History of Computer Role Playing Games (1974-1983)
Matt Barton writes "I thought Slashdotters might be interested in my History of Computer Role-Playing Games Part I article on Armchair Arcade. It starts with the birth of the CRPG on mainframes and ends in 1983. I start by discussing tabletop D&D and number games like Strat-O-Matic, move into mainframe classics like dnd and Rogue, and then cover the first CRPGs for home computers. I wrote this article for CRPG fans who want to learn more about venerable old classics like Akalabeth, Temple of Apshai, Ultima, Wizardry, Tunnels of Doom, Dungeons of Daggorath, and Telengard. Please share your own stories!"
I used to get up at 6am to log onto a BBS and play LoRD before school started, it was a classic.
Why is it that everyone has to self promote on Slashdot? If your article has merit, someone else will post it!
Now, that being said, I love the article. A history of RPGs is pretty cool. I am not sure that this really does justice breaking down the genres, instead just talking about games. A closer look into how the games play, etc would be a bit more interesting.
ronB
I agree that D&D had a huge influence on CRPG and miniature wargaming had a huge impact on D&D. The first pnp rpgs grew out of existing miniatures rules.
The article has a mistake in that it claims "rogue" used an asterisk to mark the player's location. Asterisks were used for
gold, not the player. The player was represented by an at sign (@).
Ahh... good old D&D. Better than Sex.... or so I'm told.
Although slightly offtopic (wizard's crown was released in 1985), it is one of my favorite crpgs of all time, and it is obvious from the article where they got some of their ideas from. I still havn't beat the game.
That POS was the first one I played, although I saw some geeks playing Ultima I (I guess, or whatever) on the Apple IIe in the back of the classroom.
It was pretty fun as I recall.
I hope Part 2 remembers to cover Alternate Reality: The City (1985) and The Dungeon (1987) (Wikipedia). Those games were amazing for their time. AR had a raycasting engine 7 years before Wolfeinstein 3D, animated background scenery, weather and sun systems, great music with synchronized sing-along lyrics, character alignments, it tracked hunger/thirst/encumbrance/temperaturee/etc. The series had an ambitious Matrix-esque 6-game plot scripted out (only the first of which was made, in two parts). It even implemented garbage collection in a literal sense: if your inventory exceeded your free RAM, the Devourer came and ate some of your items at random. A review of the City tells more.
1974: Freshman year.
1983: Vowed to quit computer gaming.
Stay tuned for Part II (1984-1994), due out Tuesday (patch day!), in which I relate the story of how the now-famous Apple commercial lowered my Con by 2 and lured me back in.
https://www.eff.org/https-everywhere
I tried getting back to Telengard after ~15 years. While there isn't a problem running a game in real-time, it becomes an issue when you have to wait ~5-10 seconds for the scene to render and only have a short window of opportunity to make an action before being assigned the default "pass". The situation was worse with IBM PCs - since processor speeds kept improving, any old game that relied on a slow processor for delays became almost unplayable (e.g. Ultima III - on a modern system the whirlpool would slag pirate ships before you could see it on screen, which was required to advance the plot.)
As a side note, these games aren't exactly Role-playing games. It's more on par with a combat-oriented red-box D&D (1st edition) where the only interest is in killing off monsters, as opposed to Paranoia where there is a mandatory focus on roleplaying (usually at the expense of the rules.) Regardless, I don't have anything against computer-run adventure programs.
Back then I used to play a lot to a CRPG called "Dungeons of Kairn", developed by the same man that did "Aethra Chronicles" later. It was a fun game, and I enjoyed it quite a lot back then. The problem is that it was shareware, so it had only one dungeon. The author posted an university address to send the money to purchase the registered version, but it was no longer his current address when I played the game. Since then, I have tried to find him and purchase the game to play it in Dosbox, but he (and the registered version) seem to have vanished from history.
Adventure was a massively addictive game, once you stopped wondering why the dragons looked like ducks.
In Ultima III I used to love to create "roads" three chests wide between all the cities/dungeons/moongates so I could travel at will w/o fear of attack by wandering monsters.
