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== Early PC RPG's (early–mid-1980s) == === Early American PC RPG's === The early ''Ultima'' and ''Wizardry'' were definitive games which began to build the genre. Although simplified for use with the console [[gamepad]], many innovations of the early ''Ultimas''—in particular ''[[Ultima III: Exodus]]'' (1983) by developer [[Richard Garriott]]—became standard among later RPGs in both the personal computer and console markets. These ideas included the use of [[Tile-based video game|tiled graphics]] and party-based combat, a mix of fantasy and science-fiction elements, and time travel.<ref name="1up_chasing" /><ref name="barton_3623_04" />{{#tag:ref|Some of these elements were inspired by ''Wizardry'', specifically the party-based system.<ref>{{Harvnb|Barton|2008|p=76|Ref=barton_ddesktops}}</ref>|group="Note"}} The game's written narrative was an innovative feature that allowed it to convey a larger story than was found in the minimal plots common at the time. Most games, including Garriott's own ''Akalabeth'', focused primarily on basic gameplay mechanics like combat, and paid little attention to story and narrative.<ref name="borlanddd_b" /> Garriott introduced a system of chivalry and code of conduct in ''[[Ultima IV: Quest of the Avatar]]'' (1985) that persisted throughout later ''Ultimas''. The player's [[Avatar (Ultima)|Avatar]] tackles such problems as fundamentalism, racism and xenophobia, and based on his or her actions is tested periodically in ways that are sometimes obvious and sometimes unseen.<ref name="1up_chasing" /><ref name="borlanddd_b">{{Harvnb|King|Borland|2003|pp=72–78|Ref=borlanddd}}</ref> This code of conduct was in part a response to the [[Dungeons & Dragons controversies|efforts among some Christian groups]] to mitigate the rising popularity of ''Dungeons & Dragons''.<ref name="borlanddd_b" /> Continuing until ''[[Ultima IX: Ascension]]'' (1999), it covered a range of virtues that included compassion, justice, humility and honor. This system of morals and ethics was unique at the time, as other video games allowed players to be lauded as "heroes" by the game worlds' denizens, no matter what the player's actions had been. In ''Ultima IV'', on the other hand, players were forced to consider the moral consequences of their actions.<ref name="borlanddd_b" /> According to Garriott, ''Ultima'' was now "more than a mere fantasy escape. It provided a world with a framework of deeper meaning a level{{sic}} of detail [and] diversity of interaction that is rarely attempted."<ref name="1up_chasing" /> "I thought people might completely reject this game because some folks play just to kill, kill, kill. To succeed in this game, you had to radically change the way you'd ever played a game before."<ref name="borlanddd_b" /> {{rquote|left|''Ultima VII'' is still my favorite game. It's hard not to look at ''Oblivion'' and see the ''Ultima'' influence.|[[Todd Howard]], executive producer of the ''Elder Scrolls'' series<ref name="1up_chasing" />}} ''Ultima III'' is considered by many to have been the first modern CRPG.<ref name="barton_3623_04">{{Harvnb|Barton|2007a|p=4|Ref=barton_3623}}</ref> It was originally published for the [[Apple II]], but was ported to many other platforms and influenced the development of later titles,<ref name="borlanddd_h">{{Harvnb|King|Borland|2003|Ref=borlanddd}}</ref> including such console RPGs as ''[[Excalibur (video game)|Excalibur]]'' (1983) and ''[[Dragon Quest]]'' (1986).