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Adventure & RPG Games · 33

Early role-playing games often used random encounters partly because memory and storage limits made persistent visible enemy populations much harder to build. The player-facing version of the idea is simple. A well-made hub town is a pacing device: combat, story, shopping and recovery all meet in one safe place before the next outward journey. Side quests are what happen when saving the world has a surprisingly flexible deadline.

  • Quests & stories
  • World exploration
  • Character growth

One strange fact

Text adventures gave us the phrase 'You are in a maze of twisty little passages, all alike.' It became one of gaming’s classic jokes about getting hopelessly lost. There is a bonus fact hiding here too: Dragon Quest and Final Fantasy helped turn menu-driven Japanese RPG combat into a major console tradition during the 1980s, each creating series that continued for generations of hardware.