845/http://www.gamehelper.com/magazine/previews/night-watch <!-- Bot retrieved archive --> |archive-date = December 28, 2007}}</ref> (1994–2013) and ''[[Silent Storm]]''<ref name="gamehelper"/><ref name="rpgvault_ss">{{cite web |author=Jonric |title=Silent Storm Interview |publisher=IGN Entertainment, Inc. |website=[[Vault Network|RPG Vault]] | url=http://rpgvault.ign.com/articles/367/367949p1.html |archive-url=https://web.archive.org/web/20021006023429/http://rpgvault.ign.com/articles/367/367949p1.html |archive-date=October 6, 2002 | access-date=November 26, 2007 |url-status=dead |date=August 15, 2002}}</ref> (2003–2005) series. According to a few developers, it became increasingly difficult during the 2000s to develop games of this type for the PC in the West (though several had been developed in Eastern Europe with mixed results);<ref name="rpgv_ja3">{{cite web | author=Jonric |title=Jagged Alliance 3 Interview |publisher=IGN Entertainment, Inc. |website=RPG Vault |date=October 16, 2007 |url=http://rpgvault.ign.com/articles/827/827659p1.html |archive-url=https://web.archive.org/web/20071018145142/http://rpgvault.ign.com/articles/827/827659p1.html |archive-date=October 18, 2007 |access-date=October 19, 2007 | url-status=dead |quote=When choosing a team to develop a project of this type and scale, it was obvious that we needed Russian developers, the same people that created games with similarities to Jagged Alliance 2, both in genre and the time setting. I'm referring to releases like [[Silent Storm]], Night Watch, Brigade E5 and others. Such projects have not been created in Western countries for a long time, which can make development more difficult.}}</ref><ref name="forum_jgollop"/> and even some Japanese console RPG developers began to complain about a bias against turn-based systems.<ref name="escp_dquest"/><ref name="ign_horii"/> Reasons cited include Western publishers' focus on developing real-time and action-oriented games instead.<ref name=forum_jgollop>{{cite web |last=Gollop |first=Julian |title=Comment by Julian Gollop, developer of X-COM and other genre titles |url=https://www.gamedeveloper.com/design/putting-the-i-xcom-i-in-i-xcom-i- |date=August 14, 2010 |publisher=UBM Tech |website=Gamasutra |quote=Publishers run a mile from anything with turn-based mechanics—it is regarded as too niche. RTS games pretty much killed off turn-based strategy games in the mid-90s—but now even RTS games are regarded as niche. (...) Thanks to 'Advance Wars', 'Fire Emblem' and 'Final Fantasy Tactics' it seems turn-based games are not totally dead—at least for Nintendo handhelds.}}</ref> Lastly, there are a number of "full-fledged" CRPGs which could be described as having "tactical combat". Examples from the classic era of CRPGs include parts of the aforementioned ''Ultima'' series;<ref name="nexus_ultima">{{cite web |last=Tie |first=Sing Chie |title=7 Deadly Games |publisher=The Student Publication Board, Multimedia University, Melaka campus |website=neXus Central |date=August 1, 2000 |url=http://clsm.mmu.edu.my/index.php?artid=5&nesect=7§id=1 |archive-url=https://web.archive.org/web/20071218071643/http://clsm.mmu.edu.my/index.php?artid=5&nesect=7§id=1 |archive-date=December 18, 2007 |access-date=December 12, 2007}}</ref> SSI's ''[[Wizard's Crown]]'' (1985) and ''[[The Eternal Dagger]]'' (1987);<ref name="bart2007c"/> the ''[[Gold Box]]'' games of the late '80s and early '90s, many of which were later ported to Japanese video game systems;<ref name="bart2007b"/> and the ''[[Realms of Arkania]]'' (1992–1996) series based on the German ''[[The Dark Eye (role-playing game)|The Dark Eye]]'' pen-and-paper system.<ref name="bart2007c"/> More recent examples include ''[[Wasteland 2]]'',<ref>{{cite web |url=http://www.pcgamer.com/wasteland-2-trailer-shows-off-first-gameplay-footage-including-tactical-battles-giant-bugs/ |title=Wasteland 2 trailer shows off first gameplay footage, including tactical battles, giant bugs |last1=Sykes |first1=Tom |date=February 9, 2013 |website=PC Gamer |publisher=Future plc |access-date=December 18, 2015}}</ref> ''[[Shadowrun: Dragonfall]]''<ref>{{cite web |url=http://www.gamershell.com/news_168365.html |title=Shadowrun: Dragonfall Director's Cut Dated and Video Released |author=<!--Staff writer(s); no by-line.--> |date=August 30, 2014 |website=GamersHell.com |access-date=December 18, 2015 |archive-date=22 December 2015 |archive-url=https://web.archive.org/web/20151222151938/http://www.gamershell.com/news_168365.html |url-status=dead }}</ref> and ''[[Divinity: Original Sin]]''<ref>{{cite web |url=http://www.gamesradar.com/blackguards-review/ |title=Divinity: Original Sin is an odd mix of old- and new-school RPG design |last1=Kaiser |first1=Rowan |date=July 16, 2014 |website=Ars Technica |publisher=Condé Nast |access-date=December 18, 2015}}</ref>—all released in 2014. Partly due to the release of these games 2014 has been called "the first year of the CRPG renaissance".<ref>{{cite magazine |last1=Thorman |first1=Peter |title=2014: the first year of the CRPG renaissance |url=http://www.pcgamer.com/2014-the-first-year-of-the-crpg-renaissance/ |magazine=PC Gamer |date=31 December 2014 |publisher=[[Future US, Inc.]] |access-date=December 5, 2015}}</ref> ===Turn-based RPGs=== {{main|Turn-based role-playing game}} Turb-based RPGs have actions take place in a sequence which can be determined by various factors. Unlike other genres, actions by others characters cannot be performed unless it is their turn to perform them. This can be limited to just battles in games or even movement around the overworld depending on the game mechanic or subgenre.<ref>{{Cite web |date=2023-04-27 |title=From D&D to Today: The Shifts of Turn-Based Combat in RPGs |url=https://turnbasedlovers.com/news/from-dd-to-today-the-shifts-of-turn-based-combat-in-rpgs/ |access-date=2025-04-27 |website=TURNBASEDLOVERS}}</ref> This genre started off on PC with series like [[Ultima (series)|Ultima]] and then become very popular on console with releases like [[Dragon Quest]]. ===Hybrid genres=== A steadily increasing number of other non-RP video games have adopted aspects traditionally seen in RPGs, such as experience point systems, equipment management, and choices in dialogue, as developers push to fill the demand for role-playing elements in non-RPGs.<ref name="1up_singlefuture" /><ref name="rampcoy_hybrids">{{cite web |title=Are Hybrid RPGs Just Poor-Man's RPGs? |author=The Rampant Coyote |website=Tales of the Rampant Coyote |date=October 23, 2006 |url=http://rampantgames.com/blog/2006/10/are-hybrid-rpgs-just-poor-mans-rpgs.html |access-date=October 2, 2010 |archive-url=https://web.archive.org/web/20061109014534/http://www.rampantgames.com/blog/2006/10/are-hybrid-rpgs-just-poor-mans-rpgs.html |archive-date=November 9, 2006 | quote = The core elements of a computer roleplaying game are pretty simple and straightforward. You basically have a task resolution system for an individual unit based on its statistics. Mix this with the ability to modify those stats through circumstances, equipment, spells, level increase or whatever. (...) Modern computer RPGs tend to be a bit more complex than this. (...) Hybrid RPG can emphasize some other element of gameplay that are FAR less development-intensive than pure roleplaying games. Thus they are cheaper and easier to make. Does this make them the "poor-man's RPG?" Meaning a poor / inexpensive substitution for the real thing? (...) Maybe.