<ref name="gspot_consolehist_h">{{cite web|first=Andrew|last=Vestal|title=The History of Console RPGs|work=[[GameSpot]]|publisher=CBS Interactive Inc.|date=1998-11-02|url=http://www.gamespot.com/features/vgs/universal/rpg_hs/index.html|accessdate=2009-09-10|ref=gspot_consolehist|archiveurl=http://web.archive.org/web/20090608123714/http://www.gamespot.com/features/vgs/universal/rpg_hs/|archivedate=2009-06-08}}</ref> The series went on to span over a dozen titles, including the spin-off series ''Worlds of Ultima'' (1990–1991) and ''Ultima Underworld'' (1992–1993), and the multiplayer online series, ''[[Ultima Online]]'' (1997). ''[[Ultima Underworld: The Stygian Abyss]]'' (1992) offered players a full 360 degree view of the game world. ''[[Ultima VII: The Black Gate]]'' (1992) was the first real-time title in the series, and was fully playable with the computer mouse.<ref name="1up_chasing" /> Richard later left [[Origin Systems]] and [[Electronic Arts]] to form [[Destination Games]], under publisher [[NCsoft]]. He was involved with a number of NCsoft's MMORPGs, including ''[[Lineage (video game)|Lineage]]'' (1998) and ''[[Tabula Rasa (video game)|Tabula Rasa]]'' (2007), before his 2009 departure. The ''Wizardry'' series was created for the Apple II at roughly the same time, in 1981. ''Wizardry'' featured a 3D, first-person view, an intuitive interface, party-based combat, and pre-constructed levels that encouraged players to draw their own maps.<ref name="barton_3623_04" /> It allowed players to import characters from previous games, albeit with reduced experience levels, and introduced a [[Alignment (role-playing games)|moral alignment]] feature that limited the areas players could visit.<ref name="barton_3623_04" /> The series was extremely difficult when compared to other RPGs of the time,<ref name="barton_1706_02" /><ref name="barton_1706_07">{{Harvnb|Barton|2007b|p=7|Ref=barton_1706}}</ref> possibly because they were modeled after pen-and-paper role-playing games of similar difficulty.<ref name="gama_20ess_01"/> ''[[Wizardry IV: The Return of Werdna|Wizardry IV]]'' (1986) in particular is considered one of the most difficult CRPGs ever created.<ref name="barton_1706_07" /> It is unique in that the player controls the villain of the first game in an attempt to escape his prison dungeon and gain freedom in the above world.<ref name="1up_chasing" /><ref name="barton_1706_07" /> Unlike ''Ultima'', which evolved with each installment, the ''Wizardry'' series retained and refined the same style and core mechanics over time, and improved only its graphics and level design as the years progressed.<ref name="1up_chasing" /> The series' most famous titles did not appear until years later,<ref name="barton_1706_01">{{Harvnb|Barton|2007b|p=1|Ref=barton_1706}}</ref> and installments were published as recently as 2001. ''[[Wizardry VII: Crusaders of the Dark Savant|Wizardry VII]]'' (1992) has been said to possess one of the best [[character class]] systems of any CRPG.<ref>{{cite web|last=Kaiser|first=Rowan|title=Best class system in RPGs belongs to Wizardry VII|work=[[Joystiq]]|publisher=AOL Inc.|date=2012-06-22|url=http://www.joystiq.com/2012/06/22/best-class-system-in-rpgs-belongs-to-wizardry-vii/|accessdate=2012-06-26}}</ref> By June 1982, ''Temple of Apshai'' had sold 30,000 copies, ''Wizardry'' 24,000 copies, and ''Ultima'' 20,000.