Although thousands
of people may have had their first CRPG experience on a mainframe, most
of us would kill our first digital dragon on a personal computer.
Although exact dates are hard to come by, we can say that as early as
1979, at least two commercially-published CRPGs were available for home
computers. One of these was developed by a high schooler named Richard
Garriott, who was sufficiently enamored with D&D to call himself "Lord British." Garriot's game, Akalabeth: World of Doom,
featured wire-frame graphics in first-person perspective (other parts
offer top-down perspective), and was, in many ways, far ahead of its
time. Akalabeth was only available for the Apple II, and some
controversy exists over whether it was first published in 1979 or a
year later. Garriott insists that it was released in 1979, although the
first disks and cassettes had copyright 1980 on their label. The other
game was Dunjonquest: Temple of Apshai, by Automated Simulations, Inc. (later re-named Epyx). Temple of Apshai was the first of a five-game series, though only the three games making up the "Apshai trilogy" are well known today. Temple of Apshai was
first available on the TRS-80 platform, then the Commodore PET, but was
later ported to the Apple II (1980), Atari home computer (1981), DOS
(1982), and finally to the Commodore 64 and Vic 20 in 1983. Let's take
a look at Akalabeth first.
By all accounts, Garriott was both a big fan of Tolkien and of Dungeons & Dragons. The name Akalabeth, for instance, is taken from one of Tolkien's more obscure works, The Silmarillion. The game was written in BASIC, a
fact that makes the game all the more impressive from a technical
perspective (and allowed players to cheat or modify the game as they
saw fit). As mentioned above, the game features wire-frame first-person
perspective, but switches to a top-down view when the player is on the
surface. This innovation would be seen in countless later CRPGs. Akalabeth's story
is straightforward enough. Lord British, "Bearer of the White Light,"
has recently driven the evil wizard named Mondain from the kingdom of
Akalabeth, but Mondain's monsters still dwell in dungeons below the
surface. The player's task is to descend into these dungeons,
slaughtering foes and venturing to the surface to purchase equipment
and procure new quests from British. British will raise the character's
attributes upon completing quest--as well as give him (or her?)
opportunities to advance in rank, such as from peasant to knight. These
quests involve finding and killing increasingly difficult critters.
When players begin Akalabeth, they
are presented with a few text screens with information about the game.
The first establishes the back story. Subsequent screens tell players
what "strength" and "dexterity" are good for, a list of keyboard
commands, and so on. Finally, players are given the choice between
playing a fighter or a magi. As might be expected, the fighter can't
use "the magic amulet," whereas the magi can't fight with rapiers or
bows (though axes are allowed). The magic amulet was an unpredictable
item--sometimes it even turned the player into a powerful Lizard Man.
Finally, although the players can select a difficulty level from 1 to
10, the game is still challenging since the character gobbles up food
with every step. If the food supply runs out, it's game over--a
situation that can easily put even the most powerful players into an
unwinnable situation. To make matters even worse, thieves roaming about
the dungeons are more than adept at swiping your character's
gear--carrying a few extra of each item is probably a wise precaution.
I
can't spell, have no grammar techniques, and have read less than
twenty-five books in my life. -- Richard Garriot (Lord British), as
quoted in Hackers by Steven Levy
Akalabeth (1980): Kill this thief quickly,
or he'll swipe your gear!
Unlike Akalabeth, which is easily found online and also available in some Ultima compilations, Dunjonquest: Temple of Apshai is a very difficult game to come by. Epyx re-released three games in this series as the Apshai Trilogy in
1983, which featured updated graphics. Try as I might, the only version
of the original game I could find in working condition was the Coleco
Adam version! Unfortunately, that version is comparatively crude to the
versions offered on other platforms and probably not very
representative. The Trilogy is very easy to find on a variety
of platforms, however. I played the Apple II version, which I hope is
at least similar to the original.
