A console role-playing game is a video game genre that has its origin rooted in video game consoles and includes game mechanics and, frequently, settings derived from those of traditional role-playing games. ****************************************************************************************** pruepraizy wow gold
A console role-playing game is a video game genre that has its origin rooted in video game consoles and includes game mechanics and, frequently, settings derived from those of traditional role-playing games. ******************************************************************************** pruepraizy wow gold
The Evolution of Console Role-Playing Games - Presentation Transcript
The Evolution of Console Role-Playing Games (CRPGs) By: Alexander Ortiz
Pre-Console RPGs
Pen and paper RPGs
Ex:
Dungeons and Dragons
In depth character development
Many different ability scores
Much practice needed to become a good player
Huge amounts of time taken to increase levels
1980
Akalabeth: World of Doom
California P acific C omputer
One of the first computer rpgs
Third person overhead map
First person dungeon
Precursor to the Ultima series
No plot, just questing and killing monsters
Had a food counter which killed the character if it reached zero
1981
Wizardry Series
Sir-tech S oftware, I nc.
First person, dungeon crawler
Parties could be formed
Mainly focused on fighting
Story was mostly ignored
Only 10% of the screen was used to show graphics, the rest was text
Ultima series
Apple II
California P acific C omputer
Computer version of the ‘pen and paper’ RPGs of the time
Top-down view on surface, dungeon crawler style in dungeons
“ Mother of the Role-Playing Genre” – MobyGames
Parties could be formed
1982
Dragonstomper
Atari 2600
Starpath Corporation
First console RPG
Focuses primarily on functionality
Lacks sound quality
Simple controls
Random Battles
No experience points
Character became stronger by using items that changed Strength and Dexterity by a random amount(either raising or lowering it)
No save feature
Takes around an hour and must be completed in one sitting
Advanced Dungeons & Dragons: Treasure of Tarmin
Intellivision
APH Technological Consulting
Mix between an RPG and a maze game
One of the first 3D games for the Intellivision
Real-time battles
Large variety of enemies and weapons
256 randomly generated levels
10x10 maze layout and similar passages gets repetitive
No saves
1983-1986 Video game crash
1986
Dragon Quest
NES
Enix Corporation
One of the essential 50 videogames – Classic1up.com
The first true role-playing game designed specifically for a game console
Opened up RPGs to a whole new group of gamers since it did not rely on previous D&D experience
Single-handedly created the Japanese style of RPG creation
Dragon Quest
Story heavily emphasized
Written and programmed by Koichi Nakamura and Yuji Horii, whose writing experience helped to create a realistic and empathetic story
Both had played the American computer RPGs and wanted to expose the style of the game to a wider variety of people
Dragon Quest
Simplified controls to be playable on the NES
Challenging, nonlinear
First person, turn based combat system
Only one playable character
Can only be attacked by one enemy at a time
Still used passwords instead of save files
Limited amount of spells
Dragon Quest
Character Design by Akira Toriyama, the mangaka for Dragon Ball and was already famous for Dr. Slump
The characters had a sense of craftiness and mischievousness about them as opposed to the dark and evil beasts of previous American RPGs based on D&D
Dragon Quest
Music by Koichi Sugiyama
Soundtrack was “deeper, heavier, and emotional than any other Famicom game”
Sugiyama is considered the “Father of Video Game Music”
Music is so popular that Sugiyama holds yearly orchestra concerts on Dragon Quest music
The Legend of Zelda
NES
Nintendo Co., Ltd.
One of the first action adventure RPGs
Save feature
Nonlinear
Many secret items and rooms
Many usable items
Had puzzle solving as well as monster killing
Unlike most other RPGs, the protagonist does not gain levels, merely gains new abilities with new weapons
1987
Dragon Quest II
NES
Enix Corporation
Much like Dragon Quest
Had 3 playable characters, each with special traits
Could fight up to 6 enemies at a time
Passwords instead of save files
Even more spells and weapons
Much larger world map
Digital Devil Story: Megami Tensei
NES
Atlus Co., Ltd.
Japanese version of the dungeon hacks popular in American computer RPGs
Innovative party system which consisted of being able to have a conversation with most enemies and with the right words you can persuade them to join your party.
Conversations and party formation involve a lot of strategy to avoid battles and gain items
A large knowledge of the demons of the game is needed as you can combine them to make stronger ones
An alignment category is added, your choices affect your alignment: Chaos, Law, or Neutral
Very difficult and had confusing level design
Ys I: Ancient Ys Vanished Omen
MSX, later for NES, SMS
Nihon Falcom Corp.
Action RPG
No attack button, you just run into an enemy and if you are stronger or hit them correctly then they get damaged more than you do
Has excellent soundtrack
Popular anime-style illustrations
Final Fantasy
MSX later for NES
Square Co. Ltd
6 different classes to choose from
Nice, 3 rd person combat system
Random battle system tended to generate too many battles
Wide variety of enemies and equipment
Music varied and high quality
Final Fantasy
If you had a character attack an enemy and that enemy is destroyed before the character has a chance to act, the attack is useless.
Instead of MP which usually determines magic use, FF uses charges of spells, each spell can be used a limited number of times before the character has to rest
Phantasy Star
SMS
SEGA Enterprises Ltd.
First console RPG to be released in the US
First person, real-time dungeons
Third person overworld
Various amount of items
Unique combination of technology and magic
Four playable characters
All had distinct personalities
Excellent backgrounds and graphics
Great soundtrack
Option to talk to the monsters, who sometimes are friendly
1988
Dragon Quest III
NES
Enix Corporation
One main character
Can recruit 3 others of six different classes
Unique class system
Characters can change their class after level 20 but lose their experience and half their stats
This allowed a new angle for gameplay since spells learned is dependant on the class of the character
Even larger world with even more variety of spells, items, equipment, and enemies.
Final Fantasy II
No experience points but an innovative character upgrade system where the more you used a stat, the more proficient you become in that stat.
Creatures are unbalanced, they do not attack as randomly as they should.
Very nonlinear gameplay, you can explore many places that are supposed to be explored later in the story
Dungeons very long and without save points.
New “word memory” system where the player ‘memorizes’ a phrase in the game and can later retell it to another NPC to further the story
1989
Tengai Makyou: Ziria
TurboGrafx PC
RED Company
First console RPG to be on CD-rom
Very similar to Dragon Quest in play style
First semi-humorous RPG
Good music
Poor graphics for the system
Good animated cutscenes with voice actors
Simple story but unique setting (early Japan) and unique way of learning magic, finding it
Mother
NES
APE
Set in modern times
Magic replaced with PSI
Creatures replaced with people and possessed things
Weapons replaced with bats, yo-yos and frying pans
No overworld, the world was one continuous map
Similar battle system to Dragon Quest
Four set playable characters
Isometric graphics – the character could move in 8 directions
2 comments
Comments 1 - 2 of 2 previous next Post a comment