Summary

Fans think ofFinal Fantasywhenever the word “RPG” comes up, especially since the franchise may as well have “grown up” with the genre. Continuously defying its series title is a roster ofFinal Fantasygames that challenge the limitations of its respective platforms, with hallmarks such asFF7, FF10, andFF14being considered some of the best entries in the franchise.

However, despite the firstFinal Fantasygame being released in 1987, other RPGs still existed that attempted to ignite the love of gamers towards the genre. Before there were the Warriors of Light, there were other heroes and legends, all boasting unique mechanics that tried to demonstrate feats of magic and swordsmanship in what limited hardware gaming had at the time.

Dungeons of Daggorath

1982

Genre

Fantasy

Despite the rudimentary 3D graphics ofDungeons of Daggorath, its adoption of monochromatic 3D maze mechanics transformed it into one of the originators offirst-person, real-time RPGsin the current market. In the game, players are tasked to defeat a wizard who has recently amassed great power. To do so, players need to traverse a wireframe 3D maze while they equip themselves with items and slash their way to victory. Unlike other RPGs where there are specific keys to attack,Dungeons of Daggorathuses a text-based interface for commands.

When combined with the game’s heartbeat health gauge, the typing mechanics madeDaggorathquite an intense experience. The specificity of commands also added an extra layer of depth to the game, as players had to “Pull Right (Weapon)” to unsheathe their right weapon and then “Attack Right” to attack with it. Since things are happening in real-time, players need to memorize their abbreviations, such as “P R (W)” and “A R.”

Dragon Slayer 2 Xanadu

While its predecessor,Dragon Slayer, took the top-down dungeon-crawling format ofThe Tower of DruagaandPanoramaand added a rudimentary progression system for a roleplaying twist,Xanadu: Dragon Slayer 2introduces a full-fledged leveling system within its real-time hack-and-slash combat, making the game one of the first “true” action RPGs to hail the market. The game switching between side-scrolling exploration and top-down combat also became a foundational mechanic forthe Metroidvania genre.

While much of the leveling happens during combat,Xanaduhas complex mechanics that force players to think about gameplay. Gear such as weapons and armor level up over time, with non-spawning enemies encouraging more tactical progression on the part of players to not waste time leveling weak armaments. A Karma system is also introduced in the game, where killing “good” enemies can discourage the temple, allowing players to level up until they complete certain requirements.

Rogue 1980

1980

Platforms

Amiga, Amstrad CPC, Atari 8-bit, Atari ST, Commodore 64, CP/M, DOS, Macintosh, TOPS-20, TRS-80 CoCo, Unix, ZX Spectrum

WhileRogueisn’t necessarily the first game to implement procedurally generated dungeon crawling, its combined elements specifically made the game a predecessorto roguelike RPGs. Set in a dungeon, players take on the role of adventurers as they seek the Amulet of Yendor in its lowest level. Unlike other games,Rogueprocedurally creates its dungeons for each playthrough, with player characters suffering permadeath if they fail to contend with the game’s many beasts.

Akalabeth: World Of Doom

Unlike other dungeon-crawlers at the time,Rogueis the first to implement the key characteristics of roguelikes today: overhead exploration, randomly generated regions, permadeath, and fantasy-themed items to improve the player’s progress. WhileRogue’s initial ideas didn’t have as much depth as a traditional RPG, its new elements made the roguelike an interesting form of execution.

1979

Ultima 1: The First Age Of Darkness

While technically considered to be the “first” game in Richard Garriott’s iconicUltimaseries, what makesAkalabetha standout in gaming is the title being one of the earliest examples of a “true” RPG. Inspired by his sessions ofDungeons & Dragonsand Tolkien’s Middle-earth, then-hobbyist Garriot attempted to bring TTRPG mechanics to computers. As a result,Akalabethplays in two perspectives: a top-down view where player characters can explore an overworld and a rudimentary first-person dungeon view where players fight monsters.

Key to the legacy ofAkalabethare gameplay components that eventuallycarried over to theUltimaseriessuch as first-person dungeoneering, food-based survival, and Elizabethan English. However, game components such as top-down overworld exploration, food-based survival, and hotkeyed commands would eventually form some of the central mechanics of modern-day CRPGs as well.

Wizardry - Proving Grounds of the Mad Overlord

June 1981

Apple 2, Apple 2GS, Atari 8-bit, Commodore 64, DOS, FM Towns, MSX2, NEC PC-8801, NEC PC-9801, Sharp X1

Serving as the continuation ofAkalabeth, players ofUltima 1: The First Age of Darknessbecome heroes who answer the call of Lord British (Garriot’s self-insert and nickname) in their fight against the wizard Mondain and bring peace back to Sosaria. Unlike other RPGs at the time,Ultimapaved the foundations ofthe open-world genre, providing an expansive overworld where players visit different towns and castles, each populated by NPCs, merchants, and nearby dungeons.