}}</ref> The blending of these elements with a number of different [[game engine]]s and [[gameplay]] styles have created a myriad of hybrid game categories formed by mixing popular gameplay elements featured in other genres such as [[first-person shooter]]s, [[Platform game|platformer]]s, and [[turn-based strategy|turn-based]] and [[real-time strategy]] games. Examples include first-person shooters such as parts of the ''[[Deus Ex (series)|Deus Ex]]'' (starting in 2000) and ''[[S.T.A.L.K.E.R.: Shadow of Chernobyl|S.T.A.L.K.E.R.]]'' (starting in 2007) series;<ref name="bitt_deusex">{{cite web |last=Martin |first=Joe |title=Spector tried to buy Deus Ex rights |website=bit-tech.net |date=November 3, 2009 |url=http://www.bit-tech.net/news/gaming/2009/11/03/spector-tried-to-buy-deus-ex-rights/1 |access-date=October 2, 2010 |quote=Deus Ex, often considered one of the best PC games ever made, is a FPS/RPG hybrid about uncovering an international conspiracy in a near-future, cyber-punk setting.}}</ref><ref name="rpgamer_deusex">{{cite web |last=Boske |first=John |title=Deus Ex: Invisible War – We Wanted Orange, We Got Lemon-Lime |website=RPGamer |url=http://www.rpgamer.com/games/deus/deusex2/reviews/deusex2strev1.html |access-date=October 2, 2010 |quote=How do you beat your own record? How do you out-do a one-of-a-kind FPS/RPG hybrid that met substantial critical acclaim and garnered praise from gamers across the board? Perhaps this is one question that Ion Storm shouldn't have asked, for while Deus Ex: Invisible war is a functional, and even enjoyable title on its own, it is a far cry from its predecessor, and bears several serious flaws that keep it from being anything other than a mediocre experience. |archive-url=https://web.archive.org/web/20120314162644/http://www.rpgamer.com/games/deus/deusex2/reviews/deusex2strev1.html |archive-date=2012-03-14 |url-status=dead }}</ref><ref name="gsutra_stalker">{{cite web |last=Cross |first=Tom |title=Analysis: S.T.A.L.K.E.R. Defense – The Hybrid Results |publisher=UBM Tech |website=Gamasutra |date=September 1, 2010 |url=http://www.gamasutra.com/view/news/30141/Analysis_STALKER_Defense__The_Hybrid_Results.php |archive-url=https://web.archive.org/web/20100904172003/http://www.gamasutra.com/view/news/30141/Analysis_STALKER_Defense__The_Hybrid_Results.php |url-status=dead |archive-date=4 September 2010 |access-date=October 2, 2010 |quote=In this Gamasutra analysis piece, Tom Cross looks at GSC Game World's S.T.A.L.K.E.R: Clear Sky and its odd combination of FPS, RPG and tower defense game, examining the art of gameplay hybrids.}}</ref><ref name="cavg_stalker">{{cite web |last=Bishop |first=Stuart |title=The Making of S.T.A.L.K.E.R., part one |website=ComputerAndVideoGames.com |publisher=Future Publishing Limited |date=June 16, 2007 |url=http://www.computerandvideogames.com/article.php?id=166049 |access-date=October 2, 2010 |archive-url=https://web.archive.org/web/20070625210224/http://www.computerandvideogames.com/article.php?id=166049 |archive-date=June 25, 2007 |quote=Back in late 2001 we got our first look at an impressive game called Oblivion Lost, then a squad-based action game from GSC Game World. In 2007 the title that we now know as S.T.A.L.K.E.R.: Shadow of Chernobyl finally released, plunging players into a survival-FPS-RPG hybrid and the post-apocalyptic wasteland surrounding the Chernobyl power plant after its meltdown.}}</ref> real-time strategy games such as ''[[SpellForce: The Order of Dawn]]'' (2003) and ''[[Warhammer 40,000: Dawn of War II]]'' (2009);<ref name="gshark_spellforce">{{cite web |last=Dorsey |first=Mark |title=SpellForce: The Order of Dawn Review |website=GameShark |publisher=Mad Catz, Inc. |date=March 24, 2004 |url=http://www.gameshark.com/pc/reviews/1530/SpellForce-The-Order-of-Dawn-Review.htm |access-date=October 2, 2010 |archive-url=https://web.archive.org/web/20120314080909/http://www.gameshark.com/pc/reviews/1530/SpellForce-The-Order-of-Dawn-Review.htm |archive-date=March 14, 2012 |quote=SpellForce is making the future of hybrid genre games look very positive indeed. (...) However, I do have a penchant for armies of minions doing my bidding and I do enjoy RPG elements in a game, which is why I was quite interested in the release of Phenomic's SpellForce, an RPG/RTS hybrid.}}</ref><ref name="ginform_warhammer">{{cite magazine |last=Biessener |first=Adam |title=Warhammer 40,000: Dawn of War II – Chaos Rising |magazine=Game Informer |date=March 11, 2010 |url=https://gameinformer.com/games/warhammer_40000_dawn_of_war_ii__chaos_rising/b/pc/archive/2010/03/11/review.aspx |archive-url=https://web.archive.org/web/20100316234120/http://gameinformer.com/games/warhammer_40000_dawn_of_war_ii__chaos_rising/b/pc/archive/2010/03/11/review.aspx |url-status=live |archive-date=16 March 2010 |access-date=October 2, 2010 |quote=Standalone expansion continues solid mix of RPG and RTS}}</ref> [[puzzle video game]]s such as ''Castlevania Puzzle'' (2010) and ''[[Puzzle Quest: Challenge of the Warlords]]'' (2007);<ref name="metac_cpeotn">{{cite web |last1=Dietz |first1=Jason |last2=Doyle |first2=Marc |title=iPhone/iPad Games Guide: What to Buy This Month |website=Metacritic |publisher=CBS Interactive Inc. |date=July 30, 2010 |url=http://www.metacritic.com/feature/best-iphone-ipad-games-july-2010 |access-date=October 6, 2010}}</ref><ref>{{cite web |last=Caoili |first=Eric |title=Puzzle Quest 2 Releases For DS, XBLA Next Spring |url=http://www.gamesetwatch.com/2009/11/puzzle_quest_2_releases_for_ds.php |publisher=UBM TechWeb |website=GameSetWatch |date=November 30, 2009 |access-date=16 July 2011 |archive-date=9 September 2011 |archive-url=https://web.archive.org/web/20110909045048/http://www.gamesetwatch.com/2009/11/puzzle_quest_2_releases_for_ds.php |url-status=dead }}</ref> and turn-based strategy games like the ''[[Steel Panthers]]'' (1995–2006) series, which combined tactical military combat with RPG-derived unit advancement. As a group, hybrid games have been both praised and criticized; being referred to by one critic as the "poor man's" RPG for omitting the dialogue choices and story-driven character development of major AAA titles;<ref name="rampcoy_hybrids" /> and by another critic as "promising" for shedding the conventions of more established franchises in an attempt to innovate.<ref name="gfirst_rpgxp">{{cite web |last=Luther |first=Jeff |title=The RPG Experience: Conventions and Not Beyond |website=GamesFirst! |date=April 20, 2001 |url=http://www.gamesfirst.com/index.php?id=378 |access-date=October 2, 2010}}</ref> ===Relationship to other genres=== {{see also|List of video game genres}} RPGs seldom test a player's physical skill. Combat is typically a tactical challenge rather than a physical one, and games involve other non-action gameplay such as choosing dialog options, inventory management, or buying and selling items.