183-586: Phantasy Star Online is an online role-playing game (RPG) developed by Sonic Team and published by Sega in 2000 for the Dreamcast . It was the first successful online RPG for game consoles ; players adventure with up to three others over the internet to complete quests, collect items and fight enemies in real-time action RPG combat. The story is unrelated to previous games in the Phantasy Star series . Before Phantasy Star Online , online gaming
366-417: A boss is a significantly powerful non-player character created as an opponent to players. A fight with a boss character is referred to as a boss battle or boss fight . Bosses are generally far stronger than other opponents the players have faced up to that point in a game. Boss battles are generally seen at climax points of particular sections of games, such as at the end of a level or stage or guarding
549-625: A jidaigeki -themed martial arts action game where player samurai fight a number of swordspeople before confronting a more powerful boss samurai. SNK 's Sasuke vs. Commander , released in October 1980, is a ninja-themed shooting game where the player character fights enemy ninjas before confronting bosses with various ninjutsu attacks and enemy patterns. It was one of the earliest games with multiple boss encounters, and one of SNK's earliest games. Phoenix , released in December 1980,
732-450: A big open world , and let you do whatever you like [which makes it] difficult to tell a compelling story." Hironobu Sakaguchi noted that "users like to categorise" WRPGs as "a sort of different style, born from first person shooters." In recent years, some have also criticized WRPGs for becoming less RPG-like, instead with further emphasis on action. Christian Nutt of GameSpy states that, in contrast to JRPGs, WRPGs' greater control over
915-541: A bonus. In North America, which Naka believed would be the biggest market, Phantasy Star Online was released on January 30, 2001. It sold 75,000 copies there on the first day and was the bestselling game that week. Sega's North American online gaming service SegaNet was not required for online play. While the Japanese version supported the modem and broadband adapters , the North American release did not support
1098-536: A boss battle, but later appear as a regular enemy, after players have become stronger or had a chance to find more powerful weaponry. Many games structure boss battles as a progression of distinct phases in which the boss produces different or additional hazards for players. This is often reflected by a change in the appearance of the boss, or by a boss displaying increased frustration. The Legend of Zelda series and games inspired by it are recognized for having dungeons with bosses that are specifically vulnerable to
1281-679: A boss fight was the 1975 RPG dnd . The concept has expanded to other genres, like rhythm games , where there may be a "boss song" that is more difficult, or a high-difficulty, computer-controlled opponent in sports games . In multiplayer online battle arena games, defeating a map boss usually requires teamwork of two or more players, but it brings various benefits to the team, such as buffs or lane push power. Some games, such as Cuphead , Furi and Warning Forever , are centered around continual boss fights. Bosses are usually harder to beat than regular enemies, have higher health points, hence can sustain more damage and are generally found at
1464-810: A boss. They come in many variations, such as the Chargin' Chuck Swarm encountered in Mario & Luigi: Paper Jam , the Armos Knights from The Legend of Zelda: A Link to the Past or the Battle of 1000 Heartless from Kingdom Hearts II . A main requirement with most wolfpacks is that the whole group must be defeated in order to win; in order to prolong the fight, many wolfpacks, particularly in games with turn-based combat in lieu of real-time, will summon reinforcements to replenish their lost numbers. An example of this
1647-468: A branded memory card was canceled and the memory card sold separately on Sega's website. Early copies of the game included a demo for Sonic Adventure 2 . Phantasy Star Online was released in Japan on December 21, 2000. The language could be changed to English or any of the other supported chat languages, making it "import-friendly". Naka had hoped for a simultaneous global release, but the western release
1830-503: A concept that Kung-Fu Master designer Takashi Nishiyama later expanded on when he created the fighting game Street Fighter (1987) at Capcom . The term "boss" was used in reference to the game's final boss by Mike Roberts in a review of the game published in the May 1985 issue of British magazine Computer Gamer , while he used the term "super baddies" for the end-of-level bosses. Sega's arcade game Fantasy Zone (1986) popularized