<ref name="cgw_1982">{{citation|work=[[Computer Gaming World]]|publisher=Ziff Davis|year=1982|month=September–October|volume=2|issue=5|page=2|title=List of Top Sellers}}</ref> ''[[Telengard]]'', a [[BASIC]] port of the earlier PDP-10 game ''DND'',<ref name="barton_telengardintv">{{cite web|first=Matt|last=Barton|url=http://www.armchairarcade.com/neo/node/1366|title=Interview with Daniel M. Lawrence, CRPG Pioneer and Author of Telengard|work=Armchair Arcade|date=2007-06-22|accessdate=2010-09-07}}</ref> and ''[[Dungeons of Daggorath]]'', both released in 1982, introduced real-time gameplay.<ref name="barton_3623_04" /> Earlier dungeon crawl games had used turn-based movement, in which the enemies only moved when the adventuring party did.<ref>{{Harvnb|Barton|2008|pp=234–5|Ref=barton_ddesktops}}</ref> ''[[Tunnels of Doom]]'', produced the same year, introduced separate screens for exploration and combat.<ref name="barton_3623_04" /> ''Dragon Quest'' is most commonly claimed as the first role-playing video game produced for a console, though journalist Joe Fielder cites the earlier ''[[Dragonstomper]]''.<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> === Early Japanese RPG's === [[File:YAMAYAMA.jpg|thumb|250px|[[Yamaha]] YIS503II [[MSX]] Personal Computer ]] While the Japanese [[video game industry]] has long been viewed as console-centric in the Western world, due to the worldwide success of Japanese consoles beginning with the [[Nintendo Entertainment System|NES]], the country had in fact produced thousands of commercial personal computer games from the late 1970s up until the mid-1990s, in addition to ''[[dōjin soft]]'' [[Independent video game development|independent games]]. The country's computer market was largely dominated by the [[NEC PC-8801]] & [[NEC PC-9801|PC-9801]], though with some competition from the [[Sharp X1]] & [[Sharp X68000|X68000]], [[FM-7]] & [[FM Towns]], and [[MSX]] & [[MSX2]]. A key difference between Western and Japanese systems at the time was the latter's higher [[display resolution]]s (640x400) in order to accommodate [[Japanese writing system|Japanese text]] which in turn had an impact on [[game design]]. Japanese computers also employed [[Yamaha]] [[Frequency modulation synthesis|FM synthesis]] [[Sound card|sound boards]] since the early 1980s, allowing [[video game music]] composers such as [[Yuzo Koshiro]] to produce highly regarded [[chiptune]] music for RPG companies such as Nihon Falcom. Due to hardware differences, only a small portion of Japanese computer games were released in North America, as ports to either consoles (like the NES or [[Mega Drive|Genesis]]) or American PC platforms (like [[MS-DOS]]).<ref name="retro_computers">{{cite web|url=http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers.htm|title=Retro Japanese Computers: Gaming's Final Frontier|author=John Szczepaniak|publisher=Hardcore Gaming 101|accessdate=2011-03-29}} Reprinted from {{citation|title=[[Retro Gamer]]''|issue=67|year=2009}}</ref> Early Japanese RPGs were also influenced by [[visual novel]] [[adventure game]]s, which were developed by companies such as [[Enix]], [[Square (company)|Square]], [[Nihon Falcom]] and [[Koei]] before they moved onto developing RPGs.<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 (webcomic){{!}}Penny Arcade]]|accessdate=5 April 2012|month=March|year=2012}}</ref> Japan's earliest RPGs were released by [[Koei]], the first being ''The Dragon and Princess'' (ドラゴン&プリンセス) for the [[PC-8000 Series|PC-8001]] in 1982. It featured [[adventure game]] elements and revolved around rescuing a kidnapped princess.<ref name="oh_fm7">{{cite web|title=ランダム・アクセス・メモ|url=http://www.retropc.net/fm-7/random_access_memo/04.html|work=[[:jp:Oh!FM{{!