{{Sfn|Adams|Rollings|2006}} Although RPGs share some combat rules with [[Wargame (video games)|wargames]], RPGs are often about a small group of individual characters.<ref name="gama129583">{{cite web |last=Kaiser |first=Rowan |title=How Mass Effect challenged my definition of 'RPG' |website=Gamasutra |publisher=UBM Tech |date=March 1, 2012 |url=http://www.gamasutra.com/view/news/129583/Opinion_How_Mass_Effect_challenged_my_definition_of_RPG.php |archive-url=https://web.archive.org/web/20120306024602/http://www.gamasutra.com/view/news/129583/Opinion_How_Mass_Effect_challenged_my_definition_of_RPG.php |url-status=dead |archive-date=6 March 2012 |access-date=March 2, 2012}}</ref> Wargames tend to have large groups of identical units, as well as non-humanoid units such as tanks and airplanes. Role-playing games do not normally allow the player to produce more units. However, the ''[[Heroes of Might and Magic]]'' series crosses these genres by combining individual heroes with large numbers of troops in large battles.<ref name="fundamentals"/> RPGs rival [[adventure game]]s in terms of their rich storylines, in contrast to genres that do not rely upon storytelling such as [[sports game]]s or [[Puzzle video game|puzzle game]]s.<ref name="fundamentals"/> Both genres also feature highly detailed characters, and a great deal of exploration. However, RPGs also feature a combat system, which adventure games lack. In doing so, RPGs tend to emphasize complex internal mechanics where characters are defined by increasing numerical attributes. Gameplay elements strongly associated with this genre, such as statistical character development, have been widely adapted to other video game genres. For example, ''[[Grand Theft Auto: San Andreas]]'', an [[action-adventure game]], uses resource statistics (abbreviated as "stats") to define a wide range of attributes including stamina, weapon proficiency, driving, lung capacity, and muscle tone, and uses numerous [[cutscene]]s and [[Quest (video gaming)|quests]] to advance the story. ''[[Warcraft III: Reign of Chaos]]'', a [[real-time strategy]] game, features heroes that can complete quests, obtain new equipment, and "learn" new abilities as they advance in level.<ref>{{Cite web|title=The Monstrous Timelessness of Warcraft 3 |url=https://www.vice.com/en/article/the-monstrous-timelessness-of-warcraft-3/|access-date=2020-12-20|website=Vice.com|date=7 March 2018}}</ref> A community-created [[Mod (video gaming)|mod]] based on ''Warcraft III,'' ''[[Defense of the Ancients]] (DotA),'' served as significant inspiration for the [[multiplayer online battle arena]] (MOBA) genre.<ref name=":2">{{Cite web |last=Funk |first=John |date=2013-09-02 |title=MOBA, DOTA, ARTS: A brief introduction to gaming's biggest, most impenetrable genre |url=https://www.polygon.com/2013/9/2/4672920/moba-dota-arts-a-brief-introduction-to-gamings-biggest-most |access-date=2019-11-24 |url-status=live |archive-date=5 September 2013 |archive-url=https://web.archive.org/web/20130905103354/https://www.polygon.com/2013/9/2/4672920/moba-dota-arts-a-brief-introduction-to-gamings-biggest-most |website=[[Polygon (website)|Polygon]]}}</ref><ref>{{Cite web |last=Atkinson |first=Ryan |date=27 March 2018 |title=How Warcraft 3's modding community paved the way for League of Legends and Dota 2 |url=https://www.pcgamesn.com/warcraft-iii/warcraft-3-mods-dota-league-of-legends |access-date=2021-07-11 |website=PCGamesN}}</ref> Due to its ''Warcraft III'' origins, MOBA is a fusion of role-playing games, real-time strategy games, and action games, with RPG elements built in its core gameplay. A key features, such as control over one character in a party, growth in power over the course of match, learning new thematic abilities, using of [[Magic (gaming)|mana]],<ref>{{Cite web |last=Jacobacci |first=Kara|date=2016-04-22|title=Mana – Less Heroes in the ARTS MOBA Genre|url=https://esportsedition.com/dota-2/mana-less-heroes-in-the-arts-moba-genre/|access-date=2020-09-08 |website=Esports Edition}}</ref> leveling and accumulation of experience points,<ref>{{Cite web |url=https://click-storm.com/en/articles/6795/|title=What you need to know about the experience in Dota 2 written by Artem Uarabei |website=Click-Storm|access-date=2019-09-25}}</ref> equipment and inventory management,<ref>{{Cite web |title=Items |website=League of Legends |url=https://na.leagueoflegends.com/en/game-info/items/ |access-date=2019-09-25}}</ref> completing quests,<ref>{{Cite web |url=https://www.esportstalk.com/blog/5-most-important-heroes-of-the-storm-objectives-10213/|title=The 5 Most Important Heroes of the Storm Objectives|date=2018-11-21|website=EsportsTalk.com |access-date=2019-09-25|archive-date=25 September 2019|archive-url=https://web.archive.org/web/20190925110002/https://www.esportstalk.com/blog/5-most-important-heroes-of-the-storm-objectives-10213/|url-status=dead}}</ref> and fighting with the stationary [[Boss (video gaming)|boss]] monsters,<ref>{{Cite web |title=Roshan Dota 2 Guide|date=2018-10-17|website=FirstBlood® |url=https://pages.firstblood.io/pages/blog/dota-2/roshan-dota-2-guide/ |access-date=2019-09-25|archive-date=2019-09-25 |archive-url=https://web.archive.org/web/20190925110057/https://pages.firstblood.io/pages/blog/dota-2/roshan-dota-2-guide/|url-status=dead}}</ref><ref>{{Cite web |last=Rendina |first=Brandon |date=27 October 2017 |title=Heroes of the Storm: How to Fully Utilize Boss and Mercenary Camps |website=team-dignitas.net |url=http://team-dignitas.net/articles/blogs/Heroes-Of-The-Storm/11768/heroes-of-the-storm-how-to-fully-utilize-mercenary-camps |archive-url=https://web.archive.org/web/20171030105304/http://team-dignitas.net/articles/blogs/Heroes-Of-The-Storm/11768/heroes-of-the-storm-how-to-fully-utilize-mercenary-camps |archive-date=30 October 2017 |access-date=2019-09-25 |url-status=usurped}}</ref> have resemblance with role-playing games. According to [[Satoru Iwata]], former president of [[Nintendo]], turn-based RPGs have been unfairly criticized as being outdated, and action-based RPGs can frustrate players who are unable to keep up with the battles.<ref name="Iwata Asks: RPG"/> According to [[Yuji Horii]], creator of the popular ''Dragon Quest'' series and Ryutaro Ichimura, producer of [[Square Enix]], turn-based RPGs allow the player time to make decisions without feeling rushed or worry about real-life distractions.