2013-488: A final boss in Zelda II: The Adventure of Link ). A superboss is a type of boss most commonly found in role-playing video games . They are considered optional enemies and do not have to be defeated to complete the game. However, not all optional bosses are superbosses. They are generally much more powerful than the bosses encountered as part of the main game's plot or quest , more difficult even than
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#17327795456162196-409: A finite number of points to the attributes of their choice. Gaining experience will also unlock new magic spells for characters that use magic. Some role-playing games also give the player specific skill points , which can be used to unlock a new skill or improve an existing one. This may sometimes be implemented as a skill tree. As with the technology trees seen in strategy video games , learning
2379-549: A gamemaster. Exploring the world is an important aspect of many RPGs. Players will walk through, talking to non-player characters , picking up objects, and avoiding traps. Some games such as NetHack , Diablo , and the FATE series randomize the structure of individual levels, increasing the game's variety and replay value. Role-playing games where players complete quests by exploring randomly generated dungeons and which include permadeath are called roguelikes , named after
2562-449: A greater degree in the early 1990s. As console RPGs became more heavily story-based than their computer counterparts, one of the major differences that emerged during this time was in the portrayal of the characters. Console RPGs often featured intricately related characters who had distinctive personalities and traits, with players assuming the roles of people who cared about each other, fell in love or even had families. Romance in particular
2745-647: A hold as they had in the West due to their cost; there was little market for Western-developed games and there were a few Japanese-developed games for personal computers during this time such as The Black Onyx (1984) which followed the Wizardry / Ultima format. With the release of the low-cost Famicom console (called the Nintendo Entertainment System overseas), a new opportunity arose to bring role-playing games to Japan. Dragon Quest (1986)
2928-759: A large number of Western indie games are modelled after JRPGs, especially those of the 16-bit era , partly due to the RPG Maker game development tools . Another oft-cited difference is the prominence or absence of kawaisa , or "cuteness", in Japanese culture, and different approaches with respect to character aesthetics. WRPGs tend to maintain a serious and gritty tone, whereas JRPG protagonists tend to be designed with an emphasis on aesthetic beauty, and even male characters are often young, androgynous , shōnen or bishōnen in appearance. JRPGs often have cute characters, juxtaposed with more mature themes and situations; and many modern JRPGs feature characters designed in
3111-641: A little box doesn't mean it belongs there." Nick Doerr of Joystiq criticizes the claim that JRPGs are "too linear", pointing out that non-linear JRPGs are not uncommon—for instance, the Romancing SaGa series. Likewise, Rowan Kaiser of Joystiq points out that linear WRPGs were common in the 1990s, and argues that many of the often mentioned differences between Eastern and Western games are stereotypes that are generally "not true" and "never was", pointing to classic examples like Lands of Lore and Betrayal at Krondor that were more narrative-focused than
3294-404: A lobby where they can chat and organize teams of up to four. Team members can communicate by typing using a physical or onscreen keyboard, even when in different environments. Preset phrases are automatically translated between languages, and custom emoticons are also supported. Players can also exchange "guild cards" to exchange private messages and see when the other is online. After organizing
3477-423: A major challenge in order to progress to the next area, and this structure can be compared to the boss characters at the end of levels in action games . The player typically must complete a linear sequence of certain quests in order to reach the end of the game's story. Many RPGs also often allow the player to seek out optional side-quests and character interactions. Quests of this sort can be found by talking to
3660-459: A mixed class, such as a fighter who can cast simple spells. Characters will also have a range of physical attributes such as dexterity and strength, which affect a player's performance in combat. Mental attributes such as intelligence may affect a player's ability to perform and learn spells, while social attributes such as charisma may limit the player's choices while conversing with non-player characters. These attribute systems often strongly resemble
3843-503: A month. To make the game more viable for Nintendo's family-oriented consumers, Sonic Team added a split-screen multiplayer mode. Since the GameCube had no out-of-the-box network capabilities, Nintendo developed a modem and broadband adapter and sold them separately. The servers were maintained by Sega. GameCube players could not play with Dreamcast players. Phantasy Star Online: Episode I & II comprises two "episodes": Episode I