Then I learned that I could do the same in the ocean with boats, once I trapped the whirlpool.
L=Land
M=Sea Monster
O=Whirlpool
S=Ship
W=Water
(fixed width font required)
WWWW
LWLL
LSLL
LMOL
LLLL
You could do this in the little fjord just north of Lord British's castle.
Database server down. Any reason why slashdot doesn't coralize or link to mirrordot in every article?
READY.
#
What other games came with trinkets?
That was a makeover of the original Colossal Cave (Adventure/Advent) text game. One of the more influential games, and the first adventure game, it had some of its features like "you are in a maze of twisty little passages, all alike" copied into other games. I remember spending hours trying to work through it on a VAX 11/780. There were several ports done, and I played one a few years back, and it was still addictive. A great piece of gaming history, and something everyone should try - it's still fun, and shows that you don't always need enormous graphics and processors to make a great game.
"Please wait while I find the keys... Oops, I dropped them. Oh there they are. Now unlocking the dungeon." *Music plays* Antman appears!
Mill Avenue Vexations
The first was, a pretty normal dungeon crawler done up with ASCII graphics. The only thing that really sticks out in my head about this game was a command on the order of "Activate your mad uncle Aleister's device...". I had a lot of fun with the game but lost the disc when my house burned and never managed to find it again. (The device, when activated, was a random teleport which could save your ass -- or leave you dead embedded in solid rock).
The other game was all text and as annoying as hell. It threw you randomly from prompt to prompt, event to event, and you'd have a few options at each prompt. Eventually (if you didn't die of plague beforehand, which happened more often than not) you'd get the Staff of Power (I think it was called) which would convert all of your assets into armies and your army would do battle with the bad guy army and if you won it'd offer you a chance to print out a certificate showing you'd won.
I want a new world. I think this one is broken.
It's a shame that Werdna hasn't been active on slashdot for a while... I'd love to hear some inside scoop on the development of Wizardry from its co-creator. Wizardry and Ultima IV are still my two favorite CRPGs.
This sig intentionally left justified.
When I was about 6 years old my dad bought an Atari 800 with a tape deck. I had few cartridge games for the system and we used to get a subscription to magazines with game code you could type in. We would back them up onto tape which failed so very often.
Anyway, when I was about 8 my mom bought me a game on cassette tape for the 800. The game came with a massive manual with a section devoted to descriptions of rooms. It took about a half hour to load the game off the cassette each time I wanted to play, but I would still try and play it faithfully. The game was really fun, when it would actually load. The tape eventually stopped working and I never played it again. I couldn't for the life of me remember the name, but I am thinking it was the Temple of Apshai game in the article as it looks just like it.
FTFA:
Telengard was directly inspired by the PLATO dnd game mentioned above, with minimal graphics and randomized dungeons.This is inaccurate: Telengard's dungeon is not random, but procedurally generated (rather like the universe of Elite).
Out of interest, this map rather entertainingly shows someone's abortive attempt to map the dungeon (they got only a tiny fraction of the way through mapping the first level, tee hee).
I never got the fascination of Colossal Cave on my Vic-20. But losing a long played Moria character at level 24 (1200 feet) on a VMS box using a 300 bps speed just because of a loss of carrier, really got on my nuts. I mean *really* got on my nuts. Sure, I got my revenge by killing the Balrog seven times over later on my own box, but... As for Nethack, it died, when they added the fountains. Sorry, but that is my view. Even games can get freeping creaturism. Nethack bloated in a spectacular way, when they added the fountains, not even a creep there.
Hi:
I loved playing Quest for Glory V: Dragon Fire on my brand new G3 in 1999. One game I always regret missing was Into the Heart of China. It sounded neat.
I think the DOS versions of the Apshai games are playable on Gametap.
"Champagne for my real friends - and real pain for my sham friends!" http://ericblade.postalboard.com/
Thanks for the reminder of much time spent playing Moria instead of completing my school work at Rutgers University. I was just able to compile the code under MacOS 10.4.8 with a minimum of effort and it is (of course!) as I remember it :-)
Nethack was originally released in 1987. The last update to the website was in 2004, a total of seventeen years of evolution.