<ref name="Iwata Asks: RPG"/> ==Popularity== {{see also|List of best-selling Japanese role-playing game franchises|List of best-selling video game franchises|List of best-selling video games}} {{Update|section|date=December 2015}} The [[List of best-selling video game franchises|best-selling RPG series]] worldwide is ''[[Pokémon (video game series)|Pokémon]]'',<ref name="kotaku_rpgs"/> which has sold over 300 million units,<ref name="pokemon-sales">{{cite web |url=http://www.polygon.com/pokemon/2014/8/18/6030089/Pokemon-sales-numbers|title=How successful is Pokémon? Take a look at the numbers! |last=Lien |first=Tracey |date=August 18, 2014 |website=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |access-date=August 18, 2014}}</ref><ref name="wii series">{{cite news |url=http://content.usatoday.com/communities/gamehunters/post/2011/03/pokemon-titles-sell-1-million-on-launch-day/1 |title = 'Pokemon' titles sell 1 million on launch day |website=[[USA Today]] |date=March 9, 2011}}</ref><ref name="ign_pokerecords">{{cite web|title=Pokemon Report: World Records Edition |first=Jack |last=DeVries |date=January 16, 2009 |website=IGN |url=http://www.ds.ign.com/articles/946/946074p1.html |archive-url=https://web.archive.org/web/20090228193548/http://ds.ign.com/articles/946/946074p1.html |archive-date=February 28, 2009 |access-date=January 24, 2010 |url-status=dead }}</ref><ref name="nintendo_pokerecords">{{cite press release |url=https://www.nintendo.co.uk/News/2010/Pokemon-Black-Version-and-Pokemon-White-Version-for-Nintendo-DS-coming-to-Europe-in-Spring-2011-252381.html |title=Pokémon Black Version and Pokémon White Version for Nintendo DS coming to Europe in Spring 2011 |access-date=December 19, 2015 |date=May 31, 2010 | publisher=Nintendo}}</ref> with over 30 million sales for [[Pokémon Red and Blue|''Pokémon Red'', ''Blue'', and ''Green'']] alone.<ref>{{Cite news |title=50 Most Popular Video Games of All Time |url=https://247wallst.com/special-report/2018/01/30/most-popular-video-games-of-all-time/10/ |url-status=live |archive-url=https://web.archive.org/web/20180521191654/https://247wallst.com/special-report/2018/01/30/most-popular-video-games-of-all-time/10/ |archive-date=21 May 2018 |access-date=2018-05-21 |work=247wallst.com}}</ref> The second and third best-selling RPG franchises worldwide are [[Square Enix]]'s ''[[Final Fantasy]]'' and ''[[Dragon Quest]]'' series, with over 110 million units and over 64 million units sold as of March 31, 2014, respectively.<ref name="square-enix2">{{cite web |title=Businesses – Square Enix Holdings Co., Ltd. |url=http://www.hd.square-enix.com/eng/group/index.html |publisher=Square Enix |access-date=August 15, 2014}}</ref><ref name="finalfantasy_sales">{{cite web|url=http://gamasutra.com/view/news/35096/Final_Fantasy_Series_Hits_100M_Units_Shipped.php |title=Final Fantasy Series Hits 100M Units Shipped |publisher=UBM Tech |website=Gamasutra |date=June 7, 2011 |last=Rose |first=Mike |access-date=June 7, 2011 |url-status=dead |archive-url=https://web.archive.org/web/20110819083134/http://www.gamasutra.com/view/news/35096/Final_Fantasy_Series_Hits_100M_Units_Shipped.php |archive-date=August 19, 2011 }}</ref><ref name="dragonquest_sales">{{cite magazine |url=http://www.famitsu.com/news/201103/16041486.html |publisher=KADOKAWA DWANGO CORPORATION |magazine=Famitsu |date=March 16, 2011 |access-date=March 16, 2011 |title=『ドラゴンクエストIX 星空の守り人』の全世界累計出荷本数が530万本を突破 |trans-title=Dragon Quest IX ships over 5.3 million worldwide}}</ref> Nearly all the games in the main ''Final Fantasy'' series and all the games in the main ''Dragon Quest'' series (as well as many of the spin-off games) have sold over a million copies each, with some games selling more than four million copies.<ref name="magicboxjapan">{{cite web |title=Japan Platinum Game Chart |url=http://www.the-magicbox.com/Chart-JPPlatinum.shtml |access-date=December 19, 2015 |website=The Magic Box}}</ref> Square Enix's best-selling title is ''Final Fantasy VII'', which has sold over 10 million copies worldwide as of 2010.<ref name="arstechnica_ffvii"/> Among the best-selling PC RPGs overall is the massively multiplayer online game ''[[World of Warcraft]]'' with 11.5 million subscribers as of May 2010.<ref name=WoW>{{cite press release |url=http://us.blizzard.com/en-us/company/press/pressreleases.html?081121 |title=World of Warcraft® Subscriber Base Reaches 11.5 Million Worldwide |date=December 23, 2008 |publisher=[[Blizzard Entertainment]] |access-date=May 26, 2010}}</ref> Among single player PC RPGs, ''[[Diablo II]]'' has sold the largest amount,{{citation needed|date=December 2015}} with the most recently cited number being over 4 million copies as of 2001.<ref name="gfirst_diablo">{{cite press release |url=http://www.gamesfirst.com/articles/diablo2_sales.htm |title=Diablo II: Lord of Destruction Shatters Sales Records Worldwide With Over 1 Million Copies Sold |publisher=[[Blizzard Entertainment]] |access-date=June 11, 2008 |date=August 29, 2001}}</ref> However, copies of the ''Diablo: Battle Chest'' continued to be sold in retail stores, with the compilation appearing on the [[NPD Group]]'s top 10 PC games sales, list as recently as 2010.<ref name="vg247_diablo2npd">{{cite web |first1=Stephany |last1=Nunneley |url=http://www.vg247.com/2010/08/05/activision-blizzard-q2-financials-net-revenue-comes-in-at-967-million/ |title=Activision Blizzard Q2 financials: Net revenue comes in at $967 million |website=VG247 |date=August 5, 2010 |access-date=September 15, 2010}}</ref> Further, ''Diablo: Battle Chest'' was the 19th best-selling PC game of 2008—a full seven years after the game's initial release;<ref name="ign_bestsell_2008">{{cite web |last=Thang |first=Jimmy |url=http://www.ign.com/articles/2009/01/15/best-selling-pc-games-of-2008 |title=Best-selling PC Games of 2008 |website=IGN |publisher=Ziff Davis |date=January 15, 2009 |access-date=December 19, 2015}}</ref> and 11 million users still played ''Diablo II'' and ''[[StarCraft]]'' over Battle.net in 2010.<ref name="gspot_starcraft2">{{cite web |last=Magrino |first=Tom |url=http://www.gamespot.com/pc/strategy/starcraftiilegacyofthevoid/news.html?sid=6271382 |title=Analysts bullish on Starcraft II sales – PC News at GameSpot |publisher=CBS Interactive Inc. |website=GameSpot |date=July 28, 2010 |access-date=September 11, 2010 |archive-url=https://web.archive.org/web/20110910214303/http://www.gamespot.com/pc/strategy/starcraftiilegacyofthevoid/news.html?sid=6271382 |archive-date=September 10, 2011}}</ref> As a franchise, the ''Diablo'' series has sold over 20 million copies,<ref>{{cite web |last=Sinclair |first=Brendan |url=http://e3.gamespot.com/story/6210427/starcraft-ii-by-end-of-2009-call-of-duty-expanding-to-new-genres |title=E3 2010: Starcraft II by end of 2009, Call of Duty expanding to new genres – News |website=GameSpot |publisher=CBS Interactive Inc. |date=May 31, 2009 |access-date=September 16, 2010 |archive-url=https://web.archive.org/web/20090602141340/http://e3.gamespot.com/story/6210427/starcraft-ii-by-end-of-2009-call-of-duty-expanding-to-new-genres |archive-date=June 2, 2009}}</ref> not including ''[[Diablo III]]'' which was released for Windows and OS X in 2012.<ref>{{cite web |title=DIABLO III LAUNCHING MAY 15 – DIGITAL PRE-SALES NOW OPEN |date=March 15, 2012 |publisher=Blizzard Entertainment |url=http://us.battle.net/d3/en/blog/4612389/Diablo_III_Launching_May_15_%E2%80%93_Digital_Pre-Sales_NOW_OPEN-3_15_2012#blog}}</ref>{{#tag:ref|''Diablo III'' was also released for PlayStation 3 and Xbox 360 on September 3, 2013,<ref name="PS3/360">{{cite web |url=https://www.engadget.com/2013/06/06/diablo-3-coming-to-360-as-well-dated-worldwide-sept-3/ |website=Engadget |publisher=AOL Inc. |title=Diablo 3 coming to Xbox 360 as well, dated worldwide Sept. 3 |last=Kubba |first=Sinan |date=June 6, 2013 |access-date=December 19, 2015}}</ref> as well as the PlayStation 4 and Xbox One on August 19, 2014.