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#17327795456164026-777: A more detailed version of the regular ending. Examples of a "true final boss" include the Radiance in Hollow Knight and the Moon Presence in Bloodborne . The term "Foozle" is used to describe a cliché final boss that exists only to act as the final problem before players can complete the game. Scorpia stated in 1994 that "about 98% of all role-playing video games can be summed up as follows: 'We go out and bash on critters until we're strong enough to go bash on Foozle. ' " A precursor to video game boss fights
4209-498: A new challenge mode, and new items. Episode I & II was ported to Xbox on April 15, 2003. Servers were hosted through Xbox Live and did not interface with the GameCube or Dreamcast servers. Because of its Xbox Live foundation, the Xbox version supports voice chat but did not connect players across regions. The game required an Xbox Live account to play online or offline; as the game was packaged with Xbox Live in Japan, to localize
4392-444: A new difficulty mode for players over level 80, a battle mode that pits players in one-on-one or team battles, a soccer minigame with balls shaped like characters from ChuChu Rocket!, new weapons and monsters, gameplay balance alterations, day and night effects, an improved user interface, and two new areas exclusive to online quests. Ver. 2 also adds a challenge mode, which places teams in a stage with starting equipment and stats; if
4575-578: A new era of console gaming". Video Gamer called it the "Dreamcast's most ambitious project yet". Some journalists had concerns about the viability of the online modes, and saw the single-player option as a fail-safe should it not function correctly. To promote the game, Sega bought a star on the International Star Registry and named it "Ragol". The first 100,000 people to pre-order the game in Japan received Phantasy Star Online branded dog tags . A limited edition in Japan including
4758-478: A new experience. Players of Episode I & II and Episode III can chat and interact in common lobbies, but cannot enter game instances together. The online servers for the game shut down at the same time as the GameCube Servers for Episode I & II . A new version for Windows, Phantasy Star Online Blue Burst , was released in Japan on July 15, 2004, following an open beta that began on May 22. It
4941-419: A non-player character, and there may be no penalty for abandoning or ignoring these quests other than a missed opportunity or reward. Players can find loot (such as clothing, weapons, and armor) throughout the game world and collect it. Players can trade items for currency and better equipment. Trade takes place while interacting with certain friendly non-player characters, such as shopkeepers, and often uses
5124-503: A number of titles in the Dance Dance Revolution rhythm game series contain "boss songs" that are called "bosses" because they are exceptionally difficult to perform on. In combat-focused games, a boss may summon additional enemies, reinforcements, or minions ("adds") to fight players alongside the boss, increasing the boss fight's difficulty. These additional enemies may distract from the boss battle or give time for
5307-466: A number of user-configurable settings. Fallout Tactics: Brotherhood of Steel and Arcanum: Of Steamworks and Magick Obscura offered players the option to play in either turn-based or RTwP mode via a configuration setting. The latter also offered a "fast turn-based" mode, though all three of the game's modes were criticized for being poorly balanced and oversimplified. Early Ultima games featured timed turns: they were strictly turn-based, but if
5490-495: A paid monthly subscription. ASCII Corporation developed a keyboard controller for the game, released only in Japan, though plans were announced for a keyboard controller to be released in America. Some players resorted to importing the controller from Japan. An enhanced version of the game, Episode I & II Plus, was released for the GameCube later. This version included many quests originally distributed exclusively online,
5673-442: A particular action will increase. Many role-playing games allow players to play as an evil character. Although robbing and murdering indiscriminately may make it easier to get money, there are usually consequences in that other characters will become uncooperative or even hostile towards the player. Thus, these games allow players to make moral choices, but force players to live with the consequences of their actions. Games often let
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5856-483: A particular skill in the tree will unlock more powerful skills deeper in the tree. Three different systems of rewarding the player characters for solving the tasks in the game can be set apart: the experience system (also known as the "level-based" system), the training system (also known as the "skill-based" system) and the skill-point system (also known as "level-free" system) Older games often separated combat into its own mode of gameplay, distinct from exploring
