Posted October 29, 2019
I have been thinking about certain features in CRPGs (to be clear, this includes both WRPGs and JRPGs) and about the origins of some of them, and I am wondering if anybody knows anything I don't. In particular, I am wondering if any CRPGs have done these things before. Here are some examples:
In the original Dragon Quest:
* You can only rest at the inn in town, but doing so fully restores you and has no risk (other than the cost of the inn itself).
* During combat, accuracy isn't stat based; instead, each enemy has a low chance of evading an attack. The game is designed so that attacks will only rarely miss, in contrast to many WRPGs of the time (and for many years afterwords) where misses were common place. (This is actually a common difference between WRPGs and JRPGs, though the early Final Fantasy games were actually more like WRPGs in this respect. I note that, in AD&D (1e and 2e), a level 1 fighter with no bonuses would only have a 55% chance of hitting a creature with AC 10.)
* Similarly, armor didn't help you avoid attacks (which you actually can't in this game), but would instead reduce the damage received when you do get hit.
In Might and Magic 1:
* Resting can be done in arbitrary places, but doing so would cause you to risk being attacked. (In Wizardry, resting could only be done in town, and healing that way was slow, expensive, and could age your character, so this is a nice improvement, and Ultima 1-3 lacked any such resting mechanic.)
Ultima 1 would allow you to save anywhere on the world map. Some later CRPGs would allow you to save anywhere. (What was the first one? Permadeath games (like roguelikes) don't count. The first one I played was the original SaGa (Final Fantasy Legend on the Game Boy) but I wouldn't be surprised if it appeared on some computer games before.)
So, any one have any knowledge of when these CRPG features first appeared?
In the original Dragon Quest:
* You can only rest at the inn in town, but doing so fully restores you and has no risk (other than the cost of the inn itself).
* During combat, accuracy isn't stat based; instead, each enemy has a low chance of evading an attack. The game is designed so that attacks will only rarely miss, in contrast to many WRPGs of the time (and for many years afterwords) where misses were common place. (This is actually a common difference between WRPGs and JRPGs, though the early Final Fantasy games were actually more like WRPGs in this respect. I note that, in AD&D (1e and 2e), a level 1 fighter with no bonuses would only have a 55% chance of hitting a creature with AC 10.)
* Similarly, armor didn't help you avoid attacks (which you actually can't in this game), but would instead reduce the damage received when you do get hit.
In Might and Magic 1:
* Resting can be done in arbitrary places, but doing so would cause you to risk being attacked. (In Wizardry, resting could only be done in town, and healing that way was slow, expensive, and could age your character, so this is a nice improvement, and Ultima 1-3 lacked any such resting mechanic.)
Ultima 1 would allow you to save anywhere on the world map. Some later CRPGs would allow you to save anywhere. (What was the first one? Permadeath games (like roguelikes) don't count. The first one I played was the original SaGa (Final Fantasy Legend on the Game Boy) but I wouldn't be surprised if it appeared on some computer games before.)
So, any one have any knowledge of when these CRPG features first appeared?