Computer role-playing game
From Open Encyclopedia
Computer role-playing games (CRPGs), often shortened to simply role-playing games (RPGs), are a type of video or computer game that traditionally uses gameplay elements found in paper-and-pencil role-playing games. The term "CRPG" is more often used when referring to titles made for personal computers, as opposed to video game consoles. Modern RPG games encompass a wide range of styles and types of engines and have significantly branched out.
RPG gameplay elements can be found in real-time strategy games, first-person shooters, third-person shooters, and some other types such as massively multiplayer online games. However, games that are actually called just "RPGs" are usually limited to top-down perspective point-and-click and some third-person perspective types.
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Overview
Image:FinalFantasyTacticsAdvanceGBAScreenshot.jpg. CRPGs, in general, are derivative of paper-and-pencil based role-playing games (RPGs) such as Dungeons & Dragons (D&D). For example, the vast majority of video-game RPGs assign various attributes to the characters, such as hit points (HP), magic points (MP), and levels. These attributes are most often displayed as a numeric value to the player, as opposed to a simpler abstract graphical representation (such as bars and meters) favored by video games traditionally. CRPGs tend to borrow the narrative structure of many paper-and-pencil RPGs; the story usually involves a group of heroes (a party) who have joined forces in order to accomplish a mission or quest. Along the way, the adventurers must face a great number of challenges and enemies, including monsters (often inspired by science fiction and classic mythology). A sample character is illustrated here; a status screen taken from Final Fantasy Tactics Advance. It includes the character's name, portrait, level (LV), current/total hitpoints (HP), and current/total mana (or magic) points. Other basic statistics are shown here, along with some of the character's most important equipment.
Character development
Video-game RPGs most often involve intricate plots and strategic, player-guided character development as characters advance through a large number of statistics, items and abilities. Players must usually choose which of several possible combinations of these things to acquire for their character in order to advance to overcome challenges and perils, such as combat, and "win" the game (reach the story's conclusion). In many games, players must create their own character's concept from scratch, as opposed to playing the role of a pre-defined protagonist (like in most Final Fantasy titles). When creating a character from scratch, players may be able to choose their "race", a term that is often a substitute for species, although this choice usually involves fictional humanoid alternatives such as Elves. Players must usually choose a class, job, or profession (e.g., swordsman, archer, thief, mage) that defines the focus of their training in different aptitudes such as weapons mastery, social skills, spell-casting, and stealth. In some games, characters may choose to advance in more than one of these professions, but this usually carries some disadvantages in order to maintain the game balance in terms of progression strategies.
Setting and genres
The term "genre" is commonly used to classify a CRPG's story setting. Most CRPGs are set in a fictional high fantasy world. Others feature elements from space opera and pulp science fiction, and still others merge elements from all those previously mentioned. Very few games take place in a modern age setting. One of these is EarthBound, which features a New Age perspective of the world near the middle of the 20th century. Wasteland and Fallout are set after a nuclear war in the 21st century. Many games are also structured around the concept of time travel.
Navigation
Characters in a CRPG usually travel very long distances in order to accomplish their goals. The way the characters are represented in relation to the world around them varies quite often. Starting with Akalabeth, these games feature characters moving on more than one 2-D map. When the player-character in that game entered a dungeon, the viewpoint shifted to a first-person view of a 3-D maze. An example of the scales of what games have come to display on the screen starts with the world-map. It shows a large area, but not the entire gaming world. In addition, some games use part of the screen to show an automap, showing one's location. When one moves the player-character into a town, cave, or other significant feature marked on the map, the scene shifts to a view inside a smaller-scale plan view, which can depict non-player characters and enemies. Then, when one begins combat, a combat scene is presented.