6039-581: A positive-feedback cycle that is central to most role-playing games: The player grows in power, allowing them to overcome more difficult challenges, and gain even more power. This is part of the appeal of the genre, where players experience growing from an ordinary person into a superhero with amazing powers. Whereas other games give the player these powers immediately, the player in a role-playing game will choose their powers and skills as they gain experience. Role-playing games usually measure progress by counting experience points and character levels. Experience
6222-402: A result, Japanese-style role-playing games are held in disdain by some Western gamers, leading to the term "JRPG" being held in the pejorative. Some observers have also speculated that JRPGs are stagnating or declining in both quality and popularity, including remarks by BioWare co-founder Greg Zeschuk and writing director Daniel Erickson that JRPGs are stagnating—and that Final Fantasy XIII
6405-442: A side-scrolling view. Most notably since Ultima Underworld (1992), role-playing games started implementing true three-dimensional (3D) graphics, where players typically navigate the game world from a first or third-person perspective. However, an isometric or aerial top-down perspective is common in party-based RPGs, in order to give the player a clear view of their entire party and their surroundings. Role-playing games require
6588-421: A similar formula to Phantasy Star Online and became successful. Later Phantasy Star games, such as Phantasy Star Universe (2006), share similar gameplay with Phantasy Star Online but failed to reach the same critical and commercial success in the West. In Japan, Phantasy Star Universe became the best selling game in the franchise. Phantasy Star Online 2 was released in Japan in 2012, and localized for
6771-494: A single paragraph) spread across 13 booklets, while the second contains 50,000 paragraphs spread across 14 booklets. Most of the games from this era are turn-based, although Dungeon Master and its imitators have real-time combat. Other classic titles from this era include The Bard's Tale (1985), Wasteland (1988), the start of the Might and Magic (1986–2014) series and the continuing Ultima (1981–1999) series. Later, in
6954-409: A smaller set of possible actions, since computers can't engage in imaginative acting comparable to a skilled human gamemaster. In exchange, the typical role-playing video game may have storyline branches, user interfaces, and stylized cutscenes and gameplay to offer a more direct storytelling mechanism. Characterization of non-player characters in video games is often handled using a dialog tree . Saying
7137-616: A special item that is located within that dungeon. Player(s) typically acquire this item while exploring the dungeon and is given opportunity to learn to use it to solve puzzles or defeat weaker enemies before facing the boss character. Boss battles are typically seen as dramatic events. As such, they are usually characterized by sometimes quite theatrical cutscenes before and after the boss battle and unique music. Recurring bosses and final bosses may have their own specific theme music to distinguish them from other boss battles. This concept extends beyond combat-oriented video games. For example,
7320-415: A specialized trading screen. Purchased items go into the player's inventory. Some games turn inventory management into a logistical challenge by limiting the size of the player's inventory, thus forcing the player to decide what they must carry at the time. This can be done by limiting the maximum weight that a player can carry, by employing a system of arranging items in a virtual space, or by simply limiting
7503-414: A specific objective. A miniboss is a boss weaker or less significant than the main boss in the same area or level, though usually more powerful than the standard opponents and often fought alongside them. A superboss (sometimes 'secret', 'hidden' or 'raid' boss) is generally much more powerful than the bosses encountered as part of the main game's plot and is often an optional encounter. A final boss
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7686-463: A spell, as ammunition is consumed by a gun, most games offer players a finite amount of mana which can be spent on any spell. Mana is restored by resting or by consuming potions. Characters can also gain other non-magical skills, which stay with the character for as long as the character lives. Role-playing games may have the player focus only on a single character throughout the game; the character may be joined by computer-controlled allies outside of
7869-406: A step in a new direction for console adventures and there's so much right with the game that to even mention these faults doesn't quite feel in the spirit of what PSO represents". Reviewing Ver. 2 , Dreamcast Magazine (UK) felt that it would renew interest in the game for those that enjoyed it, but would not convert new players. GameSpot and IGN agreed, saying that the core gameplay remained