Nethack itself is a branch of Rogue, which itself came out in 1980.
TFA does not even mention Nethack. So much for history...
Leave it to Slashdot to comment on the CMS used to host an article and complain about the fact that TFA is still available *despite* the CMS chosen, rather than actually reading TFA.
You, sir, astound me.
You're probably requiring the author to be a little more technically specific than he was trying to be.
He probably intended "random" to mean "not static" as he points out that dungeons in certain other games are the same regardless of when you visit them, whereas in Telengard this is not true.
That Telengard doesn't simply randomize everything, but follows a procedure, is probably important to the programmers but not to the players, who are only going to be interested in whether or not it is worth their time to make a graph paper map.
In the case of random or procedurally generated dungeons, the answer is no.
Although there's some question about how deeply J.R.R. Tolkein's Ring trilogy played in the development of D&D...
Can't be that much of a question, TSR was forced to change one of the original races/classes (back when Elf was both a race and a class) from "Hobbit" to something else (they chose "Halfling") by the Tolkien estate. Since that's a Dave/Gary thing, it would be hard to say that just "slipped in" without significant influence from Tolkien's works.
(I would post at TFA, but I'd rather not register at Yet Another Site)
I will always have a copy of Nethack on my USB drive.
Thank you kindly, I'll take that as a compliment!
At the time of my comment, when I tried to read TFA I was greeted by a Drupal database error screen, something I'm very familiar with since I'm developing one of the largest Drupal websites in the world at present. They must have fixed that problem since my comment. I honestly tried to read TFA but was unable to thanks in (small) part to Drupal, Slashdot, the hosting contract, the hardware used, etc...
Drupal still sucks (4.6 really sucks, 4.7 still sucks, 5 sucks a little less), and so does your smarmy attitude, bucko!
Horns are really just a broken halo.
I played DUNGEON on a PDP-11. It was the spark igniting the flame that is my raging video game addiction. I have played many clones - Bard's Tale, Diablo, Dungeon Siege, etc., but this is the original for me.
"No matter where you go, there you are." -- Buckaroo Banzai
I remember having to "Kings Quest" from tape. Later I got the expansion pack from Asgard software. It had levels based on Dr. Who, and I think one based on K-Mart. Anyone else have this?
Phantasie I & III for the PC were easy but addicting. The graphics were simple but you really got into the story. On the other side of the fence, Wizard's Crown (& Eternal Dagger which I somehow never saw for the PC) was difficult, focusing more on tactics. I never finished that last dungeon.
All those games were from SSI. Really fun. Ahh the memories.
I lost many many hours to that game. The trick early on was to find "Murphy's Ghost" and send in a character to fight him over and over to get craploads of exp. That and the tiltowait spell, always was exciting to cast that. What a great game. I still have the original manual and disk sitting along with my IBM PCjr.
If you wanna get rich, you know that payback is a bitch
Came with a working radiation badge.
Weaselmancer
rediculous.
moslo doesn't always quite work right. In Ultima II, you would occasionally hear a *skccch!* sound and the game runs at super-turbo speed for a split second. Not a huge problem, a minor annoyance, until you try to land the rocket ship on a tiny patch of grass. (Landing anywhere else meant death.)
>Turn left
...you have been eaten by a grue. Game over.
Best text game. Ever!
"The grue is a sinister, lurking presence in the dark places of the earth. Its favorite diet is either adventurers or enchanters, but its insatiable appetite is tempered by its horrible fear of light. No grues have ever been seen by the light of day, and only a few have been observed in their underground lairs. Of those who have seen grues, few ever survived their fearsome jaws to tell the tale." - Zork I
Crawl, rogue, and hack still beat all of the modern RPG and MMORPG's I've played.
w l)
Crawl - http://en.wikipedia.org/wiki/Linley's_Dungeon_Cra
Rogue - http://en.wikipedia.org/wiki/Rogue_(computer_game
Hack - http://en.wikipedia.org/wiki/Hack_(computer_game)
Nethack comes in well below Linely's Dungeon Crawl.