Classic RPG Archive

Dark Delve: A New Grid-Based Dungeon Crawler RPG

Dark Delve

Dark Delve -- a new indie RPG from Checkmark Games

About a year ago, I posted an article to this blog lamenting the dearth of grid-based dungeon-crawlers. Well, Mark Harvey of Checkmark Games actually decided to do something about it. Basically a one-man development team, Harvey recently launched Dark Delve as an Xbox Live Indie Game. This game is exactly what I was pining for.

In the spirit of games like the original Bard’s Tale and Might & Magic series, Dark Delve finds you creating a party of four adventurers to explore a massive, grid-based dungeon. If, like me, you are over the age of thirty with fond memories of looting dungeons on an Apple IIc (or if you are a youngster with a taste for classic CRPGs), you owe it to yourself to at least download the free demo of this game. (The full version is a steal at 80 Microsoft Points / one U.S. dollar.)

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Ultima, The Bard’s Tale, and Might & Magic – Where are the Real Sequels?

Classic RPG boxes

Gone ... and soon forgotten?

When it comes to bleeding a franchise dry, no sector of the entertainment industry is as efficient and mercenary as the video game industry.  The moment a game enjoys even a modicum of success, it is guaranteed to spawn endless sequels, delivered annually if possible, until the interest of the last possible buyer has been exhausted.

Except classic western RPGs.

We can count on new Mario, Tomb Raider, and Call of Duty games.  These and other games will continue to receive sequels far into the future.  Meanwhile, most of the classic RPG series of the past have vanished, remembered only by gamers old enough to have played them on an Apple IIc or a 386.

There was a day when the shelves of my local Egghead Software proudly displayed big, colorful boxes, heavy with thick manuals and cloth maps.  The titles on these boxes – Wizardry, Ultima, Might & Magic – marked these games as new installments in storied RPG series that many (or at least, I) believed would continue for as long as gamers played RPGs on computers.

Obviously, I was wrong.

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Turn-Based Combat in Western RPGs – A Eulogy

SSI Gold Box Combat

Turn-based combat in SSI's "Gold Box" series of AD&D CRPGs.

In the early days of computer and console role-playing games, turn-based combat was the norm.  This was not a compromise imposed by technological constraints, as one might suspect.  Most early computer and console video games, influenced by the arcade, were twitch-based action games.  Including real-time combat in an RPG would have been no more difficult than including it in any other genre.  Early RPGs like Wizardry, Might & Magic, Ultima, and The Bard’s Tale adopted the turn-based combat mechanic by choice, because their designers took their cues from pen-and-paper RPGs like Dungeons & Dragons, which employed turns and dice rolls to simulate combat.  This design resulted in combat systems that challenged a player’s ability to build and develop characters, and to think tactically in battle, rather than relying on fast reflexes and gamepad (or, at the time, joystick) mastery.

Some of these games, like The Bard’s Tale, presented turn-based combat as a series of menu choices.  The player would consider the strength and number of the enemy, the hit points and supplies of his or her party, and then select (for example) to Attack, Defend, Cast Spell, or Flee.  Other RPGs, like Ultima 3 and SSI’s Gold Box series of AD&D games, presented combat on a separate battle screen, where the player and the computer took turns moving party members and enemies around a map like figurines in a tabletop war game.

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Another Video Game Website? Why?

Dragon Age

Dragon Age: Origins -- an old school RPG with (mostly) modern graphics

I started this blog because if there’s one thing the Internet needs, it’s more video game websites.  

Just kidding.   

But I do think that I can add something meaningful — or at least entertaining — to the conversation. 

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