1970s
The first role-playing video games utilized a turn-based system, which stemmed from their inspiration of pen-and-paper role-playing games like Dungeons & Dragons, in which players would take turns performing actions and rolling to see what would happen. Dungeon, the first-ever RPG video game, which released in 1975, was a text-based game created on a mainframe computer and used turn-based combat.[1][2] Later on, pedit5 would release in the same year and would utilize graphics instead of text. The game was created at University of Illinois Urbana-Champaign's PLATO computer network and had the player control a character who would explore a dungeon with an overview look. Many regard this to be the first true RPG released, although this is disputed.[3] In 1978, Akalabeth: World of Doom was released for the Apple II and is considered to be the first first-person dungeon crawl RPG. Many other small games like this would be released with different ideas being implemented to see how to properly get the role-playing experience to work on computers.
1980s
The 1980s marked an important time for RPGs, as this was the decade where technology was powerful enough to run fully realized role-playing experiences and marked the launch of many influential games. The launch of Ultima I: The First Age of Darkness and Wizardry: Proving Grounds of the Mad Overlord are what helped popularize the genre, not just in the United States, but globally, and especially in Japan.[4] Many of the standard mechanics in turn-based RPGs were created in these games and would go on to become staples of the genre.
While Wizardry was not the first turn-based RPG to be in first person, it was an important release that helped popularize the genre of first person dungeon crawl games. The success led to the game and sequels being ported to numerous computer systems and consoles. In Japan, it introduced many gamers to the genre and helped inspire numerous Japanese developers to create similar RPGs.
The Ultima series also had a similar impact as Wizardry but was more instrumental for laying the groundwork for how RPGs on console would be structured. Many of the mechanics and format of turn-based RPGs came about from the console port of Ultima III: Exodus released in 1983. The design of using tiled graphics with an over the head view were first popularized in these releases. On top of the graphical design, the console ports of the game also featured optimized controls for a better experience on controllers.[5] This would be a trend that would continue for the series with the console ports being significantly different from their PC counterparts in terms of graphics and game control.
Turn-based RPGs would reach a new peak of popularity in 1986 with the release of Dragon Quest, which marked the first time that not just turn-based RPGs, but the whole broader genre as a whole, would become mainstream. What set Dragon Quest apart from previous RPGs was its design that broke away from the roots of tabletop RPGs. Instead designing and creating your own characters along with making choices that would affect the story, the player controlled a character that was pre-designed by the developer and played through a storyline that was linear and straighforward.[6] While the design and gameplay may have been simpler compared to previous games and those on PC, the game laid the groundwork for how RPGs, especially turn-based RPGs, would be designed for a console experience at a time when the way a player controlled the game was different for the platforms. The inspiration of the console releases of Ultima and Wizardry could be seen in Dragon Quest with the player traversing an overworld with an overhead view and battles taking place in first person.[7]