These maps are usually set up so that North is always at the top, and often most features are laid out on a rectilinear grid. Hence, unlike in the real world, one cannot become lost through disorientation, especially by following a feature that one assumes to be rectangular but which gently curves. So the layout of these maps is often in the form of a concealed maze to make one's paths take longer and more involving. Dragon Quest began the trend (in Japanese games, at least) of having the player-character take extraordinarily roundabout paths to reach destinations, guided by a limited view of the world map. Dungeons are also usually in the form of a maze, but not as complex as a garden one. Many games require lamps to see in dungeons, and present a more restricted view to make it more like a maze. The reason why the layout is only somewhat maze-like is that movement is punctuated by many combats.
Encounters and combat
In most CRPGs, a system of "random encounters" is employed whenever the player characters wander around in dangerous places, such as enemy strongholds or the savage wilderness. At random intervals, usually when the characters are moving, an encounter occurs. An encounter may be benign in nature, such as finding a friendly non-player character or a wandering merchant, or it may be hostile, such as being spotted by a group of enemies or walking into a trap. Encounters are more often hostile than benign. By encountering and defeating enemies, the group of characters may be rewarded with "loot" (material resources obtained from a defeated enemy, such as money and equipment) and Experience Points, just as in many paper-and-pencil RPGs. Participating in random encounters for the sake of amassing these rewards is referred to as grinding, and it is often a crucial element of many CRPGs. Enemy characters featured in random encounters are usually not very significant in relation to the game's storyline and may vary widely according to each game. Some games, instead of using a traditional random encounter system, generate the characters from a random encounter on the screen before the player is forced to interact with them. This way, the player is able to better prepare for the encounter or avoid it altogether (if possible).
Some encounters in CRPGs are designed not to be random, and occur automatically when the player reaches a certain point in the story. These encounters are usually important events and are foreshadowed in some way; players are assumed to expect them. The vast majority of these encounters are "bosses", enemy characters of importance who are always more difficult to defeat than any common random encounter. Other scripted encounters may include special guardians, characters seeking the player's attention, or "accidents" that may seem random but are critical to the story. Like most video games, CRPGs feature a climactic final encounter, (usually the most difficult combat sequence) after which the game soon reaches its conclusion.
Combat may be carried out in either turn-based or real-time modes. In turn-based combat, only one character may act at a time. Usually, but not always, all non-active characters remain frozen still while the active character carries out his/her action(s). The order in which the characters act is usually based on a system that depends on the characters' statistics. Active Time Battle and Conditional Turn-Based Battle System are two common styles. In real-time mode, there are no turn restrictions and characters may act at any time. A variant of this mode called real-time with pause allows the player to pause the game at any time and issue orders to all characters under his/her control; when the game is un-paused, all characters follow the orders they were given.
History
Image:Akalabeth dungeon.png Role-playing video games began in 1975 as an offshoot of early university mainframe computer text RPGs on PDP-10 and Unix-based computers, starting with Dungeon and graphical RPGs on the PLATO System, pedit5 and dnd, themselves inspired by paper-and-pencil role-playing games. Other influences during this period were text adventures, Multiple-User Dungeons (MUDs) and roguelike games. Some of the first graphical CRPGs after pedit5 and dnd, were orthanc, avathar (later renamed avatar), oubliette, dungeons of degorath, baradur, emprise, bnd, sorcery, moria, and dndworld, all of which were developed and became widely popular on PLATO during the latter 1970s, in large part due to PLATO's speed, fast graphics, nationwide network of terminals, and large number of players with access to those terminals. These were followed by (but did not always lead directly to) games on other platforms, such as Akalabeth (1980) (which gave rise to the well-known Ultima series), and Wizardry.
These early Ultima and Wizardry games are perhaps the largest influence on the later console RPG games that are now popular. Many innovations of Ultima III: Exodus (1983) eventually became standards of almost all RPGs in both the console market (if somewhat simplified to fit the gamepad) and the personal computer market. Later Dungeon Master (1987) introduced realtime gameplay and several user-interface innovations, such as direct manipulation of objects and the environment with the mouse, to first-person CRPGs.
