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What's a CRPG? Some Thoughts on CRPG Genres

As you well know, I've been doing quite a bit of research into the CRPG, particularly the early years of their development. I just finished my "Golden Age" article that covers the years between 1985 and 1993, and I've been thinking more about what makes a "CRPG" a "CRPG," and how different developers have modified the concept over the years.


The History of Computer Role-Playing Games Part I: The Early Years (1980-1983)

Welcome, brave adventurer, to the first of my in-depth feature articles exploring the history of our favorite computer game genre: The Computer Role-Playing Game, or the CRPG. For many avid gamers, the CRPG is the perfect storm of gameplay, story, and strategy. Whether we're talking about a randomized "dungeon crawler" like Rogue or a story-driven game like Betrayal in Krondor, a click-fest like Diablo or a stat-crunching Pool of Radiance, the CRPG has always enjoyed a tremendous appeal. Even today, when the first-person shooter and sports games seem to have crushed all opposition, everyday millions of players login to World of Warcraft, and each new installment in the Zelda series sends ripples throughout the entire game industry. Whether acknowledged or not, the CRPG will always play a major role in computer and console gaming. The CRPG is the spine of the electronic gaming industry--and it's not hard to see why. You just can't have more fun with a computer or a console than when you're engrossed in a well-crafted CRPG. But where did the CRPG come from? From what deep, dank dungeon did they crawl? How has the genre evolved into the amazing games we enjoy today? If you've ever wondered about these and other CRPG-related questions, of if you just like reading the very best writing you can find on the net about gaming--then grab a mug of your best ale and prepare to read an article only an author of Armchair Arcade would ever dare to draft!


Review: Texas Instruments' "Tunnels of Doom" (1982)

Tracing the history of the modern computer role-playing game can take us to some interesting machines and even more interesting games. Tunnels of Doom, released in 1982 for Texas Instruments' TI-99/4A computer, is a very early attempt to adapt the conventions of table top D&D roleplaying games to the home computer. I was surprised to see how many of the game's features ended up in later games, especially SSI's popular Gold Box series. While the game is one of the less accessible titles for most modern gamers, it was one of the best-selling games for the TI-99/4A and is quite interesting from an historical perspective.


Review: FTL's "Dungeon Master" (1987)

Dungeon Master: The Atari STDungeon Master: Dungeon Master (Atari ST Version) FTL's Dungeon Master, released in 1987 for the Atari ST and a year later for the Amiga, represents a defining moment in the evolution of the computer role-playing game. Although it is certainly not the first 3D real-time computer role playing game (see Dungeons of Daggorath), it's probably the first such game to really hit the mainstream. It was the #1 best selling product on the Atari ST platform, and remains one of the best-known and playable of the early CRPGs. Indeed, I've recently become addicted to the game and will probably not be happy until I've completed it! What I intend to do here is discuss some of the game's more innovative features and try to get at what makes this game so endearing and important.


A Review of Epyx's The Sword of Fargoal (1982)

Jeff McCord's The Sword of Fargoal, released in 1982 for the Commodore VIC 20 and updated in 1983 for the Commodore 64, is one of the most accessible and innovative of the 8-bit computer role playing games. Every serious "Commodork" is familiar with the title, and for good reason. As I see it, there are essentially two qualities that earn this game its venerable status as classic. First, it's a highly accessible game that anyone can learn to play in minutes. Secondly, the creative "fog of war" effect, real-time gameplay, and creepy sound effects generate far more suspense than most other early RPGs. Even in 2006, nearly a quarter century after its release, The Sword of Fargoal still offers compelling and addictive gameplay.


Remembered Realms: Revisiting SSI's Legendary Gold Box Games

Gold Box Games. It’s hard to exaggerate the kind of nostalgic reverie that these words are able to evoke in true fans of SSI’s legendary computer role-playing games (CRPGs). Incredibly, it’s been 18 years since SSI released the ground-breaking Pool of Radiance (PoR) in 1988, but contemporary CPRG makers are still trying to live up to the standards it set. What I want to do here is take you on a brief tour of the SSI’s legendary Gold Box line, starting off with the classic and best-known Gold Box games, which are set in the Forgotten Realms AD&D universe. From there we’ll take a glance at the Dragonlance games and, lastly, the Savage Frontier series. Along the way, I’ll try to offer as much commentary as I can from my own experiences playing these games, both as a youth and as an adult. Hopefully, what will emerge is some understanding of what made these games so wonderful, and why it’s still a challenge even nearly two decades later even to match their appeal, much less exceed them.


Kawaisa!: A Naive Glance at Western and Eastern RPGs

In some ways, I feel that my videogame experience has been a bit limited. While I know plenty about computer games of today and yesterday, I've owned very few consoles. What I've discovered (and continue to discover more and more) is that my computer-centric habits have caused me to have a decidedly Westernized view of videogames. Obviously, kids growing up with Nintendo and Sega spent a great deal of time playing games designed by Japanese developers. They grew comfortable (and even in love with) many aspects of Japanese culture, such as its unique style of animation and cultural attitudes and traditions that might strike the typical American or European as downright bizarre.


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