<ref>{{cite magazine |title=Diablo III: Ultimate Evil Edition Lands PlayStation 4, Xbox One Release Date |magazine=Game Informer |first1=Andrew |last1=Reiner |date=May 12, 2014 |url=https://www.gameinformer.com/b/news/archive/2014/05/12/diablo-iii-ultimate-evil-edition-lands-playstation-4-xbox-one-release-date.aspx |access-date=2014-08-11 |archive-url=https://web.archive.org/web/20140824013135/http://www.gameinformer.com/b/news/archive/2014/05/12/diablo-iii-ultimate-evil-edition-lands-playstation-4-xbox-one-release-date.aspx |archive-date=2014-08-24 |url-status=live }}</ref>|group="Note"}} The ''Dragon Quest'' series was awarded with six world records in the 2008 ''[[Guinness World Records Gamer's Edition|Gamer's Edition]]'' of the ''[[Guinness World Records|Guinness Book of World Records]]'', including "Best Selling Role Playing Game on the Super Famicom", "Fastest Selling Game in Japan", and "First Video Game Series to Inspire a Ballet".<ref>{{cite web |year=2008 |title=Weird and Wonderful Records |url=http://gamers.guinnessworldrecords.com/records/weird_and_wonderful.aspx |publisher=[[Guinness World Records|Guinness Book of World Records]] |access-date=September 17, 2008 |archive-url=https://web.archive.org/web/20080329065414/http://gamers.guinnessworldrecords.com/records/weird_and_wonderful.aspx |archive-date=March 29, 2008}}</ref> Likewise, the ''Pokémon'' series received eight records, including "Most Successful RPG Series of All Time".<ref>{{cite news |title=Record Book Focused on the Gamers |first=Tim |last=Clodfelter |date=April 17, 2008 |newspaper=Winston-Salem Journal |page=1}}</ref> ''Diablo II'' was recognized in the 2000 standard edition of the ''Guinness Book of World Records'' for being the fastest selling computer game ever sold, with more than 1 million units sold in the first two weeks of availability;<ref name="guinness">{{cite web |title=Untold Legends: Brotherhood of the Blade |url=http://findarticles.com/p/articles/mi_zdoup/is_200505/ai_n13462894 |archive-url=https://web.archive.org/web/20071018074346/http://findarticles.com/p/articles/mi_zdoup/is_200505/ai_n13462894 |url-status=dead |archive-date=18 October 2007 |work=Official U. S. Playstation Magazine |access-date=25 September 2016}}</ref> though this number has been surpassed several times since.<ref>{{cite web|url=http://www.blizzard.com/us/inblizz/profile.html |title=Blizzard Entertainment – Company Profile |publisher=Blizzard Entertainment |archive-url=https://web.archive.org/web/20080311073433/http://www.blizzard.com/us/inblizz/profile.html |archive-date=March 11, 2008 |url-status=dead }}</ref><ref>{{cite web|url=http://www.blizzard.com/us/press/081120.html |title=Blizzard Entertainment – Media Alert |publisher=Blizzard Entertainment |archive-url=https://web.archive.org/web/20081201013319/http://www.blizzard.com/us/press/081120.html |archive-date=2008-12-01 |url-status=dead }}</ref> A number of RPGs are also being exhibited in the [[Barbican Centre|Barbican Art Gallery]]'s "[[Game On (exhibition)|Game On]]" exhibition (starting in 2002) and the [[Smithsonian American Art Museum|Smithsonian]]'s "[[The Art of Video Games]]" exhibit (starting in 2012); and video game developers are now finally able to apply for grants from the US [[National Endowment for the Arts|National Endowment of the Arts]].<ref>{{cite web |last=Lasar |first=Matthew |title=US government now funds video games... if they're "art" |url=https://arstechnica.com/gaming/2011/05/is-your-online-game-art-government-money-is-waiting/ |website=Ars Technica |publisher=Condé Nast |access-date=December 19, 2015 |date=May 17, 2001}}</ref> [[File:Fallout 3 booth on Games Convention 2008.jpg|thumb|left|[[Bethesda Softworks]]' ''Fallout 3'' booth at the [[Games Convention]] 2008]] According to ''[[Metacritic]]'', as of May 2011, the highest-rated video game by reviewers is the [[Xbox 360]] version of ''[[Mass Effect 2]]'', with an average metascore of 96 out of 100.<ref name=meta_topscore>{{cite web |title=Highest and Lowest Scoring Games at metacritic |url=http://www.metacritic.com/browse/games/score/metascore/all/all?view=condensed&sort=desc |publisher=CBS Interactive Inc. |website=Metacritic |access-date=May 11, 2011 |archive-date=4 December 2017 |archive-url=https://web.archive.org/web/20171204122339/http://www.metacritic.com/browse/games/score/metascore/all/all?sort=desc&view=condensed |url-status=dead }}</ref>{{#tag:ref|Review aggregation sites like GameRankings and Metacritic omit reviews from many older print magazines.|group="Note"}} According to [[GameRankings]], the four top-rated video game RPGs, as of May 2010, are ''Mass Effect 2'' with an average rating of 95.70% for the Xbox 360 version and 94.24% for the PC version; ''[[Fallout 3|Fallout 3: Game of the Year Edition]]'' with an average rating of 95.40% for the PlayStation 3 version; ''[[Chrono Trigger]]'' with an average rating of 95.10%; and ''[[Star Wars: Knights of the Old Republic (video game)|Star Wars: Knights of the Old Republic]]'' with an average rating of 94.18% for the [[Xbox (console)|Xbox]] version.<ref name="kotaku_rpgs" /> Sales numbers for these six aforementioned titles are 10 million units sold worldwide for ''Final Fantasy VII'' as of May 2010;<ref name="arstechnica_ffvii">{{cite web |url=https://arstechnica.com/gaming/2010/05/masterpiece-final-fantasy-vii/ |title=Masterpiece: Final Fantasy VII |last1=Webster |first1=Andrew |date=May 7, 2010 |website=Ars Technica |publisher=Condé Nast |access-date=December 19, 2015}}</ref> 161,161 units of ''Xenoblade Chronicles'' sold in Japan as of December 2010;<ref>{{cite web |title=Here's How Xenoblade And Metroid: Other M Did In Japan |url=http://www.siliconera.com/2011/01/23/heres-how-xenoblade-and-metroid-other-m-did-in-japan/ |website=Siliconera |access-date=September 2, 2011 |author=Ishaan |date=January 23, 2011}}</ref> 1.6 million units sold worldwide for ''Mass Effect 2'' as of March 2010, just three months after release;<ref>{{Cite news |last=Iwatane Kane |first=Yukari |title=Videogame Maker Electronic Arts Swings to Profit |url=https://www.wsj.com/articles/SB10001424052748704250104575238681063997848 |access-date=December 19, 2015 |newspaper=The Wall Street Journal |date=May 11, 2010}}</ref> 4.7 million units for ''Fallout 3'' on all three platforms as of November 2008, also only a few months after publication;<ref>{{cite web |author=<!--Staff writer(s); no by-line.