The earliest console RPG was the Intellivision title AD&D Treasure of Tarmin (1982). Much later, in 1986, Enix made the NES title Dragon Quest (video game) (called Dragon Warrior in North America and would remain that way until the 8th game in the series). This was followed shortly by ports of the computer RPGs Wizardry and Ultima III, and by Final Fantasy (1987) by Squaresoft. Both of these games proved popular and spawned a series of sequels. Both game series remain popular today, Final Fantasy more so in North America, and Dragon Quest in Japan.
Dragon Quest and Final Fantasy both borrowed heavily from Ultima. For example, leveling up and saving must be done by speaking to the king in Dragon Quest, and in order to rest and get healed, the characters must visit the king (Dragon Quest) or stay the night at an inn (both games). The games are played in a top-down perspective, much like the Ultima games, as well. The combat style in Dragon Quest was borrowed from another series from the personal computer market, the Wizardry games.
Modern games
Image:Warcraft 3 Humans fight Orcs screenshot.jpg Fairly recently, more and more multiplayer CRPGs have appeared. For instance, Diablo (1996) features a system by which different players can enter the same world and cooperate against the enemies, trade equipment, or, should they wish, kill one another. Massively multiplayer online role-playing games (MMORPGs), huge open-ended worlds with hundreds of interacting characters, have also appeared, pioneered by games like Ragnarok Online, Ultima Online, EverQuest, and Asheron's Call.
An interesting entry into the CRPG world is Pokémon (a.k.a. Pocket Monsters), a fairly simplistic set of games whose main innovation is the replacement of the party by creatures that can be captured, collected, and trained for fighting. Its success has been phenomenal, leading to a huge industry with many spin-off products, including other games, cartoons, and endless merchandise.
In 1997, a new Internet fad began. Influenced by console RPGs, a large group of young programmers and aficionados began creating independent CRPG games, based mostly on the gameplay and style of the older SNES and Sega Genesis games. The majority of such games owe to simplistic software development kits such as the Japanese RPG Maker series. This started the independent RPG video games movement.
More recently, with the advent of games like Deus Ex and Warcraft III, the idea of what it means to be a RPG has become blurred. Many non-RPG games are increasingly featuring aspects traditionally seen in RPGs, such as a skill system, experience, and dilemmas. The expansion of traditional RPG elements into 3D game engines is creating a myriad of hybrid game categories, crowding successors to earlier representations of CRPGs.
The representation of RPG elements in first- and third-person shooters is indistinguishable from the game simply incorporating a story with cut-scenes and traditional FPS problem solving, and developments to the incorporation of the genre's usual character building (such as getting better weapons). As FPS develop and increase in these characteristics it remains to be seen whether the games will simply be called FPS (or TPS), break off into a new category of FPS/RPG, or just adopt the RPG name.
Cultural differences
Due to cultural differences between developer companies based on their country of origin, two main trends or "families" of graphical RPGs exist. Each follows a certain pattern in terms of art style, storyline, and game mechanics.
Japanese (and East Asian)
Image:Lunar sssc screenshot.jpg One of the families is the Japanese family of graphical RPGs with the Dragon Quest, Final Fantasy, Phantasy Star, Suikoden, Grandia and the Lunar series as clear examples. These games are commonly colorful and bright. Although these games tend to employ high fantasy settings, they barely adhere to concepts derived from european folklore and traditions. Instead, their primary source of inspiration is Japanese comics (Manga) and animation (Anime). Fantasy/science-fiction hybrid settings are very common, examples include the popular Star Ocean and Final Fantasy series. The characters in these games are designed in the same style as in Anime and usually carry either very light-hearted or very serious tones. The storyline in these games often involves an epic, ultimate battle between the forces of good and evil, and the player's characters are nearly always assumed to be good. Character races tend to be limited to humans. It is also rare or nonexistent to be able to actually choose your character's race; you are typically given no choice. In those rare cases when the player is given a choice, traditional Tolkien races such as elves, dwarves, and halflings are usually not included (in favor of particular races suited to the specific game's setting). Pen and paper-derived rules systems, such as Dungeons & Dragons d20, have never been directly implemented into these games. Japanese developers tend to create new (but similar) systems for every single game. Most games use a level-based advancement system with little or no customization involved. All characters start at level 1 and usually may not go further than level 99, although there is usually no special reward for reaching that point.
