The role-playing video game
genre began in the mid-1970s on
mainframe computers, inspired by pen-and-paper
role-playing games such as
Dungeons & Dragons. Several other sources of inspiration for early role-playing video games also included tabletop
wargames,
sports simulation games,
adventure games such as
Colossal Cave Adventure,
fantasy writings by authors such as
J. R. R. Tolkien, traditional
strategy games such as
chess, and ancient
epic literature dating back to
Epic of Gilgamesh which followed the same basic structure of setting off in various
quests in order to accomplish goals. Originally, role-playing video games were classified into three main styles: roguelikes (named after
Rogue, 1980) that focused on exploration of procedurally created mazes; dungeon crawlers (popularized by
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, 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 and
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, though roughly mirroring the platform divide between
consoles and
computers, respectively. Finally, while the first RPGs strictly offered a
single player experience, the popularity of
multiplayer modes rose sharply during the early to mid-1990s with
action role-playing games such as
Secret of Mana and
Diablo. With the advent of the Internet, multiplayer games have grown to become
massively multiplayer online role-playing games (MMORPG), including
Lineage,
Final Fantasy XI, and
World of Warcraft.
Mainframe computers The role-playing video game genre began in the mid-1970s, as an offshoot of early university
mainframe text-based RPGs on
PDP-10 and
Unix-based computers, such as
Dungeon,
pedit5 and
dnd. In
1980, a very popular
dungeon crawler,
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 "
roguelikes".
Personal computers 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. Other contemporaneous CRPGs (Computer Role Playing Games) were
Temple of Apshai,
Odyssey: The Compleat Apventure and
Akalabeth: World of Doom, the precursor to
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, the most successful of the early CRPGs) were loose adaptations of
D&D. They also include both
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. Starting in 1984 with
Questron and
50 Mission Crush,
SSI produced many series of CRPGs. Their 1985 game
Phantasie is notable for introducing
automapping 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 and its imitators have real-time combat. Other classic titles from this era include ''
The Bard's Tale (1985), Wasteland (1988), the start of the Might and Magic (1986 – 2014) series and the continuing Ultima'' (1981 – 1999) series. 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, Icewind Dale and the action-RPG Diablo series, as well as the dialogue-heavy Planescape: Torment and cult classics 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, dissatisfied with SSI's later products, such as
Dark Sun: Wake of the Ravager and
Menzoberranzan, transferred the
AD&D license to several different developers, and eventually gave it to
BioWare, who used it in ''
Baldur's Gate'' (1998) and several later games. By the 2000s, 3D engines had become dominant.
Video game consoles The earliest RPG on a console was
Dragonstomper on the
Atari 2600 in 1982. Another early RPG on a console was
Bokosuka Wars, originally released for the
Sharp X1 computer in 1983 and later ported to the
MSX in 1984, the
Nintendo Entertainment System in 1985 and the
X68000 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. It was also an early example of a
real-time,
action role-playing game. In 1986,
Chunsoft created the
NES title
Dragon Quest (called
Dragon Warrior in North America until the
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. Most RPGs at this time were turn-based.
Faxanadu was another early action RPG for the NES, released as a side-story to the computer action RPG
Dragon Slayer II: Xanadu.
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. 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. Another "major innovation was the introduction of day/night cycles; certain items, characters, and quests are only accessible at certain times of day." In 1989,
Phantasy Star II for the
Genesis established many conventions of the genre, including an
epic, dramatic, character-driven storyline dealing with serious themes and subject matter. 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. During the 1990s, console RPGs had become increasingly dominant, exerting a greater influence on computer RPGs than the other way around. The next major revolution came in the late 1990s, which saw the rise of
optical disks in
fifth generation consoles. The implications for RPGs were enormous—longer, more involved quests, better audio, and
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. the ambitious scope of
Final Fantasy VII raised the possibilities for the genre, with its
dozens of minigames and much higher production values. The latter includes innovations such as the use of 3D characters on pre-rendered backgrounds, battles viewed from multiple different angles rather than a single angle, and for the first time full-motion
CGI video seamlessly blended into the gameplay, effectively integrated throughout the game. Because of these differences, the role-playing genre began to be classified into two fairly distinct styles:
computer RPG and
console RPG. 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. Further, WRPGs are more likely to allow players to create and customize characters from scratch, and since the late 1990s have had a stronger focus on extensive
dialog tree systems (e.g.
Planescape: Torment). in addition to the influence of
visual novel adventure games. As a result, Japanese console RPGs differentiated themselves with a stronger focus on scripted narratives and character drama, alongside streamlined gameplay. especially those of the
16-bit era, partly due to the
RPG Maker game development tools. including
female audiences, In 2015,
IGN noted in an interview with
Xenoblade Chronicles X 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." Modern JRPGs are more likely to feature
turn-based battles; while modern WRPGs are more likely to feature
real-time combat. 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.
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 shooters," there "are titles that don't fit the category," pointing to
Chrono Trigger (which he also worked on) and the
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
localised and didn't reach the Western audience."
Xeno series director
Tetsuya Takahashi, in reference to
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." 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. 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
stereotypes 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. 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 characters are "one-dimensional characters", in comparison to the more
fantasy novel approach of
SquareSoft console RPGs such as
Final Fantasy IV. 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
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. Another early criticism, dating back to the
Phantasy Star games in the late 1980s, was the frequent use of defined
player characters, in contrast to the
Wizardry and
Gold Box games where the player's
avatars (such as knights, clerics, or thieves) were blank slates. As Japanese console RPGs became increasingly more dominant in the 1990s, 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. Several writers have criticized JRPGs as not being "true" RPGs, for heavy usage of scripted
cutscenes and dialogue, and a frequent lack of
branching outcomes.[Turner] Japanese RPGs are also sometimes criticized for having relatively simple battle systems in which players are able to win by repetitively mashing buttons. 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. 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; criticisms regarding seemingly nebulous justifications by some Japanese designers for newly changed (or, alternately, newly un-changed) features of recent titles; calls among some gaming journalists to "fix" JRPGs' problems; as well as claims that some recent titles such as
Front Mission Evolved are beginning to attempt—and failing to—imitate Western titles. 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". 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. Nick Doerr of
Joystiq noted that
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
Romancing SaGa series. Jeff Fleming of
Gamasutra also states that Japanese RPGs on home consoles are generally showing signs of staleness, but notes that
handheld consoles such as the
Nintendo DS have had more original and experimental Japanese RPGs released in recent years. 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. In Japan, where the vast majority of early console role-playing video games originate, Western RPGs remain largely unknown. 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."
Hironobu Sakaguchi noted that "users like to categorise" WRPGs as "a sort of different style, born from first person shooters." WRPGs, such as
Bethesda games, have also been criticized for lacking in "narrative strength" or "mechanical intricacy" due to the open-ended, sandbox structure of their games. 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
stereotypes that are generally not true, noting various similarities between several Western titles (such as
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. 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. 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
Abrahamic God and the
Catholic Church, respectively; negative depictions of organized religions; and "characters banding together and killing God." Nintendo has made efforts in the past to remove references such as these prior to introducing their games into the North American market. == Subgenres ==