}}Oh! FM-7]]|accessdate=19 September 2011|page=4|date=4 August 2001}} ([http://translate.google.com/translate?sl=ja&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&layout=2&eotf=1&u=http%3A%2F%2Fwww.retropc.net%2Ffm-7%2Frandom_access_memo%2F04.html&act=url Traslation])</ref> One of its most interesting features was its combat system: Following a random encounter, the game transitions from a text adventure interface to a separate battle screen, where a [[Tactical role-playing game|tactical]] [[Turn-based tactics|turn-based]] combat system is used, a year before ''[[Ultima III: Exodus]]''. [http://blog.hardcoregaming101.net/2013/04/dark-age-of-jrpgs-dragon-princess-1982.html] Also in 1982,<ref name="Pesimo"/> Koei released another early Japanese RPG, ''Danchizuma no Yuwaku''<ref>{{cite web|title=Danchizuma no Yuuwaku|publisher=Legendra|url=http://www.legendra.com/rpg/fiche-rpg_id-3276-rpg-danchizuma_no_yuuwaku.html#fichesr_33_3276|accessdate=2011-03-16}}</ref><ref>{{cite web|title=Danchi-zuma no Yuuwaku|publisher=[[GameSpot]]|url=http://www.gamespot.com/fm7/rpg/danchizumanoyuuwaku/index.html|accessdate=2011-03-16}}</ref> (''Seduction of the Condominium Wife''),<ref name="Pesimo"/> a PC-8001 title that also featured adventure game elements in addition to ''[[eroge]]'' [[Adult video game|adult content]].<ref name="Pesimo">{{cite book|author=Pesimo, Rudyard Contretas|chapter='Asianizing' Animation in Asia: Digital Content Identity Construction Within the Animation Landscapes of Japan and Thailand|title=Reflections on the Human Condition: Change, Conflict and Modernity – The Work of the 2004/2005 API Fellows|year=2007|publisher=The Nippon Foundation|pages=124–160|chapterurl=http://www.apimal.org/blogcms/media/13/File/Pesimo.pdf}}</ref> Yet another early Japanese RPG from 1982 was ''Spy Daisakusen'', an early game based on the Mission: Impossible franchise; it was notable for replacing the fantasy setting of traditional RPG's with a modern setting. [http://blog.hardcoregaming101.net/2013/04/dark-age-of-jrpgs-2-some-games-we.html] [http://fm-7.com/museum/softhouse/ponyca/540200300.html] In 1983, Koei noted that a lot of the early RPG attempts in Japan, including their own the hybrid adventure-strategy-RPG title ''The Dragon and Princess'', were hybrids rather than "true" RPG's, due to there being uncertainty at the time over what a "true" RPG was. [http://blog.hardcoregaming101.net/2013/05/dark-age-of-jrpgs-4-ken-to-mahou-sword.html] This initial confusion led to a number of experimental hybrids in the early 80's, combining RPG's with other genres, resulting in new sub-genres such as the [[action RPG]] and [[tactical RPG]] arising in Japan. In June 1983, Koei released ''Sword & Sorcery'' (剣と魔法) for the PC-8001, and it also revolved around rescuing a princess in addition to killing a wizard.<ref>{{cite web|title=Sword & Sorcery|url=http://www.retropc.net/fm-7/museum/softhouse/koei/140001500.html|work=[[:jp:Oh!FM{{!}}Oh! FM-7]]|accessdate=20 September 2011}} ([http://translate.google.com/translate?sl=ja&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&layout=2&eotf=1&u=http%3A%2F%2Fwww.retropc.net%2Ffm-7%2Fmuseum%2Fsofthouse%2Fkoei%2F140001500.html&act=url Traslation])</ref> That same year, Koei released ''Secrets of Khufu'' (クフ王の秘密), a [[dungeon crawl]] RPG that revolved around a search for the treasure of [[Khufu]].<ref name="oh_fm7"/> [[ASCII (company)|ASCII]] released their own RPG that year called ''Arfgaldt'' (アスキー), an FM-7 title also featuring adventure game elements.