8052-540: A team, players are transported to their own instance of the hub spaceship Pioneer 2 , where they can buy and sell items, store money and items, heal, and browse quests. At any time, they can transport to Ragol, where combat and exploration take place. The four environments – forests, caves, mines, or ruins – comprise winding passages and large areas where enemies spawn. Players fight enemies in real time, using weapons and techniques and collecting items. Attacks can be chained for more accuracy and speed. Typically, all
8235-475: A teammate dies, the mission ends. Players could import their character from the original game or create a new one; characters registered for Ver. 2 could not be used in the original game. Any illegal items were also deleted during the upgrade. Sonic Team worked a tough schedule to develop Ver. 2 in under six months, releasing it on June 7, 2001, in Japan and September 25, 2001, in North America. Unlike
8418-499: A temple) and fighting a boss character at the end of each level; in turn, this end-of-level boss battle structure was adapted from the Bruce Lee film Game of Death , where Lee's character fights a different boss character on each floor as he ascends a pagoda. The game was distinctive for giving both players and each boss a health meter , which leads to the game temporarily becoming a one-on-one fighting game during boss battles,
8601-429: A time limit by having a large number of players or parties working together to defeat the boss. Examples of such superbosses can be found in games like Pokémon Go and World of Warcraft , and are generally referred to as a raid . Toby Fox 's games Undertale and Deltarune both feature superbosses in the form of Sans , Jevil, and Spamton NEO. Some major video game series have recurring superbosses such as
8784-494: A typical dungeon campaign there would be one powerful enemy acting as the boss of the weaker minions that players would face beforehand, in the same sense as a crime boss, which later inspired the boss battles of role-playing video games . The first interactive video game to feature a boss was dnd , which was released in 1975 for the PLATO system . dnd was one of the earliest dungeon crawl video games and implemented many of
8967-512: A worldwide test but did not have time. 90% of the testers were able to play online. Despite technical success, Sega was concerned that the high cost of internet access in Japan would be prohibitive for gamers and reduce sales. Japanese internet service providers charged per-minute fees for dial-up access , and high-speed options such as broadband were not yet widely available. To combat this, chairman Okawa personally paid for free internet access for one year to be bundled with each Dreamcast. One of
9150-463: Is Astaroth in Diablo IV . Many other wolfpack bosses empower themselves when one of the other enemies in the battle is killed to keep the threat level from falling over time. The final boss, last boss or end boss, is typically present at or near the end of a game, with completion of the game's storyline usually following victory in the battle. The final boss is usually the main antagonist of
9333-456: Is Bruce Lee 's Hong Kong martial arts films , including The Big Boss (1971), in which Lee fights a criminal gang before battling the eponymous "big boss", and Game of Death (1972), where Lee fights a different boss on each level of a pagoda , which later inspired the boss battles of martial arts action games such as beat 'em ups. Another precursor is tabletop role-playing games starting with Dungeons & Dragons (1974), in which in
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#17327795456169516-547: Is a fixed shooter where players's ship must fight a giant mothership in the fifth and final level. At several points in Namco's vertically scrolling shooter Xevious (1982), players must defeat an Andor Genesis mothership to advance. In side-scrolling character action games such as beat 'em ups, Irem 's 1984 arcade game Kung-Fu Master established the end-of-level boss battle structure used in these games, with players progressing through levels (represented by floors of
9699-685: Is a port of Episode I & II with another episode of new content. It features enhancements including a system allowing players to communicate across different servers; the most significant change is that the game is online-only, with user data stored on the servers, reducing cheating. In January 2005, Blue Burst was released in China, Sega's first online game there. It was released in beta in North America in May 2005, and fully in June. The North American Dreamcast servers operated until September 30, 2003. The North American and Japanese GameCube servers as well as