A slight variation of this family exists in Korea, Taiwan and other neighboring areas. The mechanics (i.e. combat and class/job selection) of this family of games is largely the same as the Japanese one. Differences lie in the graphics and plot. Many of those games use a somewhat different, Chinese-influenced art style and the storyline is told with a Wuxia style inspired by novels. One famous example is Sword of Xuan Yuan.
American (and other Western)
Image:DiabloScreenshot.jpg The other family of graphical RPGs is the western (American) one, with Baldur's Gate, Diablo and Neverwinter Nights as good examples, but also including older games like the Gold Box series. These games are often darker, almost horror-like in design and art, and the characters featuring in these games are rendered or drawn in a more realistic way according to western styles, with armor, weapons, and so on being drawn based on actual counterparts in the Middle Ages. The personalities of the characters are more varied than those of their Japanese counterparts, without any real absolutes in morality. The storyline too is often darker, with the main theme being usually an ongoing struggle, almost never ending with a total victory over whatever enemy is given. The character races are diverse and the player is usually offered various races to choose from – often based on D&D rules – including dwarves, elves, gnomes, and halflings. These races, as well as other game characters, are based on the many characters that J. R. R. Tolkien wrote about, including dwarves, wizards, and dragons (hobbits typically being represented as the nearly identical halflings). These graphical RPGs often based their game systems on the various D&D systems used at the time, sometimes even displaying dice rolls, but it is not uncommon for completely different systems to be borrowed or created for use as well.
Level advancement in western RPGs is usually not as fast as in eastern RPGs, due to lower level (or experience point) limits which in some games can be as low as level 6-8; a practice unheard of in the Japanese game market. Many western games also incorporate skill-based character progression on top of a level system. Within a skill-based progression system, players invest experience or some other progression points into specific skills and abilities in order to specialize their characters for a particular style of play.
Comparisons
A fundamental difference between Western RPGs and Japanese RPGs is the way the games' stories are structured. Western style RPGs often allow the player to make moral and/or strategic choices when solving many problems relevant to the whole story, thus making them less linear. Japanese style RPGs are usually more strict and the player's choices usually have little or no effect on the outcome of the plot. Both styles have their own advantages and disadvantages. Linear games allow the developers to tell a more logical and consistent story to the players, much like watching a movie. Less linear games lose some of their structure in order to give more freedom for the individual players to make their own story. A fair number of exceptions exist to these rules; a good example of a Japanese RPG with a fairly open and non-linear storyline is Romancing SaGa; it has become well-known in Japan because of that reason.
Other comparisons:
- Death is almost always the final solution employed by the protagonists to prevent the antagonists from achieving their goals, often after reason fails.
- In many games from both families, the lead player character never actually speaks, although it is implied that he/she somehow communicates with the rest of the cast. One reason for this could be so that the player (who most likely chose a name for the character at the beginning) can have a greater sense of immersion in the role. (However, in Japanese CRPGs, the tendency increasingly is for main characters to have lines, too.)
- While female characters in fighting games and other types are notorious for being faster than the males but less powerful, women in RPGs of both families regularly have the potential to become just as capable at offense as their counterparts (limitations regarding a character's performance are usually determined by class/profession). That being said, female characters in RPGs are commonly typecast as healers and magicians while male characters play the roles of front line warriors and martial artists. Games that feature character creation (the vast majority being western) tend to move away from these stereotypes and often reverse them.
