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The History of Computer Role-Playing Games Part 1: The Early Years (1980-1983)
Welcome, brave adventurer, to the first of my in-depth feature
articles exploring the history of our favorite computer game genre: The
Computer Role-Playing Game, or the CRPG. For many avid gamers, the CRPG
is the perfect storm of gameplay, story, and strategy. Whether we're
talking about a randomized "dungeon crawler" like Rogue or a story-driven game like Betrayal in Krondor, a click-fest like Diablo or a stat-crunching Pool of Radiance,
the CRPG has always enjoyed a tremendous appeal. Even today, when the
first-person shooter and sports games seem to have crushed all
opposition, everyday millions of players login to World of Warcraft, and each new installment in the Zelda series
sends ripples throughout the entire game industry. Whether acknowledged
or not, the CRPG will always play a major role in computer and console
gaming. The CRPG is the spine of the electronic gaming industry--and
it's not hard to see why. You just can't have more fun with a computer
or a console than when you're engrossed in a well-crafted CRPG. But
where did the CRPG come from? From what deep, dank dungeon did they
crawl? How has the genre evolved into the amazing games we enjoy today?
If you've ever wondered about these and other CRPG-related questions,
of if you just like reading the very best writing you can find on the
net about gaming--then grab a mug of your best ale and prepare to read
an article only an author of Armchair Arcade would ever dare to draft!
From Tabletops to Desktops
Although
most people would probably think it's a trivial matter to trace the
CRPG back to its tabletop, paper-and-pencil based "equivalent," doing
so probably obscures more than it reveals about the two genres. As
anyone who has actually played D&D is acutely aware, the two games are as different as playing intramural basketball and College Hoops 2K7. Indeed,
the typical "CRPG" is not a "role-playing game" at all, or, if it is,
that's generally the least distinctive thing about it. After all, you
"play a role" when you play PAC-MAN or SPACE INVADERS,and even in games like Tetris you're
playing a role--the unseen force that causes those falling blocks to
shift and rotate. It's probably more accurate to describe first-person
"interactive fiction" games like Zork or Myst as a
"role-playing games," since in those games the player literally assumes
an important fictional role within the game. Likewise, a first-person
shooter like Half-Life seems to come much closer to the ideal of "playing a role" than a game like Icewind Dale, in which you only indirectly control a whole group of characters.
Taxonomic quibbling aside, there is no doubt that while they are not direct descendents, CRPGs were deeply inspired by D&D. At
the very least, it's obviously more than a coincidence that so many of
the themes and trappings are shared by both genres, and both are highly
absorbing and addictive. One wonders if Gary Gygax and Dave Arneson
knew the full implications of what they were doing when they sprung Dungeons & Dragons on
an unsuspecting public back in 1974. However, Gygax and Arneson's
classic tabletop "role-playing game" didn't come out of nowhere. As
near as I can tell, the clearest precedents were war games like Avalon Hill's Tactics II (1958)and sports simulation games like Strat-o-Matic (1961). However, while D&D certainly
borrowed (whether intentionally or not) many of the conventions of
these older games (especially an emphasis on caculation), it contained
some radical new innovations. For one thing, instead of recreating
painfully-accurate historical Civil War battles or the World Series, D&D was
set in a fantasy world populated by elves, dwarves, and dragons.
Although there's some question about how deeply J.R.R. Tolkien's Ring trilogy played in the development of D&D, most
players of the game were hardcore fans of Middle Earth, obsessively
reading and re-reading the novels. Indeed, for countless
Tolkien-enamored teenagers of the 70s and 80s, D&D was
simply a more enthralling way to experience these lavish fictional
places. After all, it's one thing to read about Frodo and Bilbo going
on fantastic quests, but the appeal of going on one themselves was
simply too much for many teenagers to resist.

Strat-O-Matic: Paper-based games like
this paved the way for D&D and CRPGs.
