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The Legend of Zelda 1986 (Real time combat and more control in the open
world considered a forerunner of modern RPGs, especially non-linear ones,
added saves)
Dragon Quest (Dragon Warrior) 1986 (Seen as the template for RPG games
made screenwriting important)
Manic Mansion 1987 (Overhauled core gameplay to focus on the narrative the
definitive shift towards modern adventure games became the accepted
standard for point and click, even coined the phrase cutscene)
The Secret of Monkey Island 1990 (Poster child for adventure games in the era,
used three trials structure to split up tasks so players wouldnt get stuck so
easily)
Final Fantasy IV 1991 (Character-driven plot, seen as landmark RPG for
dramatic storytelling, getting attached to characters etc.)
Ultima Underworld: The Stygian Abyss 1992 (Technological milestone, 3D world
with sloped surfaces, complex levels and immersive dungeons unparalleled)
Secret of Mana 1993 (Great combination of graphics, huge world, real time rpg
combat)
Myst 1993 (Video game narrative starting to mature, became the precursor to
narrative puzzle games)
Rise of the Robots 1994 (Motion capture)
Final Fantasy VII 1997 (Pre-rendered cutscenes)
Half-Life 1998 (No cutscenes, events play out in front of the player while they
maintain control of the character for immersion)
Planescape: Torment 1999 (Definitive narrative experience which uses
gameplay for narrative purposes)