- In most Japanese RPGs, the four Greek Primordial Elements are incorporated into the game's setting. Any spell, item, or creature may be associated with one or more of these elements. Fire may be considered strong or weak against Water, depending on the situation; the same relation applies to Air and Earth. Ice/frost/cold are sometimes considered to be separate from Water, but their relation to Fire is unchanged. In addition to these, Lightning is in most cases included as an fifth element. Additional "elements" (energy types in most cases) are often introduced as well, such as light and darkness, as well as more radical "para-elements" such as acid, poison, and spirit. In contrast, the combination of the Five Taoist "elements" (Wood, Fire, Earth, Metal, and Water) are rarely seen in CRPGs, while the Bagua (concept) combination (Heaven, Earth, Fire, Water, Wind, Mountain, Lightning, Marsh) remains unheard of. Western RPGs rarely incorporate elemental systems as an important part of their setting.
- Both families commonly feature a variety of "status effects" that may affect characters during battles. These usually come into play when special powers and abilities (such as spells) are used. Some of these provide a character an advantage (boosted attributes, defensive barriers, regeneration) and are commonly referred to as buffs. Others hinder the character (decreased attributes, incapacitation, disease, loss of control) and are called debuffs.
- In Japanese RPGs, it is common for lead characters of opposite sex who are seen interacting early on to end up romantically involved or implied to be so in the future. The first game to make the characters fall in love or drift apart based on the play style of the user was Treasures of the Savage Frontier (1992). Western RPGs rarely feature such dramatic relationships between main characters.
- The main heroes of Japanese CRPGs are almost always warriors (i.e. not healers or wizards) wielding swords (i.e. not spears or staves). In most American CRPGs, character creation allows players to choose their main hero's class and weapons, resulting in more variety.
Criticisms
CRPGs often face rejection by pen-and-paper (PnP) gamers who play them. A common reason for this is because most CRPGs focus on combat and statistical character management instead of storytelling and deep character development. This trend is called powergaming. Many PnP gamers also feel that it is inaccurate to use the term "role-playing game" to describe games in which the player cannot always act on their desired intentions or influence the setting in many important ways. In CRPGs, players are mostly limited to making tactical decisions for a relatively small variety of situations.
These are common criticisms of simulated realities in general. A virtual world can create the illusion of freedom in terms of choice and motion, but players in even the most free-form CRPG must, by necessity, play within the limited world created by the game's authors. PnP gamer critics, being used to having no such pre-defined limitations, find themselves unsatisfied with the experience provided in CRPGs.
The definition of "RPG elements" in games has been blurred over time, and many gamers debate on whether some games should be labeled as RPGs or not. Some say that only games that provide a true freedom of choice and actions can be considered as RPGs. Although current technical limitations may not allow CRPGs to be as open-ended and free as PnP games, numerous games allow for considerable variation in their content delivery. Also, many of these games' graphic engines make them easily modified by enthusiasts, who with their own variations and ideas may build their own home-grown setting and stories and add new graphical content. Some games such as Vampire: The Masquerade - Redemption and Neverwinter Nights have built-in "storytelling" multiplayer modes which provide one player all the functions of a Game Master.
Variant terminology
Because pencil and paper RPGs were known first in the U.S.A. (CRPGs were derived from them), computer RPGs were later given the abbreviation CRPG as they increased in popularity to avoid confusing them. In Japan, however, video game RPGs became widely popular first, so the term "RPG" (in the Latin alphabet) is used for them primarily, while the PnP versions have been cited under the retronym "PRPG".
Occasionally, a distinction is made between console RPGs and those played on a personal computer (PC). In these cases, the abbreviation "CRPG" is used to refer solely to the console games. This distinction is made in part because most console RPGs are made by or follow asian RPG trends and most computer RPGs are made by or follow western RPG trends. Differences regarding interface and hardware capabilities are also important because of their impact on the way a game is experienced. In RPGs that have been made for both consoles and PC's (or ported later from one to the other), it is common to observe significant differences between both versions.
