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Re: What was the first RPG?
In article <lynnjDJw7KC.CKq@netcom.com>, lynnj@netcom.com (Lynn Johannesen) says:
>Fredrik Ekman (ekman@lysator.liu.se) wrote:
>: I am wondering what the very first computer RPG was. I used to believe
>: that it was Rogue (released in 1983, I think),
>I saw Hunt the Wumpus on a toy computer (KIM, I think it was called)
>in 1978. I only had that job 6 months, so I'm sure of the year.
>The mainframe Dungeon (the predecessor of Zork) was also around in
>that timeframe; its history is rather mysterious, I think because its
>author wrote it at DEC while he was supposed to be doing something else,
>and is a little paranoid about talking about it. He wasn't one of
>the guys who went on to found Infocom, I don't think. (Based on
>rumor from a DEC engineer who worked there at the same time.)
>Original Adventure was by Crowther & Woods. The Scott Adams adventures
>came later. (That's not the same guy who writes Dilbert BTW.)
>None of those are RPGs. The first RPG would be either Akalabeth
>(which I never played) or Wizardry 1. We have a firm date of 1981
>on the latter. Can anybody supply a date for Akalabeth?
Rogue was out long before 1983. It was unofficially available on college
campus mainframes for years prior to commercial release. I believe that
it was floating around in the mid '70s. Long before Akalabeth. Rogue
was the original "alphabet" game and most likely should be considered as
the precursor to today's RPG genre. You had the basic RPG-required
concept of "character management" to keep your character alive.
Decision-making is the main key to RPG definition, IMO.
As for definition of RPGs, it fits as well as Akalabeth; which was just
Rogue with stickmen and some text. Defining RPGs is the sticky point in
this and has lead to some great flamewars. RPGs, IMO, were out long
before Akalabeth or Wizardry. Graphics do not an RPG make. I believe
that an RPG, among other things, requires a nonlinear approach, the
development of characteristics that influnce the approach to the game, the
naming of the character (important, but not essential), and a degree of
"character management" by the player. By the last, I mean you have the
responsibility of when to heal, eat, drink, etc. to varying degrees to
keep your character alive. Here is where many do not fit the RPG concept.
Rogue fits these in a rudimentary way, as should be expected from the
early development of any concept. You could explore every room, or not;
as you chose. You could fight, or run away. You decided what armor,
weapons, clothes, etc to wear/use. You chose what potions/scrolls to use
and when/where. No two players (or games) were ever the same; nor required
to be.