<ref name="oh_fm7"/> Another important early Japanese RPG was ''[[Bokosuka Wars]]'',<ref name="nintendo_bokosuka"/> originally released for the [[Sharp X1]] computer in 1983<ref name="gspot_bokosuka">{{cite web|title=Bokosuka Wars|url=http://www.gamespot.com/x1/strategy/bokosukawars/index.html|publisher=[[GameSpot]]}}</ref> and later ported to the NES in 1985.<ref name="nintendo_bokosuka">{{cite web|url=http://www.nintendo.co.jp/wii/vc/vc_bw/index.html|title=Bokosuka Wars|work=[[Virtual Console]]|publisher=[[Nintendo]]|accessdate=2011-05-16}} ([http://translate.google.co.uk/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fwww.nintendo.co.jp%2Fwii%2Fvc%2Fvc_bw%2Findex.html translation])</ref> The game's success in Japan helped lay the foundations for the [[tactical role-playing game]] subgenre, or the "simulation RPG" as it is known in Japan, with its blend of role-playing and [[strategy video game]] elements. The game revolves around a leader who must lead his army against overwhelming enemy forces, while recruiting soldiers along the way and with each unit able to gain experience and [[Experience level|level up]] through battle.<ref name="nintendo_bokosuka"/> The game is also considered to be an early example of a [[Real-time game|real-time]],<ref>{{cite web|last=Barnholt|first=Ray|title=Dru Hill: The Chronicle of Druaga|url=http://www.1up.com/do/feature?pager.offset=1&cId=3135870|publisher=[[1UP.com]]|accessdate=15 May 2011|date=25 October 2004}}</ref> action RPG.<ref>{{allgame|14762|Bokosuka Wars}}</ref><ref>{{cite web|last=Barnholt|first=Ray|title=Gems in the Rough: Yesterday's Concepts Mined For Today|url=http://www.gamasutra.com/view/feature/6251/gems_in_the_rough_yesterdays_.php|publisher=[[Gamasutra]]|accessdate=15 May 2011|date=6 January 2011}}</ref> Another important title released that same year was Koei's ''[[Nobunaga's Ambition]]'' for Japanese computers in 1983. It was an early attempt at combining role-playing, turn-based [[Grand strategy wargame|grand strategy]] and [[Construction and management simulation|management simulation]] elements, setting the standard for future [[Simulation game|simulation]] RPGs. This trend continued with its sequels and other Koei games such as 1989's ''[[Bandit Kings of Ancient China]]'' as well as the [[Capcom]] game ''[[Destiny of an Emperor]]'' released that same year.<ref name="gspot_consolehist_e">{{Harvnb|Vestal|1998a|p="Other NES RPGs"|Ref=gspot_consolehist}}</ref> [[File:Hydlide screenshot.png|right|thumb|250px|Screenshot of the original [[NEC PC-8801]] version of ''[[Hydlide]]'' (1984), an early [[action role-playing game]].]] <p style="margin-top:0.4em;margin-bottom:0.5em;">Also in 1983, [http://www.giantbomb.com/yoshio-kiya/3040-5470/ Yoshi Kiya], a game designer at [[Nihon Falcom]], developed the computer game ''[http://www.giantbomb.com/panorama-toh/3030-45796/ Panorama Toh],'' a proto-action RPG, demonstrating some of Kiya's ideas of RPG design which departed significantly from the turn-based norm at the time. The game combined RPG gameplay with real-time combat, combined fantasy with sci-fi elements, and introduced survival mechanics. It would be the precursor to his most famous franchise, ''[[Dragon Slayer (series)|Dragon Slayer]]''. [http://blog.hardcoregaming101.net/2013/06/dark-age-of-jrpgs-6-panorama-toh-pc-88.html] [http://www.mobygames.com/game/panorama-toh]</p> <p style="margin-top:0.4em;margin-bottom:0.5em;">In 1984, [[Nihon Falcom]] released Yoshio Kiya's ''[[Dragon Slayer (video game)|Dragon Slayer]]'', a historically significant title that laid the foundations for the Japanese role-playing game industry.<ref name="gtm_falcom">{{cite journal|last=Szczepaniak|first=John|title=Falcom: Legacy of Ys|journal=[[GamesTM{{!