CRPGs that feature complex, squad-based, and usually Turn-Based combat systems are known as Tactical RPGs, and may be abbreviated as "TRPGs". Some prefer to call them "Strategic RPGs", thus they may also be referred to as "SRPGs" instead.
Chronology of CRPGs
Note: These are not complete lists of all computer or console RPGs, but a list of some of the most significant, influential or well-regarded CRPGs of all time. A number of titles which were initially released for Windows were later ported to the Macintosh or to console platforms. Likewise, a number of console-specific RPGs were later ported to other consoles or to the IBM PC.
Chronology of computer RPGs
- 1974: dnd (PLATO System)
- 1975: Dungeon (PDP-10)
- 1980: Akalabeth
- Rogue (UNIX, ported to many other OSes later)
- Tunnels and Trolls
- 1981: The Ultima series debuts (Apple II)
- Wizardry (Apple II)
- 1982: Tunnels of Doom (TI99/4A)
- 1983: Ultima III is released, pioneering many innovations that would become standard on many CRPGs that followed (DOS, Apple II, Atari ST, Commodore Amiga, Commodore 64, Macintosh)
- 1985: Bard's Tale (Apple II, later Commodore 64, Amiga, Apple IIgs, Atari 8-bit family, DOS, Macintosh)
- Alternate Reality
- Phantasie series debuts (Apple II, Atari ST, Commodore 64, DOS)
- 1986: Starflight (Apple II, Atari ST, Amiga, DOS, Macintosh)
- 1987: Might and Magic series debuts (DOS, Commodore 64, Macintosh)
- Wasteland (Apple II, Commodore 64, DOS)
- Dungeon Master (DOS, Atari ST, Amiga, Apple IIGS, others)
- 1988: Pool of Radiance, first game in the Gold Box series, uses AD&D rules and Forgotten Realms campaign world
- 1989: Starflight 2 (DOS)
- Sentinel Worlds I: Future Magic (DOS, Commodore 64)
- 1990: Angband
- Champions of Krynn, Gold Box series, uses Dragonlance campaign world
- Ultima VI (DOS)
- Eye of the Beholder (DOS, Amiga, Sega CD, Super Nintendo)
- Hard Nova (DOS, Amiga)
- 1991: Neverwinter Nights, the first graphical MMORPG debuts; ran on AOL 1991-1997.
- 1992: Ultima Underworld (DOS, a PlayStation version was released in 1997)
- Ultima Underworld II (DOS)
- Treasures of the Savage Frontier Gold Box D&D RPG, perhaps the first game where an NPC can fall in love with a player character if their conduct earns it
- 1993: Forgotten Realms Unlimited Adventures (DOS, Macintosh)
- Lands of Lore series debuts (DOS)
- Eye of the Beholder III: Assault on Myth Drannor
- Dungeon Hack (DOS)
- 1994: The Elder Scrolls: Arena series debuts (DOS)
- System Shock (DOS)
- 1996: The Elder Scrolls II: Daggerfall (DOS)
- Diablo series debuts (Windows, Macintosh)
- Albion (game) (DOS)
- 1997: Fallout series debuts (Windows, Macintosh)
- Ultima Online (Windows)
- 1998: Baldur's Gate series debuts (Windows, Macintosh)
- 1999: Planescape: Torment (Windows)
- EverQuest (Windows, Macintosh)
- Septerra Core (Windows)
- System Shock 2 (Windows)
- 2000: Icewind Dale (Windows, Macintosh)
- 2001: Arcanum: Of Steamworks and Magic Obscura (Windows)
- Gothic (Windows)
- RuneScape (Java)
- Anachronox (Windows)Image:NWN showdown.jpg
- 2002: Dungeon Siege (Windows, Macintosh)
- Icewind Dale II released, uses D&D 3rd edition rules (Windows)
- Neverwinter Nights (Windows, Macintosh, Linux version in 2003)
- The Elder Scrolls III: Morrowind (Windows)
- 2003: Star Wars: Knights of the Old Republic (Windows, Macintosh)
- Freedom Force (Windows, Macintosh)
- The Temple of Elemental Evil released, uses D&D 3.5 rules, Greyhawk campaign world (Windows)
- 2004: City of Heroes (Windows)
- EverQuest II (Windows)
- Star Wars: Knights of the Old Republic II (Windows, Macintosh)
- World of Warcraft (Macintosh, Windows)
- Vampire: The Masquerade - Bloodlines (Windows)
- 2005: The Matrix Online
- Dungeon Siege II (Windows)
- Guild Wars (Windows)
- Fable: The Lost Chapters (Windows)
Chronology of console RPGs
- See Chronology of console role-playing games for a comprehensive list.