9882-406: Is a port of Ver 2 with improved graphics, whereas Episode II comprises entirely new content, which Naka described as a true sequel. The game adds characters, environments, quests, a split-screen mode, and updated graphics and interfaces. Some quests reward players with minigames based on Sonic Team games Puyo Pop and Nights into Dreams , which can be played on a Game Boy Advance connected to
10065-496: Is largely predefined for the sake of telling a specific story, many role-playing games make use of a character creation screen. This allows players to choose their character's sex, their race or species, and their character class. Although many of these traits are cosmetic, there are functional aspects as well. Character classes will have different abilities and strengths. Common classes include fighters, spellcasters, thieves with stealth abilities, and clerics with healing abilities, or
10248-492: Is not even really an RPG; criticisms regarding seemingly nebulous justifications by some Japanese designers for newly changed (or, alternately, newly un-changed) features of recent titles; calls among some gaming journalists to "fix" JRPGs' problems; as well as claims that some recent titles such as Front Mission Evolved are beginning to attempt—and failing to—imitate Western titles. In an article for PSM3 , Brittany Vincent of RPGFan.com felt that "developers have mired
10431-492: Is notable for introducing automapping and in-game scrolls providing hints and background information. They also released Pool of Radiance in 1988, the first of several " Gold Box " CRPGs based on the Advanced Dungeons & Dragons rules . These games feature a first-person display for movement, combined with an overhead tactical display for combat. One common feature of RPGs from this era, which Matt Barton calls
10614-621: Is often rooted in speculative fiction (i.e. fantasy or science fiction ), which allows players to do things they cannot do in real life and helps players suspend their disbelief about the rapid character growth. To a lesser extent, settings closer to the present day or near future are possible. The story often provides much of the entertainment in the game. Because these games have strong storylines, they can often make effective use of recorded dialog and voiceover narration. Players of these games tend to appreciate long cutscenes more than players of faster action games . While most games advance
10797-507: Is often the main antagonist of a game's story and the defeat of that character usually provides a conclusion to the game. A boss rush is a stage where players face multiple previous bosses again in succession. For example, in a run 'n' gun video game, all regular enemies might use pistols while the boss uses a tank. A boss enemy is quite often larger in size than other enemies and the player character . At times, bosses are very hard to defeat without being adequately prepared and/or knowing
10980-578: Is still played on private servers . Phantasy Star Online is an action role-playing game primarily played with other players cooperatively over the internet. Players take on the role of adventurers sent to explore Ragol, an uncharted planet. To create their character, they choose between a handful of races and classes, which define their abilities and statistics; for example, some types are better with "techniques" ( magic spells ) while others are more skilled with ranged or melee weapons. Players can play either online or offline. Online, players are brought to
11163-406: Is usually divided so that each game location is an opportunity to reveal a new chapter in the story. Pen-and-paper role-playing games typically involve a player called the gamemaster (or GM for short) who can dynamically create the story, setting, and rules, and react to a player's choices. In role-playing video games, the computer performs the function of the gamemaster. This offers the player
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#173277954561611346-451: Is usually earned by defeating enemies in combat, with some games offering experience for completing certain quests or conversations. Experience becomes a form of score , and accumulating a certain amount of experience will cause the character's level to go up. This is called "levelling up", and gives the player an opportunity to raise their character(s)'s attributes. Many RPGs allow players to choose how to improve their character, by allocating
11529-536: The .hack series, cited the game as an influence. It is also believed to be a major influence on Capcom 's Monster Hunter series. According to GamesTM , the Phantasy Star series has struggled to live up to the legacy of Phantasy Star Online . Sega has been slow to localize Phantasy Star games, and the PSP entries in the series did not capture the attention of the west. Concurrently, Monster Hunter had
11712-594: The Kirby games. Others may be a recurring version of a previous boss, who is either weaker than previously encountered or is less of a challenge later in the game due to character or equipment progression. An example is Castlevania: Symphony of the Night ' s Gaibon and Slogra. Other video game characters who usually take the role of a miniboss are Vile ( Mega Man X series), Allen O'Neil ( Metal Slug ) and Dark Link ( The Legend of Zelda series, though he appears as