}}Games<sup>TM</sup>]]|date=7 July 2011|issue=111|pages=152–159 [153]|url=http://imageshack.us/f/32/yshistory02.jpg/|accessdate=2011-09-07}} ([[cf.]] {{cite web|last=Szczepaniak|first=John|title=History of Ys interviews|url=http://blog.hardcoregaming101.net/2011/07/history-of-ys-interviews-by-john.html|work=Hardcore Gaming 101|accessdate=6 September 2011|date=8 July 2011}})</ref> It was a real-time [[hack and slash]] [[dungeon crawl]]er that is considered the first [[action role-playing game]], a subgenre that it laid the foundations for,<ref name="4gamer_retro">{{cite web|author=Kamada Shigeaki|url=http://www.4gamer.net/specials/retro/retro01.html|title=レトロゲーム配信サイトと配信タイトルのピックアップ紹介記事「懐かし (Retro)|work=4Gamer.net|year=2007|accessdate=2011-05-19}} ([http://translate.google.co.uk/translate?hl=en&sl=ja&u=http://www.4gamer.net/specials/retro/retro01.html Translation])</ref><ref name="gamesetwatch_falcom">{{cite web|url=http://www.gamesetwatch.com/2006/07/column_compilation_catalog_fal_1.php|title=Falcom Classics|publisher=GameSetWatch|date=12 July 2006|accessdate=2011-05-18}}</ref> alongside the [[arcade game]] ''[[The Tower of Druaga]]'' released the same year.<ref name="kalata_dragon_slayer">{{cite web|last=Kalata|first=Kurt|title=Dragon Slayer|url=http://www.hardcoregaming101.net/dragonslayer/dragonslayer.htm|publisher=Hardcore Gaming 101}}</ref> ''Dragon Slayer'' was a major success in Japan,<ref name="kalata_xanadu"/> and led to the emergence of a distinct action role-playing game subgenre on Japanese computers during the mid-1980s, with Nihon Falcom at the forefront of this new subgenre.<ref name="1up_kat">{{cite web|title=Hack and Slash: What Makes a Good Action RPG?|author= |publisher=[[1UP.com]]|date=18 May 2010|url=http://www.1up.com/do/blogEntry?bId=9030743|accessdate=2011-03-02}}</ref> ''Dragon Slayer'' as well as ''The Tower of Druaga'' laid the foundations for future action RPG series like ''Hydlide'', ''[[Ys (series)|Ys]]'' and ''[[The Legend of Zelda]]''.<ref name="kalata_dragon_slayer"/> ''[[Hydlide]]'', released for the PC-8801 in 1984 and the Famicom in 1986, added several innovations to the action RPG subgenre, including the ability to switch between attack mode and defense mode, quick [[Saved game|save]] and load options which can be done at any moment of the game through the use of [[Password (video games)|passwords]] as the primary back-up, and the introduction of a [[Health (gaming)#Recharging health|health regeneration]] mechanic where health and magic slowly regenerate when standing still, a feature also used in Falcom's ''Ys'' series from 1987 onwards.<ref name="kalata_hydlide">{{cite web|title=Hydlide|url=http://www.hardcoregaming101.net/hydlide/hydlide.htm|publisher=Hardcore Gaming 101|last=Kalata|first=Kurt|last2=Greene|first2=Robert}}</ref></p> Also in 1984, [[Henk Rogers]]' ''[[The Black Onyx]]'' was released on the PC-8801 in Japan, where it became one of the [[List of best-selling PC video games|best-selling computer games]] and was voted [[Game of the Year]] by ''[[Enterbrain|Login]]'', the largest Japanese computer game magazine at the time. The game is thus credited for bringing wider attention to computer role-playing games in the country.