Authors Brad King and John Borland, authors of Dungeons and Dreamers: From Geek to Chic, claim
that "it's almost impossible to overstate the role of Dungeons &
Dragons in the rise of computer gaming." What could be more true? The
"gamer" as we know him or her today was born in the D&D era. Although there have always been games, none of them had the drawing power of D&D. While cards and dice can certainly become disastrously addictive (see Gamblers Anonymous),
gambling games were always about prizes the players could win, not the
games themselves. Strategy games like chess, meanwhile, are so abstract
and "mental" that it's often not clear whether they are true amusements
or really just exercises in logic. Furthermore, the fact that you can
become a professional chess player indicates that chess lost its status
as a mere "game." If you can earn a living doing something, you can no
longer describe it as a "pure amusement"--it's become a sport with real
earning potential. Finally, board games like Monopoly and RISK, while
certainly fun and engaging, are only very rarely enjoyed over extended
periods for any significant amount of time. These are games that get
hauled off the top shelf of a closet a few days out of the year to keep
idle hands busy during the holidays. Though you can find large, highly
devoted communities of UNO and ROOK players, these seem more like exceptions rather than the rule.
Every
childhood has its talismans, the sacred objects that look innocuous
enough to the outside world, but that trigger an onslaught of vivid
memories when the grown child confronts them. For me, it's a sheaf of
xeroxed numbers my father brought home from his law firm when I was
nine. -- Steven Johnson, Everything Bad is Good for You
Not so with D&D. In so many ways, D&D was
more of a lifestyle choice than a "harmless diversion." Indeed, the
closest equivalent I can think of is the children's game of "make
believe," in which a group of kids pretend to be in various social and
occupational roles--such as a father, doctor, superhero, and so on. The
other kids will "go along" with the fantasy, helping to perpetuate it
(generally in return for similar reinforcement from the other
children). For instance, two boys will take turns being the "cowboy or
the Indian," or I suppose nowadays the "Republican and the terrorist"
or some such nonsense. Often enough, these games can get quite
elaborate, with imaginary pals, exotic fictional settings, and plenty
of simulated action. I must confess to having played many such games
with my younger sister, when we "went on vacation" to all sorts of
fantastic locales. Of course, once a kid gets to a certain age, playing
"make believe" seems too juvenile or irrational to engage in (at least
openly), so all of these impulses are repressed--at least until D&D comes
onto the scene. Suddenly, playing "make believe" is back, and players
can enjoy the activity without being accused of being immature or
schizo. Indeed, the strength of D&D lies in its
combination of make-believe, play-acting, and a logical, math-based
rule system. As Johan Huizinga illustrates in his book Homo Ludens, such
play is a vitally important part of learning. The more kids get to play
"make believe," the more intelligent they become! As Steven Johnson would say, playing D&D makes you smarter!
Sadly,
when enough "concerned" citizens realized that so many young people
were having so much fun playing this new game, they began insinuating
and then outright accusing players of engaging in a "Satanic ritual"
or, at the very least, dangerously influenced by hidden subliminal
content (for a sickening example, see this analysis of a Chick tract). We might perhaps be more sympathetic to these folks; they knew just enough about D&D to
make them dangerous. For instance, they quickly learned that they
involved graphic violence, magic (or, "witchcraft"), and often demonic
forces (dragons, hell hounds, demons). No doubt, walking by and hearing
a 7-year old cry, "I summon forth a black demon to annihilate your
cleric!" was enough to convince any well-meaning parent that something
odd was going on here. Furthermore, as then as well as now,
occasionally news surfaced of some genuinely disturbed gamer performing
some horrific crime and then blaming it all on the game. The same could
be said about the D&D-themed "heavy metal" music of the
era. Obviously, Iron Maiden or Judas Priest was a powerful catalyst for
evil during all those dice rolls for initiative. The fact that so many
people are still willing to buy into this rubbish is far more fearful
than any demonic foe encountered in a D&D session! Ironically enough, many of the friends I played D&D with
were far more devout Christians than anyone else I knew. Even the ones
who weren't religious tended to live more morally upright and ethical
lives than most other folks--another reason, no doubt, for religious
hypocrites to despise them.
Still, no matter how someone feels about the moral influence of D&D,
no one can deny it played a highly constructive role in developing the
computer game industry. Besides creating a new type of person--the
"gamer," and sowing a generation with seeds of creativity and
imagination, adapting D&D for computers became one of the
Holy Grails of early computer programming. Although many game
historians cite Richard Garriott's Akalabeth as the first CRPG, we can find earlier precedents in the world of mainframes.
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