--> |url=http://www.ign.com/articles/2008/11/06/bethesda-softworks-announces-successful-launch-of-fallout-3 |title=Bethesda Softworks Announces Successful Launch of Fallout 3 |website=IGN |publisher=Ziff Davis |date=November 6, 2008 |access-date=December 19, 2015}}</ref> 3 million units for both the Xbox and PC versions of ''Star Wars: Knights of the Old Republic'' as of November 2004;<ref>{{cite web |url=http://www.bioware.com/bioware_info/about/ |title=About |publisher=BioWare |date=November 10, 2004 |access-date=September 15, 2010 |archive-url=https://web.archive.org/web/20100904232740/http://www.bioware.com/bioware_info/about/ |archive-date=September 4, 2010}}</ref> and more than 2.65 million units for the SNES and PlayStation versions of ''Chrono Trigger'' as of March 2003,<ref name="square-sales">{{cite web |url=http://www.jp.square-enix.com/ir/e/explanatory/download/0404-200402090000-01.pdf#page=27 |title=February 2, 2004 – February 4, 2004 |date=February 9, 2004 |access-date=December 19, 2015 |publisher=Square Enix |page=27 |format=PDF |archive-url=https://web.archive.org/web/20130120084840/http://www.jp.square-enix.com/ir/e/explanatory/download/0404-200402090000-01.pdf |archive-date=January 20, 2013 |archive-format=PDF |url-status=dead }}</ref> along with 790,000 copies for the [[Nintendo DS]] version as of March 31, 2009.<ref name="square-sales-ds">{{cite web |url=http://www.hd.square-enix.com/eng/pdf/news/20090525_01en.pdf#page=7 |title=Results Briefing Session for the Fiscal Year ended March 31, 2009 |date=May 25, 2009 |access-date=December 19, 2015 |publisher=Square Enix |page=28 |format=PDF |archive-url=https://web.archive.org/web/20121108044757/http://www.hd.square-enix.com/eng/pdf/news/20090525_01en.pdf |archive-date=November 8, 2012 |archive-format=PDF |url-status=dead }}</ref> Among these titles, none were PC-exclusives, three were North American multi-platform titles released for consoles like the Xbox and Xbox 360, and three were Japanese titles released for consoles like the [[Super Nintendo Entertainment System|SNES]], [[PlayStation (console)|PlayStation]] and [[Wii]]. ''Final Fantasy VII'' topped ''[[GamePro]]'s'' "26 Best RPGs of All Time" list in 2008,<ref>{{cite magazine |author=GamePro Staff |title=The 26 Best RPGs of the All Time |url=http://www.gamepro.com/article/features/218144/the-26-best-rpgs-page-4-of-4/ |magazine=GamePro |date=November 5, 2008 |access-date=February 14, 2011 |archive-url=https://web.archive.org/web/20110929014306/http://www.gamepro.com/article/features/218144/the-26-best-rpgs-page-4-of-4/ |url-status=live |archive-date=September 29, 2011}}</ref> [[IGN]]'s 2000 "Reader's Choice Game of the Century" poll,<ref name="ign_choice">{{cite web |title=Reader's Choice Game of the Century |url=http://www.ign.com/articles/2000/01/13/readers-choice-game-of-the-century |author=<!--Staff writer(s); no by-line.--> |website=IGN |publisher=Ziff Davis |access-date=December 19, 2015 |date=January 12, 2000}}</ref> and the [[GameFAQs]] "Best Game Ever" audience polls in 2004 and 2005.<ref>{{cite web |title=Spring 2004: Best. Game. Ever. |url=http://www.gamefaqs.com/features/c04spr |website=GameFAQs |publisher=CBS Interactive Inc. |access-date=December 19, 2015}}</ref><ref>{{cite web |title=Fall 2005: 10-Year Anniversary Contest—The 10 Best Games Ever |url=http://www.gamefaqs.com/features/10year |website=GameFAQs |publisher=CBS Interactive Inc. |access-date=December 19, 2015}}</ref> It was also selected in ''[[Empire (film magazine)|Empire]]'' magazine's "100 Greatest Games of All Time" list as the highest-ranking RPG, at #2 on the list.<ref>{{cite web |url=http://www.empireonline.com/100greatestgames/default.asp?p=2 |title=2: Final FAntasy VII |author=<!--Staff writer(s); no by-line.--> |website=[[Empire (magazine)|Empire]] |publisher=Bauer Consumer Media |access-date=February 25, 2011 |archive-url=https://web.archive.org/web/20110706094744/http://www.empireonline.com/100greatestgames/default.asp?p=2 |archive-date=July 6, 2011}}</ref> On IGN's "Top 100 Games Of All Time" list in 2007, the highest ranking RPG is ''[[Final Fantasy VI]]'' at 9th place;<ref>{{cite web |title=IGN Top 100 Games 2007 – 9 Final Fantasy III (US) |website=IGN |publisher=Ziff Davis |year=2007 |url=http://top100.ign.com/2007/ign_top_game_9.html |access-date=May 7, 2011 |archive-url=https://web.archive.org/web/20140512232355/http://top100.ign.com/2007/ign_top_game_9.html |archive-date=May 12, 2014 |url-status=dead |df=mdy-all }}</ref> and in both the 2006 and 2008 IGN Readers' Choice polls, ''Chrono Trigger'' is the top ranked RPG, in 2nd place.<ref>{{cite web |title=Readers' Choice Top 100 Games of All Time – Chrono Trigger |website=IGN |year=2008 |url=http://top100.ign.com/2008/ign_top_game_2.html |access-date=May 7, 2011 |archive-url=https://web.archive.org/web/20090217225935/http://top100.ign.com/2008/ign_top_game_2.html |archive-date=February 17, 2009 |url-status=dead |df=mdy-all }}</ref><ref>{{cite web |title=IGN Readers' Choice 2006 – The Top 100 Games Ever |url=http://top100.ign.com/2006/001-010.html |publisher=Ziff Davis |website=IGN |access-date=May 12, 2011 |archive-url=https://web.archive.org/web/20150425073430/http://top100.ign.com/2006/001-010.html |archive-date=April 25, 2015 |url-status=dead |df=mdy-all }}</ref> ''Final Fantasy VI'' is also the top ranked RPG in ''[[Game Informer]]'''s list of its 200 best games of all time list, in 8th place; and is also one of the eight games to get a cover for the magazine's 200th issue.<ref>{{cite magazine |title=Game Informer's 200th Issue Revealed |first1=Jeff |last1=Cork |magazine=Game Informer |date=November 16, 2009 |url=https://www.gameinformer.com/b/news/archive/2009/11/16/game-informer-s-200th-issue-revealed.aspx?PostPageIndex=4 |archive-url=https://web.archive.org/web/20110711071951/http://www.gameinformer.com/b/news/archive/2009/11/16/game-informer-s-200th-issue-revealed.aspx?PostPageIndex=4 |url-status=live |archive-date=11 July 2011 |access-date=May 7, 2011}}</ref> The 2006 ''[[Famitsu]]'' readers' poll is dominated by RPGs, with nearly a dozen titles appearing in the top twenty;<ref name="gamasutra_famitsu">{{cite web |last=Carless |first=Simon |title=Famitsu Reveals Top 100 Reader-Voted Games Of All-Time |publisher=UBM Tech |website=Gamasutra |date=March 3, 2006 |url=https://www.gamedeveloper.com/game-platforms/famitsu-reveals-top-100-reader-voted-games-of-all-time |access-date=May 12, 2011}}</ref> while most were Japanese, a few Western titles also made a showing.<ref name="joyq_fam2006">{{cite web |last=Choi |first=Dan |title=Japan chooses its all-time top 100 list of games; Western games feel left out |url=https://www.engadget.com/2006/03/03/japan-chooses-its-all-time-top-100-list-of-games-western-games/ |website=Engadget |publisher=AOL Inc. |access-date=December 19, 2015 |date=March 3, 2006}}</ref> The highest-ranking games on the list were ''[[Final Fantasy X]]'', followed by ''Final Fantasy VII'' and ''[[Dragon Warrior III]]''.<ref name="gamasutra_famitsu"/> For the past decade, the ''[[Megami Tensei]]'' series topped several "RPGs of the Decade" lists. RPGFan's "Top 20 RPGs of the Past Decade" list was topped by ''[[Shin Megami Tensei: Digital Devil Saga]]'' & ''[[Shin Megami Tensei: Digital Devil Saga 2|Digital Devil Saga 2]]'' followed by ''[[Persona 3]]'',<ref>{{cite web |title=Top 20 RPGs of the Past Decade |website=RPGFan |url=http://www.rpgfan.com/features/Top_20_RPGs_of_the_Last_Decade/2.html |access-date=February 5, 2011 |archive-date=October 7, 2014 |archive-url=https://web.archive.org/web/20141007220315/http://www.rpgfan.com/features/Top_20_RPGs_of_the_Last_Decade/index.html |url-status=dead }}</ref> while RPGamer's "Top RPGs of the Decade" list was topped by ''Persona 3'', followed by ''Final Fantasy X'' and ''[[World of Warcraft]]''.