<ref>{{cite web | url=http://www.next-gen.biz/features/making-japans-first-rpg | title=The Making Of... Japan's First RPG | publisher=Future Publishing Limited | work=Edge | date=6 March 2008 | accessdate=2 May 2011 | author=Edge Staff}}</ref> The [[cyberpunk]] RPG ''[[Hoshi wo Miru Hito|Psychic City]]'',<ref>{{cite web | url = http://www.hardcoregaming101.net/stargazer/stargazer.htm| title = Hoshi wo Miru Hito | author = Kurt Kalata | publisher = Hardcore Gaming 101| date = | accessdate = 2009-08-10}}</ref> released by [[HOT・B]] for the FM-7<ref>{{cite web|url=http://uk.gamespot.com/fm7/rpg/inthepsychiccity/index.html|publisher=[[GameSpot]]|title=In The Psychic City (FM7)|accessdate=2011-03-31}}</ref> and PC-8801 in 1984, departed from the [[fantasy]] theme common in other RPGs at the time (such as ''Hydlide'' and ''The Black Onyx'') in favour of a science fiction plot, set in a [[Apocalyptic and post-apocalyptic fiction|post-apocalyptic]] city devastated by [[World War III]] and where the protagonist fights using psychic/telepathic abilities. The game later served as the basis for the 1987 NES RPG ''[[Hoshi wo Miru Hito]]''.<ref>{{cite web|title=プロジェクトEGG,「サイキックシティ」の販売を開始|work=4Gamer.net|date=4 October 2005|url=http://www.4gamer.net/news/history/2005.10/20051004213658detail.html|accessdate=2011-03-31}} ([http://translate.google.co.uk/translate?hl=en&sl=ja&u=http://www.4gamer.net/news/history/2005.10/20051004213658detail.html Translation])</ref> ''Dragon Slayer'''s success led to a 1985 sequel ''[[Dragon Slayer II: Xanadu]]'',<ref name="kalata_xanadu"/> which became the best-selling PC game in Japan.<ref name="falcom_xanadu"/> It was a full-fledged RPG with character stats and a large quest,<ref name="falcom_xanadu"/> with action-based combat setting it apart from other RPGs,<ref name="1up_kat"/> including both melee combat and projectile magic attacks,<ref name="kalata_xanadu"/> while incorporating a [[Side-scrolling video game|side-scrolling]] [[platform game]] view during exploration and an overhead view during battle.<ref name="kalata_xanadu">{{cite web|last=Kalata|first=Kurt|title=Xanadu|url=http://www.hardcoregaming101.net/xanadu/xanadu.htm|publisher=Hardcore Gaming 101}}</ref> ''Xanadu'' also featured innovative gameplay mechanics such as individual experience for equipped items,<ref name="falcom_xanadu">{{cite web |url=http://www.falcom.co.jp/xanadu_next/xanadu/xanadu.html|title=Xanadu Next home page|accessdate=2008-09-08 }} ([http://translate.google.co.uk/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fwww.falcom.co.jp%2Fxanadu_next%2Fxanadu%2Fxanadu.html Translation])</ref> and an early [[Karma]] morality system, where the [[player character]]'s Karma meter will rise if he commits sin which in turn affects the temple's reaction to him.<ref name="gamesetwatch_falcom"/><ref name="falcom_xanadu"/> It is also considered a "proto-[[Metroidvania]]" game,<ref name="1up_metroidvania">{{cite web|author=Jeremy Parish|title=Metroidvania|work=GameSpite.net|url=http://www.gamespite.net/toastywiki/index.php/Games/Metroidvania|accessdate=2011-03-25}}</ref> due to being an "RPG turned on its side" that allowed players to run, jump, collect, and explore.<ref>{{cite web|title=8-Bit Cafe: The Shadow Complex Origin Story|author=Jeremy Parish|date=18 August 2009|publisher=[[1UP.com]]|url=http://www.1up.com/do/blogEntry?bId=9001783|accessdate=2011-03-25}}</ref> The way the [[Dragon Slayer (series)|''Dragon Slayer'' series]] reworked the entire game system of each installment was an influence on ''Final Fantasy'', which would do the same for each of its installments.<ref name="gama_20ess_13">{{Harvnb|Harris|2009|p=13|Ref=gama_20ess}}</ref> According to ''[[GamesTM|Games<sup>TM</sup>]]'' and John Szczepaniak (of ''[[Retro Gamer]]'' and ''[[The Escapist (magazine)|The Escapist]]''), [[Enix]]'s ''[[Dragon Quest]]'' was also influenced by ''Dragon Slayer'' and in turn defined many other RPGs.