Anyway, I was
able to find a scan of the original manual, which is a true treasure
for any historian interested in the early history of CRPGs. Back in
1979, game developers couldn't expect players to already be familiar
with most of the conventions of the genre (they didn't even exist,
yet!). What's interesting about the Apshai manual is the
great lengths it goes to try to convince players they should give RPGs
a chance. I'll quote an excerpt here from the manual's introduction:
Did
you grow up in the company of the Brothers Grimm, Snow White, the Red
Fairy Book, Flash Gordon serials, The Three Musketeers, the knights of
the Round Table, or any of the three versions of the The Thief of
Bagdad? Have you read the Lord of the Rings, the Worm Ouroboros, The
Incomplete Enchanter, or Conan the Conqueror? Have you ever wished you
could cross swords--just for fun--with Cyrano or D'Artagnan, or stand
by their sides in the chill light of dawn, awaiting the arrival of the
Cardinal's Guard? Ever wondered how you'd have done against the Gorgon,
the hydra, the bane of Heorot Hall, or the bull that walks like a man?
(...) If any or all of your answers are "yes," you're a player of
role-playing games--or you ought to be.
The
manual goes on at some length in this vein. "RPGs allow you a chance to
step outside a world grown too prosaic for magic and monsters," it
claims. Although players may be total losers in the "real world," the
RPG offers them a chance to test their true mettle. Furthermore, RPGs
"can and often do become, for both you and your character, a way of
life."
What's even more interesting is how the
manual introduces CRPGs as a more convenient way to role-play.
"Ordinary role-playing games require a group of reasonably experienced
players, an imaginative dunjonmaster willing to put in the tremendous
amount of time necessary to construct a functioning fantasy world, and
large chunks of playing time." Indeed, "twenty-hour marathons are not
unheard of." What the CRPG offers is a pre-constructed world and
automatic handling of all those complicated math problems. "While there
are greater practical limits to your actions that is usually the case
in a non-computer RPG, there are still a large number of options to
choose from." Indeed, many of the more intriguing features of the game
seem to be attempts to bridge the gap between RPGs and CRPGs. For
instance, instead of merely buying items for a set price, players must
haggle with the storekeeper. Furthermore, much of the in-game text is
"in character," with "Medieval" tendencies like using "ye" for "you"
and "thy" for "your." The manual also includes textual descriptions of
each room of the dungeon--probably a concession to the limited memory
of early home computers. Interestingly, though, this same "feature"
would show up in some later games, particularly Pool of Radiance. My guess is that by then, placing important information in a game manual was a subtle form of copy protection.
Temple of Apshai: Players could get textual
descriptions by looking up the "Room No."
in the manual.
Perhaps the most intriguing aspect of the Apshai series
is its combat system. The manual claims that the developers were
inspired by "historical research, a knowledge of various martial arts,
and practical experience in the Society for Creative Anachronisms." At
any rate, a "fatigue" system that limits how often you can attack and
how far you can run (your character's wounds and the weight of his
equipment also influences the fatigue rate). The character can also
"hearken," or listen for the presence of a monster in an adjoining
room, and even try to talk monsters out of combat. If your character
dies, he will suffer one of four fates--either consumption by a roaming
monster, or rescue by a dwarf, mage, or cleric. If it's the dwarf or
mage, your character will lose equipment. Temple of Apshai was quickly followed up by Datestones of Ryn, Morloc's Tower, and Curse or Ra. The other Apshai games included Upper Reaches of Apshai and Gateway to Apshai. Epyx released the Trilogy compilation
for a variety of platforms in 1983, but perhaps the best of these was
the Commodore Amiga version released in 1986. Anyone seriously desiring
to play the series today will prefer the Amiga version's enhanced
graphics and control scheme.
I
jumped every time one of those swamp rats appeared. My sword arm got
sore from gripping the hilt of the joystick, and there are wrinkles in
my permanent-press armor from hours in front of the monitor. -- Steve
Hudson on Gateway to Apshai, from COMPUTE! ISSUE 60 / MAY 1985 / PAGE 56
Although neither Temple of Apshai nor Akalabeth are
particularly playable today, their historical value cannot be
overestimated. Both games were successful in their own right, and
helped launch vitally important series (particularly Akalabeth, which led to the Ultima series).
However, the genre was still crude and left much to be desired in terms
of interface and design. There was tremendous room for extensive
development. Although the "Golden Age" of CRPGs wouldn't happen until
the mid to late 80s, the "Silver Age"--which we'll discuss
next--introduced some games that are still playable and rewarding today.