The Bard’s Tale

The game also popularized more sophisticated character progression, similar toDungeons & Dragons.Character creation inUltimaconsists of distributing stats and further improving them based on choices of race and class. Much likeAD&D 1e, which was popular at the time,Ultimaalso requires players to eat and purchase a regular supply of food or die outside of combat.

September 1981

Apple 2, C64, C128, FM-7, Game Boy Color, Macintosh, MSX2, NEC PC-9801, NES, IBM PC, Sharp X1, Super Famicom, TurboGrafx-16

The adventuring party has become one of the most pivotal aspects of a roleplaying game, withWizardry: Proving Grounds of the Mad Overlordintroducing the potential of party customization and progression as a key part of an RPG’s gameplay loop. While not the first RPG per se,Proving Groundsbecame close to fully replicating a TTRPG with technology at the time. Similar to its inspiration inDungeons & Dragons, players ofProvingalso form a party using a combination of races, alignments, and classes.

Ultima 3: Exodus

On top of revolutionizing theparty-customization aspect of RPGs,Proving Groundsalso became the first “dungeon crawler,” with its plot primarily revolving around players looking for an amulet in overlord Trebor’s dungeons. The first versions ofProving Groundswas also known for its notorious difficulty, with players only being able to save the game outside the dungeon; a party-wipe would force a full restart.

December 1985

Amiga, Amstrad CPC, Apple 2, Apple 2GS, Atari ST, Commodore 64, DOS, Macintosh, NES, PC-98, Windows, Xbox One, ZX Spectrum

Set in the town of Skara Brae, plagued by an eternal winter, players ofThe Bard’s Talehave to assemble a ragtag team of adventurers to save the town from the evil wizard Mangar. Unlike other dungeon crawlers,The Bard’s Taleis largely set in Skara Brae, stylized as a large city map, interspersed with special above-ground buildings and underground dungeons consisting of castles, catacombs, cellars, and sewers.

Dungeon Master

The game itself takes cues from RPGs already present at the time, with players being able to create a party of six different classes with special abilities. Of note is the Bard, whose songs can buff the party or solve puzzles. Fans ofThe Bard’s Talepraise its solid combination of exploration and puzzle-solving alongside combat, both of which offer a feeling of being inaD&Dadventure.

June 11, 2025

Amiga, Apple 2, Atari 8-bit, Atari ST, Commodore 64, MS-DOS, FM-8, MSX2, Macintosh, NEC PC-8801, PC-98, NES, Sharp X1

Despite being the fourth entry in theUltimafranchise,Ultima 3: Exodusstill found ways to improve the beloved core gameplay elements of its predecessors. TheRPG’s stronger writingtook players ofExodusback to Sosaria to stop a rampaging Exodus, the main villain who turned out to be the creation ofUltima 1and2’s antagonists. On top of graphical improvements, such as fully 3D dungeons,Exodusalso vastly improves upon its main mechanics. Players now create a party of four characters, building a team from up to 11 Classes, five Races, and special abilities that affect the overworld.

Dragon Quest 1

A key improvement inExodusis a more strategic emphasis on combat, where players now have full control over their party’s actions. Synergizing class setups and actions became a crucial part of surviving the game’s tough encounters, makingExodusbecome somewhat of a prototypal tactical RPG.

July 11, 2025

Atari ST, Amiga, Apple 2, MS-DOS, SNES, TurboGrafx-CD, X68000, PC-9801, FM Towns

Released just days beforeFinal Fantasy’s July 10, 2025, debut,Dungeon Masterevolved traditionalD&D-style top-down RPGs with its own take on a compelling roleplaying experience. After selecting four champions among 24 pre-generated characters, players venture into a fully interactive dungeon as they try to retrieve the Firestaff to defeat Lord Chaos. Aside from deviating from traditional top-down gameplay,Dungeon Mastermakes use of real-time combat elements from a first-person perspective.

Combined with its array of sound effects and animations,Dungeon Masterwas considered one of the most in-depth RPG experiences of its time.Dungeon Masteralso popularized usage-based skill progression and the paper doll inventory interface. Such was the impact ofDungeon Masterthat the game may have been the basis ofThe Elder Scrolls' ownusage-based skill progression, and the paper doll inventory is popular in most RPGs today.

Despite its initial lackluster sales and overall limited condensed gameplay compared to releases such asUltima 3and even the impact ofFinal Fantasy, many attribute the core aspects of the JRPG toDragon Quest. Also calledDragon Warriorin itsinitial western release,Dragon Questtasks the player to become the Dragon Warrior and rescue the princess of Alefgard from the evil Dragonlord.

At first glance, its turn-based mechanics and having only one character is a far cry fromFinal Fantasy’s own party-based system. However, whereDragon Questshines is its overall cultural impact. Its soulful soundtrack and art fromDragon Ballcreator Akira Toriyama breathed a more vibrant anime-esque appeal to a genre whose art is commonly associated with medieval fantasy imagery. When combined with the rest of its elements,Dragon Questformed the archetypal JRPG with its 2D graphics, a vibrant top-down overworld, and even the occasional romance.