<ref name="gtm_falcom"/> Falcom would soon become one of the three most important Japanese role-playing game developers in the 1980s, alongside Enix and Square,<ref name="gtm_falcom"/> both of which were influenced by Falcom.<ref name="gtm_falcom"/><ref>{{cite web|url=http://www.gamasutra.com/view/feature/4066/game_design_essentials_20_rpgs.php?page=13|author=John Harris|title=Game Design Essentials: 20 RPGs – Dragon Slayer|publisher=[[Gamasutra]]|page=13|date=2 July 2009|accessdate=2011-03-02}}</ref> ''[[Hydlide II: Shine of Darkness]]'' in 1985 featured an early morality meter, where the player can be [[Alignment (role-playing games)|aligned]] with justice, normal, or evil, which is affected by whether the player kills evil monsters, good monsters, or humans, and in turn affects the reactions of the townsfolk towards the player.<ref name="kalata_hydlide"/> Magical Zoo's ''The Screamer'', released for the PC-8801 in 1985, was an early example of a real-time [[Role-playing shooters|shooter-based RPG]].{{citation needed|date=July 2011}} Set after [[World War III]], the game also featured elements of post-apocalyptic science fiction as well as cyberpunk and [[Survival horror|bio-horror]] themes.<ref>{{cite web|url=http://www.4gamer.net/news/history/2006.12/20061226145948detail.html|title=The Screamer|work=4Gamer.net|date=26 December 2006|accessdate=2011-05-16}} ([http://translate.google.co.uk/translate?u=http%3A%2F%2Fwww.4gamer.net%2Fnews%2Fhistory%2F2006.12%2F20061226145948detail.html&sl=ja&tl=en&hl=&ie=UTF-8 Translation])</ref><ref>{{cite web|title=The Screamer Fiche RPG|url=http://www.legendra.com/rpg/fiche-rpg_id-3174-rpg-the_screamer.html#fichesr_33_3174|publisher=Legendra.com|accessdate=15 May 2011}}</ref> [[Square (company)|Square]] also released their first RPG that same year, which was an early futuristic sci-fi RPG for the PC-8801,<ref name="retro_3"/> ''Genesis: Beyond The Revelation'',<ref name="rg_35">{{cite journal| journal = [[Retro Gamer]]| publisher = [[Imagine Publishing]]| title = Before They Were Famouos| issue = 35| page = 76|first = John| last = Szczepaniak | url=http://www.nowgamer.com/features/595/before-they-were-famous?o=3#listing | archiveurl=http://web.archive.org/web/20110714203615/http://www.nowgamer.com/features/595/before-they-were-famous?o=3#listing | archivedate=14 July 2011 | accessdate=2011-03-16}}</ref> featuring a post-apocalyptic setting.<ref name="retro_3">{{cite web|url=http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers3.htm|title=Retro Japanese Computers: Gaming's Final Frontier|page=3|author=John Szczepaniak|publisher=Hardcore Gaming 101|accessdate=2011-03-29}} Reprinted from {{citation|title=[[Retro Gamer]]''|issue=67|year=2009}}</ref> Other sci-fi RPGs released in 1985 include ''[[The Earth Fighter Rayieza]]'' by [[Enix]],<ref>{{cite web|title=Chikyuu Senshi Raīza|url=http://www.legendra.org/rpg/fiche-rpg_id-3204-supports_id-33-so-fiche.html|publisher=Legendra.org|accessdate=15 May 2011}}</ref> and [[Kogado Studio]]'s [[MSX]] game ''[[Cosmic Soldier (MSX)|Cosmic Soldier]]'', which introduced an early [[Dialog tree|dialogue conversation]] system, where the player can recruit allies by talking to them, choose whether to kill or spare an enemy, and engage enemies in conversation, similar to the later more famous ''[[Megami Tensei]]''.<ref>{{cite web|first=Yamaarashi|title=Hardcore Gaming 101: Psychic War|url=http://www.hardcoregaming101.net/psychicwar/psychicwar.htm|publisher=Hardcore Gaming 101|accessdate=15 May 2011}}</ref>
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