<ref>{{cite web |title=RPGs of the Decade – 2000 to 2009 – #1 |website=RPGamer |url=http://www.rpgamer.com/features/decade/decade-1.html |access-date=February 5, 2011 |archive-url=https://web.archive.org/web/20141110111957/http://www.rpgamer.com/features/decade/decade-1.html |archive-date=November 10, 2014 |url-status=dead |df=mdy-all }}</ref> Lastly, while in recent years Western RPGs have consistently been released on consoles such as the Xbox and Xbox 360,<ref name="rpgsite_bestofxbox360">{{cite web |first=Alex |last=Donaldson |url=http://www.rpgsite.net/articles/0/172/the-best-xbox-360-rpgs-available-right-now.html |archive-url=https://web.archive.org/web/20100325194534/http://www.rpgsite.net/articles/0/172/the-best-xbox-360-rpgs-available-right-now.html |archive-date=March 25, 2010 |title=The Best Xbox 360 RPGs Available Right Now |website=RPG Site |access-date=September 11, 2010}}</ref><ref name="scrawlfx_lowsalesculture">{{cite web |first=Sal |last=Romano |url=http://gematsu.com/2010/08/niitsuma-xbox-360s-low-japanese-sales-a-cultural-thing |title=Niitsuma: Xbox 360's low Japanese sales "a cultural thing" |website=Gematsu |date=August 16, 2010 |access-date=December 19, 2015}}</ref> these systems have not shown as much market dominance in Eastern markets such as Japan,<ref name="scrawlfx_lowsalesculture" /><ref name="csmon_xbox">{{cite news |last=Rusling |first=Matthew |title=No clamor for Xbox in Japan |newspaper=[[The Christian Science Monitor]] |date=January 10, 2006 |url=http://www.csmonitor.com/2006/0110/p04s01-woap.html |access-date=October 2, 2010 |quote=Ever since its 2002 release, Microsoft's Xbox has been a colossal sales flop in Japan.}}</ref><ref name="playtm_xbox">{{cite web |last=Gasse |first=Nicholas |title=Xbox 360 dominance in Japan will come 'over time' |website=Play.tm |publisher=Ferrago Ltd |date=September 21, 2010 |url=http://play.tm/news/31902/xbox-360-dominance-in-japan-will-come-over-time/ |access-date=October 2, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20100929192534/http://play.tm/news/31902/xbox-360-dominance-in-japan-will-come-over-time |archive-date=September 29, 2010 }}</ref> and only a few Western RPG titles have been localized to Japanese.<ref name="edge_oblivion_japan">{{cite web |author=<!--Staff writer(s); no by-line.--> |url=http://www.next-gen.biz/features/japan-oblivion-and-face-training |title=JAPAN: Oblivion and Face Training |website=Edge |publisher=Future Publishing Limited |date=July 27, 2007 |access-date=September 7, 2010 |archive-url=https://web.archive.org/web/20110925183447/http://www.next-gen.biz/features/japan-oblivion-and-face-training |archive-date=September 25, 2011}}</ref>{{#tag:ref|For instance, ''[[The Elder Scrolls IV: Oblivion]]'', which is the only Western RPG to have been awarded a near-perfect score by Japanese gaming magazine ''[[Famitsu]]''.<ref name="edge_oblivion_japan" />|group="Note"}} Further, RPGs were not the dominant genre on the most popular of the [[History of video game consoles (seventh generation)|seventh generation]] video game consoles, the [[Wii]],<ref>{{cite web |url=http://www.gamasutra.com/view/news/28473/Exclusive_PlatformSpecific_Q1_US_Sales_Reveal_Notable_Trends.php |archive-url=https://web.archive.org/web/20100513014446/http://www.gamasutra.com/view/news/28473/Exclusive_PlatformSpecific_Q1_US_Sales_Reveal_Notable_Trends.php |url-status=dead |archive-date=13 May 2010 |title=Exclusive: Platform-Specific Q1 U.S. Sales Reveal Notable Trends |publisher=UBM Tech |website=Gamasutra |access-date=September 15, 2010}}</ref> although their presence among handheld systems such as the [[Nintendo DS]] is considerably greater.<ref>{{cite web |author=DakotaG |title=The RPGs of 2008: Handhelds leading |website=StrategyInformer |date=December 8, 2008 |url=http://www.strategyinformer.com/editorials/1908/the-rpgs-of-2008-handhelds-leading |access-date=January 12, 2011 |archive-url=https://web.archive.org/web/20080814134916/http://www.strategyinformer.com/editorials/1908/the-rpgs-of-2008-handhelds-leading |archive-date=August 14, 2008}}</ref> ===Notable developers=== [[File:Hironobu Sakaguchi - Game Developers Conference 2007.jpg|thumb|Hironobu Sakaguchi at the [[Game Developers Conference]] in [[San Francisco, California]], in 2007]] Notable early RPG developers include [[Don Daglow]] for creating the first role-playing video game, ''Dungeon'', in 1975;<ref name="kotaku_rpgs" /> [[Yuji Horii]] for creating the ''Dragon Quest'' series;<ref name="kotaku_rpgs" /> [[Hironobu Sakaguchi]] for creating the ''Final Fantasy'' series;<ref name="kotaku_rpgs" /> [[Richard Garriott]] for creating the ''Ultima'' series;<ref name="kotaku_rpgs" /> and [[Brenda Romero]] for writing and design work on the ''[[Wizardry (video game series)|Wizardry]]'' series.{{citation needed|date=August 2018}} Other notable RPG developers include [[Bethesda Game Studios]], creators of ''[[Fallout 3]]'', ''[[Fallout 4]]'', and ''[[The Elder Scrolls]]'' series;{{citation needed|date=August 2018}} [[Ray Muzyka]] and [[Greg Zeschuk]] for founding [[BioWare]];<ref name="kotaku_rpgs" /> and [[CD Projekt]], creators of ''[[The Witcher (video game series)|The Witcher]]'' series and ''[[Cyberpunk 2077]]''.{{citation needed|date=August 2018}} Finally, Ryozo Tsujimoto (''[[Monster Hunter]]'' series) and [[Katsura Hashino]] (''[[Shin Megami Tensei: Persona|Persona]]'' series) were cited as "Japanese Game Developers You Should Know" by ''[[1UP.com]]'' in 2010.<ref>{{cite web |url=http://www.1up.com/features/5-japanese-game-developers |title=5 Japanese Game Developers You Should Know |website=1UP.com |publisher=IGN Entertainment Games |date=December 16, 2009 |access-date=December 19, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20151222122850/http://www.1up.com/features/5-japanese-game-developers |archive-date=December 22, 2015 }}</ref> ===Crowdfunding=== Since 2009<ref name=Purchese2016>{{cite web | title=Is Kickstarter for video games dead? | date=May 15, 2016 | website=Eurogamer | first1=Robert | last1=Purchese | url=https://www.eurogamer.net/articles/2017-05-11-is-kickstarter-for-video-games-dead | access-date=2017-07-06 }}</ref> there has been a trend of [[crowdfunding]] video games using services such as [[Kickstarter]]. Role-playing games that have been successfully crowdfunded include ''[[Serpent in the Staglands]]'' (2015), ''[[The Banner Saga]]'' series (2015–2018), ''[[Dead State]]'' (2014), ''[[Wasteland 2]]'' (2014),'' [[Undertale]]'' (2015), ''[[Shadowrun Returns]]'' and its sequels (2012–2015), the ''[[Pillars of Eternity]]'' series (2015–2018), the ''[[Divinity: Original Sin]]'' series (2014–2017) and ''[[Torment: Tides of Numenera]]'' (2017).