Summary
No genre has influenced the gaming industry more thanRPGs, and no genre is quite as divisive, with varying definitions of what features and mechanics are considered worthy of the label. The genre’s origins can be traced back to 1974’s iconic tabletop RPGDungeons and Dragons, a game with fantasy iconography and rules that inspired early computer programmers to develop the first CRPGs.
The following years and decades would birth many subgenres, such as immersive sims, action RPGs, and JRPGs, all with unique takes on gameplay and narrative. Among the countless variations, there are a few defining mechanics that players have come to expect, and their origins can be found in several innovatinve games dotted throughout the genre’s history.
It’s impossible to look into the history of RPG mechanics without discoveringUltimaat the beginning, time and time again. First released by developer Richard Garriot in 1981,Ultima 1introducedfoundational RPG systemssuch as gaining experience (or XP) for leveling up, spending gold in towns on items and equipment, and more. It featured a colorful top-down view of its overworld, with a first-person perspective for dungeon-crawling sections.
Ultima 2was released the following year and had NPCs that the player character could talk to.Ultima 4would break new ground once again by placing more emphasis on storytelling and characters. It would introduce the very firstmorality system, where the player, or the Avatar, had to balance the Eight Virtues, stats that changed depending on choices and actions in-game. The series continued to receive mainline sequels until 1999’sUltima 9: Ascension.
8Wizardry (1981)
Parties, Character Classes, Permadeath
Wizardrywas first released in the same year asUltima, but it was very different in style. It featured the earliest example of party gameplay, where the player didn’t control just one character, but six. This game and its sequels emphasized survival in dangerous environments and inspired mechanics in countless RPGs.
Wizardryalso had a detailed character creation system, with stats, classes, and alignments. This helped add variety and immersion to the turn-based party gameplay, and raised the stakes when faced with impossible odds. The unforgiving nature of the dungeons and the possibility of permadeath continue to inspire dungeon crawlers today, such as the popularDarkest Dungeonseries.
BeforeFinal Fantasy 4took a leap with its predefined protagonist, RPGs involved players by having them create their own hero, much like the tabletop inspirationDungeons and Dragons. This allowed players to use their imagination to tell stories. The early JRPG seriesFinal Fantasywas no different, but it changed direction by the fourth installment to allow for more character depth and focused storytelling.
Breaking away from the traditional RPG class systems would clear the way for many important IPs, such asPokemon,Persona, Chrono Trigger, and more. TheFinal Fantasyseries, alongside other franchises likeDragon Quest,would popularize RPGs in Japan, and solidify JRPGs as a noteworthy subgenre.
Before Bethesda took the wheel and releasedFallout 3to high praise, the world and lore ofFalloutfirst appeared in Interplay’s classic isometric RPG. The world ofFalloutwas hostile and unapologetic, punishing players for venturing out unprepared. The carefully written lore of the wasteland paved the way for more emphasis on worldbuilding and variety across the genre, while also influencing future titles.
The game was praised for its attention to detail, with the player’s actions having major effects on the plot. The Vault Dweller’s skills directly influenced what the player could do within the story, legitimizing classic RPG systems in a game that focused more on storytelling.
MMORPGs have a long history of massively popular franchises, such asRunescapeandWorld ofWarcraft.The subgenre can trace its roots back to 1991’sNeverwinter Nights.BioWare’s 2002 title of the same name allowed players to join up and complete quests together in 3D for the very first time.
The game also implemented player-generated content, a feature that would keep players coming back for many years by allowing them to create custom campaigns for others to play, in thespirit ofDungeons and Dragons. Player-generated content continues to see massive popularity today, with modding communities for many titles unleashing player creativity with professional development tools.
D&Dwas once again brought to the digital world by BioWare, but this installment featured several different mechanics that set it apart.Baldur’s Gatewas in the increasingly popular isometric view, which gave gameplay more visual depth than the standard top-down view of previous RPGs. It also featured real-time combat with the ability to pause and plan actions for the player’s party.
This combat system,Real TimeWith Pause, has influenced countless titles since its original release, includingBaldur’s Gate2 & 3,Dragon Age,XCOM,and more. It has also shown up outside isometric games, withThe Elder ScrollsandThe Witcherallowing players to freeze time while changing equipment, using consumables, and more.
Diablosuccessfully launched the action RPG subgenre by implementing fast-paced real-time combat while simplifying more complex RPG features. The progression system constantly gave players more strength and tools, making it a hit among fans who enjoyed making their characters stronger as they fought through the deadly environment.
The game’s popularity would inspire the action RPG subgenre, which took the industry by storm with popular franchises likeDragon’s Dogma, Darksiders, Dark Souls,and more.Diabloitself also continues to receive sequels to this day, withDiablo 4refreshing the series' popularity in 2023.
WhileDungeons and Dragonsstood as a popular franchise, it couldn’t compare to the massive success ofStar Wars.Star Wars: Knights of the Old Republicwas launched on the Xbox in 2003. The game was a much more cinematic take on an RPG, while remaining true to the genre’s mechanics and systems. Certain aspects were simplified, and controls were well-suited to console controllers instead of a mouse and keyboard.
The game and its sequel featured full voice acting and memorable characters, as well as abinary morality systemthat would represent the light and dark sides of the Force as seen inStar Warslore. The more simplistic approach to morality systems and choices would have a lasting influence on future RPGs such asMass Effect,Fallout3 & 4, and even non-RPG titles such asRed Dead Redemption 2,inFamous,andMarvel’s Midnight Suns,among others.
The original from 1994,The Elder ScrollsArena, was one of the earliest large open worlds. It had a massive, procedurally generated map populated with towns, dungeons, guilds, and quests, as well as a day/night cycle and a dynamic weather system. This was followed up two years later byDaggerfall, which refined and expanded on these features, while placing more focus on player freedom andinnovative side quests.
2002’s Morrowindmade a successful move to 3D, introducing players to a highly immersive and atmospheric world with memorable characters and side quests, and granted players access to a fully open-ended way of approaching the main quest.Oblivionwould take things further with its Radiant AI NPC system, which gave NPCs a daily routine and allowed them to speak and interact with one another independently of the player. Bethesda’s formula would take center stage with the iconic fifth installment,Skyrim, a game that would bring open-world RPG elements to the masses,influencing countless AAA titlesto include some form of character progression and moral choice.