- 1982: AD&D Treasure of Tarmin (Intellivision), Dragonstomper (ATR)
- 1986: Dragon Quest (Dragon Warrior) series debuts (NES)
- 1987: Digital Devil Story: Megami Tensei (NES), Final Fantasy series debuts (NES), Phantasy Star (Sega Master System)
- 1988: Ys (Sega Master System)
- 1989: Mother (NES)
- 1990: Crystalis (NES),
- 1991: Lagrange Point (NES)
- 1992: Final Fantasy IV (SNES)
- 1993: Secret of Mana (Super Nintendo Entertainment System (SNES))
- 1994: Mother 2 (EarthBound), Final Fantasy VI(III in North America) (SNES)
- 1995: Suikoden (PlayStation (PS1)), Terranigma (SNES), Chrono Trigger (SNES), Tales of Phantasia (SNES)
- 1996: Super Mario RPG (SNES), Rudora no Hihou (SNES)
- 1997: Final Fantasy VII (PS1), Grandia (Sega Saturn (SAT))
- 1998: Suikoden II (PS1), Xenogears (PS1), Parasite Eve, Brave Fencer Musashi (PS1)
- 1999: Final Fantasy VIII, Chrono Cross (PS1)
- 2000: Eternal Arcadia (Skies Of Arcadia) (Sega Dreamcast (DC)), Dragon Quest VII (PS1), Vagrant Story (PS1)
- 2001: Final Fantasy X (PlayStation 2 (PS2)), Baldur's Gate: Dark Alliance (PS2)
- 2002: Suikoden III (PS2), Xenosaga Episode I: Der Wille zur Macht (PS2), Kingdom Hearts (PS2), Lost Kingdoms (GCN)
- 2003: Star Wars: Knights of the Old Republic (Xbox (XBOX))
- 2004: Suikoden IV (PS2), Tales of Symphonia (GCN), The Lord of The Rings: The Third Age (PS2/XBOX/GCN)
- 2005: Suikoden Tactics (PS2), Xenosaga Episode II: Jenseits von Gut und Böse (PS2), Jade Empire (Xbox) ,Kingdom Hearts II (PS2), Dragon Quest 8 (PS2)
List of companies
Below is a list of game developers who specialize in or have created notable digital role-playing games.
- Activision
- Akella
- Atlus
- Bethesda Softworks
- BioWare
- Black Isle Studios
- Blizzard North
- Camelot
- Capcom
- Enix
- FTL Games
- Funcom
- Game Arts
- Gas Powered Games
- Konami
- Intelligent Systems
- Interplay
- Looking Glass Studios
- Namco
- New World Computing
- Nintendo
- Nippon Ichi Software
- Obsidian Entertainment
- Origin Systems
- Piranha Bytes
- Sir-Tech
- Spiderweb Software
- Square Enix (a result of the business merger of Enix and Square Co., Ltd.)
- Square
- Stormfront Studios
- Strategic Simulations, Inc.
- tri-Ace
- Troika Games
- Westwood Studios
Related genres
See also
External links
Independent CRPG websites
- RPG Codex
- RPGDot
- Sorcerer's Place
- Role Players Gaming Network - An online games-server and forums community for role players.
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