{{citation needed|date=August 2018}} Due to the release of ''Wasteland 2'', ''Divinity: Original Sin'', ''The Banner Saga'' and ''Dead State'' (as well as some more traditionally funded titles such as ''[[Might and Magic X]]'', ''[[Lords of Xulima]]'' and ''[[The Dark Eye: Blackguards]]'') 2014 was called "the first year of the CRPG renaissance" by [[PC Gamer]].<ref>{{cite magazine|last1=Thorman|first1=Peter|title=2014: the first year of the CRPG renaissance|url=http://www.pcgamer.com/2014-the-first-year-of-the-crpg-renaissance/|magazine=PC Gamer|date=31 December 2014|access-date=5 December 2015}}</ref> However, it has been speculated that the spike in funded projects at around this time was the result of a "Kickstarter bubble", and that a subsequent slump in project funding was due to "Kickstarter fatigue".<ref>{{cite web |url=https://www.gamedeveloper.com/business/the-giants-hiding-a-growing-problem-video-games-on-kickstarter-on-the-first-half-of-2015 |title=The giants hiding a growing problem – Video games on Kickstarter on the first half of 2015 |last=Bidaux |first=Thomas |date=July 29, 2015 |website=Gamasutra |publisher=UBM |access-date=2017-05-22}}</ref><ref>{{cite web |url=https://www.polygon.com/2015/5/19/8624665/big-indie-kickstarters-are-killing-actual-indies |title='Big indie' Kickstarters are killing actual indies |last=Chironis |first=Katie |date=May 19, 2015 |website=polygon.com |publisher=Vox Media |access-date=2017-05-22}}</ref> The highest crowdfunded CRPG as of May 2017 is ''Torment: Tides of Numenera'' with $4,188,927 raised via Kickstarter.<ref>{{cite magazine| url=http://www.pcgamer.com/torment-tides-of-numenera-makes-final-stretch-goal-player-strongholds-now-secured/| title=Torment: Tides of Numenera makes final stretch goal, player strongholds now secured| author=Phil Savage| magazine=[[PC Gamer]]| date=2013-05-01| access-date=2016-04-22}}</ref> Kickstarted games have been released for the personal computer, video game console, and mobile platforms.{{citation needed|date=August 2018}} ==Footnotes== {{Reflist|group="Note"}} ==References== {{Reflist}} ===Sources=== {{refbegin|40em}} * {{Cite book |last1=Adams |first1=Ernest |last2=Rollings |first2=Andrew |title=Andrew Rollings and Ernest Adams on game design |year=2003 |publisher=New Riders Publishing |url=https://books.google.com/books?id=Qc19ChiOUI4C |isbn=978-1-59273-001-8}} * {{Cite book |title=Fundamentals of Game Design |last1=Adams |first1=Ernest |last2=Rollings |first2=Andrew |year=2006 |publisher=Prentice Hall |url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html |isbn=978-0-321-64337-7}} * {{cite web |last=Barton |first=Matt |url=http://www.gamasutra.com/view/feature/3623/the_history_of_computer_.php |archive-url=https://web.archive.org/web/20080423120401/http://www.gamasutra.com/view/feature/3623/the_history_of_computer_.php |url-status=dead |archive-date=23 April 2008 |title=The History of Computer Role-Playing Games Part 1: The Early Years (1980–1983) |website=Gamasutra |publisher=UBM Tech |date=February 23, 2007 |access-date=December 19, 2015 |ref=barton_3623}} * {{cite web |last=Barton |first=Matt |url=http://www.gamasutra.com/view/feature/1706/the_history_of_computer_.php |archive-url=https://web.archive.org/web/20071027034258/http://www.gamasutra.com/view/feature/1706/the_history_of_computer_.php |url-status=dead |archive-date=27 October 2007 |title=The History of Computer Role-Playing Games Part 2: The Golden Age (1985–1993) |website=Gamasutra |publisher=UBM Tech |date=February 23, 2007 |access-date=September 12, 2010 |ref=barton_1706}} * {{cite web |last=Barton |first=Matt |url=http://www.gamasutra.com/view/feature/1571/the_history_of_computer_.php |archive-url=https://archive.today/20071228013236/http://www.gamasutra.com/view/feature/1571/the_history_of_computer_.php |url-status=dead |archive-date=28 December 2007 |title=The History of Computer Role-Playing Games Part III: The Platinum and Modern Ages (1994–2004) |website=Gamasutra |publisher=UBM Tech |date=April 11, 2007 |access-date=September 5, 2010 |ref=barton_1571}} * {{Cite book |last=Barton |first=Matt |url=https://books.google.com/books?id=IMXu61GbTqMC |title=Dungeons & Desktops: The History of Computer Role-Playing Games |publisher=A K Peters, Ltd. |year=2008 |access-date=September 8, 2010 |isbn=978-1-56881-411-7 |ref=barton_ddesktops}} * {{Cite book |last1=King |first1=Brad |last2=Borland |first2=John M.|url=https://books.google.com/books?id=CvxOAAAAMAAJ |title=Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic |publisher=McGraw-Hill/Osborne |year=2003 |access-date=September 25, 2010 |isbn=978-0-07-222888-5 |ref=borlanddd}} * {{citation |last1=Loguidice |first1=Bill |last2=Barton |first2=Matt |title=Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time |publisher=Focal Press |year=2009 |isbn=978-0-240-81146-8 |url=https://books.google.com/books?id=M_bFdsP9L7oC|ref=vintage_log}} * {{cite web |first=Andrew |last=Vestal |title=The History of Console RPGs |website=GameSpot |publisher=CNET Networks, Inc. |date=November 2, 1998 |url=http://www.gamespot.com/features/vgs/universal/rpg_hs/index.html |access-date=September 10, 2009 |archive-url=https://web.archive.org/web/20031022124253/http://www.gamespot.com/features/vgs/universal/rpg_hs/index.html |archive-date=October 22, 2003 |ref=gspot_consolehist}} * {{cite web |url=http://www.gamespot.com/features/vgs/universal/finalfantasy_hs/sec1.html |title=The History of Final Fantasy |first=Andrew |last=Vestal |website=GameSpot |publisher=CNET Networks, Inc. |date=November 2, 1998 |access-date=September 11, 2009 |archive-url=https://web.archive.org/web/20030502053828/http://www.gamespot.com/features/vgs/universal/finalfantasy_hs/sec1.html |archive-date=May 2, 2003 |ref=gspot_finalfhist}} {{refend}} ==Further reading== * {{cite magazine|last=Ryan|first=John|date=August 1989|title=Games Gallery: From Board Game to Mainframe to Personal Computer, Here's a Look at the Evolution of Fantasy Role-Playing Games|magazine=RUN|volume=6|issue=8|pages= 55–57|publisher=CW Communications/Peterborough |ref=Rya89}} * {{cite book|editor-last=Pepe|editor-first=Felipe|title=The CRPG Book: A Guide to Computer Role Playing Games|publisher=Bitmap Books|date=August 2023|orig-date=first published February 2018|isbn=978-1-8384585-7-7|edition=2nd|url=https://www.bitmapbooks.com/products/the-crpg-book-a-guide-to-computer-role-playing-games}} ==External links== {{Commons category}} * [https://web.archive.org/web/20070419212639/http://www.gamasutra.com/features/20070223a/barton_pfv.htm The History of Computer Role-Playing Games] at [[Gamasutra]] * {{cite web |first=Oleg |last=Roschin |title=The World of Asian RPGs |website=[[MobyGames]] |publisher=Blue Flame Labs |url=http://www.mobygames.com/featured_article/feature,25 |date=March 26, 2006 |access-date=December 19, 2015 |ref=mobyoleg |archive-date=16 August 2012 |archive-url=https://web.archive.org/web/20120816083026/http://www.mobygames.com/featured_article/feature,25/ |url-status=dead }} {{Chronology of role-playing video games}} {{Video game genre}} [[Category:Role-playing video games| ]] [[Category:Video game genres|Role-playing]] [[Category:Articles containing video clips]]
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