11895-455: The 5th Annual Interactive Achievement Awards , the Academy of Interactive Arts & Sciences nominated Phantasy Star Online for the " Massive Multiplayer/Persistent World " award, which was ultimately given to Dark Age of Camelot . Episode I & II was a runner-up for GameSpot ' s 2002 "Best Role-Playing Game on GameCube" award, which ultimately went to Animal Crossing . As
12078-584: The Dungeons & Dragons ruleset. Some role-playing games make use of magical powers , or equivalents such as psychic powers or advanced technology. These abilities are confined to specific characters such as mages, spellcasters, or magic-users. In games where the player controls multiple characters, these magic-users usually complement the physical strength of other classes. Magic can be used to attack, defend, or temporarily change an enemy or ally's attributes. While some games allow players to gradually consume
12261-543: The Nintendo DS have had more original and experimental Japanese RPGs released in recent years. Western RPGs have also received criticism in recent years. They remain less popular in Japan, where, until recently, Western games in general had a negative reputation. In Japan, where the vast majority of early console role-playing video games originate, Western RPGs remain largely unknown. The developer Motomu Toriyama criticized Western RPGs, stating that they "dump you in
12444-664: The Sharp X1 computer in 1983 and later ported to the MSX in 1984, the NES in 1985 and the Sharp X68000 as New Bokosuka Wars . The game laid the foundations for the tactical role-playing game genre, or "simulation RPG" genre as it is known in Japan. It was also an early example of a real-time , action role-playing game . In 1986, Chunsoft created the NES title Dragon Quest (called Dragon Warrior in North America until
12627-504: The Ultima series, employed duplicates of the miniatures combat system traditionally used in the early role-playing games . Representations of the player characters and monsters would move around an arena modeled after the surrounding terrain, attacking any enemies that are sufficiently close. Earlier role-playing video games used a two-dimensional top-down view or tile-based first-person view. Early action-based role-playing games often used
12810-405: The artificial intelligence and scripted behavior of computer-controlled non-player characters . The premise of many role-playing games tasks the player with saving the world, or whichever level of society is threatened. There are often twists and turns as the story progresses, such as the surprise appearance of estranged relatives, or enemies who become friends or vice versa. The game world
12993-500: The eighth game ), which drew inspiration from computer RPGs Ultima and Wizardry and is regarded as the template for future Japanese role-playing video games released since then. Also in 1986 The Legend of Zelda was released for the NES , while not generally considered an RPG itself did inspire many aspects of future action-RPGs. In 1987, the genre came into its own with the release of several highly influential console RPGs distinguishing themselves from computer RPGs, including
13176-436: The " Golden Age " of computer RPGs, is the use of numbered "paragraphs" printed in the manual or adjunct booklets, containing the game's lengthier texts; the player can be directed to read a certain paragraph, instead of being shown the text on screen. The ultimate exemplar of this approach is Sir-Tech 's Star Saga trilogy (of which only two games were released); the first game contains 888 "textlets" (usually much longer than
13359-416: The 1980 video game Rogue . The game's story is often mapped onto exploration, where each chapter of the story is mapped onto a different location. RPGs usually allow players to return to previously visited locations. Usually, there is nothing left to do there, although some locations change throughout the story and offer the player new things to do in response. Players must acquire enough power to overcome
13542-422: The 1990s, and became known for being more heavily story and character-based, American computer RPGs began to face criticism for having characters devoid of personality or background, due to representing avatars which the player uses to interact with the world, in contrast to Japanese console RPGs which depicted characters with distinctive personalities. American computer RPGs were thus criticized for lacking "more of
13725-493: The Dreamcast and restructure as a third-party developer. In May, Sega announced an expanded GameCube port of Phantasy Star Online , which became Phantasy Star Online: Episode I & II . Sega chose the GameCube because it had similar architecture to the Dreamcast and supported dial-up, which Sega believed was important despite the approach of broadband internet. Sonic Team created a GameCube demo of Phantasy Star Online within
13908-444: The Dreamcast as it used all aspects of the system, most importantly the modem. As the first online RPG for consoles, Phantasy Star Online was highly anticipated. Journalists saw it as the next evolutionary step in console-based role-playing games. Francesca Reyes of Official Dreamcast Magazine proposed that it would be an "industry-changing title", a landmark in the history of console gaming. Computer and Video Games wrote that
14091-409: The Dreamcast was quickly becoming the platform for innovative games, and wrote that Phantasy Star Online was "arguably the most revolutionary - not the mention most ambitious - console game ever". GameSpot believed it would "change the way we think of RPGs" and could possibly be "the most exciting console RPG ever created". Edge wrote that the multiplayer mechanics "would lay the foundations for
14274-593: The GameCube. A Chao resembling Tails , a character from the Sonic games, can be imported into Sonic Advance and Sonic Adventure 2: Battle . Sonic Team ran a beta trial for some players who had pre-ordered Episode I & II, starting on May 31, 2002. The game sold 70,000 copies within the first month in Japan, and by October had sold over 100,000. It was released in North America in October, and in Europe on March 7, 2003. Like Ver. 2 , Episode I & II required
14457-513: The Genesis. Naka had been the main programmer on Phantasy Star (1987) and Phantasy Star II (1989). He had always wanted to develop a multiplayer Phantasy Star game, but previous hardware did not allow for it. With the Phantasy Star series chosen as the setting, Sonic Team continued developing the gameplay and story. The team was given freedom not to adhere strictly to elements from earlier Phantasy Star games. The game would not continue
14640-509: The Japanese Dreamcast servers were shut down on March 30, 2007, following a month of free service. The Japanese Xbox servers were shut down on January 31, 2007, and the North American servers followed on April 22, a week earlier than the announced date of April 30. The North American and European Blue Burst servers were shut down following a free period lasting from January 12, 2008, until the server's closing on March 31, 2008. This
14823-451: The PCs enter these locations or perform certain actions. Combat options typically involve positioning characters, selecting which enemy to attack, and exercising special skills such as casting spells. In a classical turn-based system, only one character may act at a time; all other characters remain still, with a few exceptions that may involve the use of special abilities. The order in which
15006-625: The Ravager and Menzoberranzan , transferred the AD&D license to several different developers, and eventually gave it to BioWare , who used it in Baldur's Gate (1998) and several later games. By the 2000s, 3D engines had become dominant. The earliest RPG on a console was Dragonstomper on the Atari 2600 in 1982. Another early RPG on a console was Bokosuka Wars , originally released for
15189-600: The Ruby and Emerald Weapons. Some superbosses will take the place of the final boss if certain requirements are met. Some superbosses can yield special items or skills that cannot be found any other way that can give players a significant advantage during playthrough of the rest of the game, such as added experience or an extremely powerful weapon. For example, the "raid bosses" from Borderlands 2 give rare loot unavailable anywhere else. Some superbosses in online games have an immense amount of health and must be defeated within
15372-838: The Ultima Weapon and Omega Weapon in Final Fantasy and the Amon clan in Yakuza . The Warden from Minecraft could be considered a superboss, as it is vastly more difficult to fight than the final boss, the Ender Dragon. However, Mojang, the developer of Minecraft, has explicitly stated that the Warden was not intended to be fought by players. A wolfpack boss is a group of enemies who may be considered weak on their own, but in large groups can be considered strong enough to be
15555-589: The ability to pause the game and issue orders to all characters under his/her control; when the game is unpaused, all characters follow the orders they were given. This "real-time with pause" system ( RTwP ) has been particularly popular in games designed by BioWare . The most famous RTwP engine is the Infinity Engine . Other names for "real-time with pause" include "active pause" and "semi real-time". Tactical RPG maker Apeiron named their system Smart Pause Mode (SPM) because it would automatically pause based on
15738-437: The ambitious scope of Final Fantasy VII raised the possibilities for the genre, with its dozens of minigames and much higher production values. The latter includes innovations such as the use of 3D characters on pre-rendered backgrounds, battles viewed from multiple different angles rather than a single angle, and for the first time full-motion CGI video seamlessly blended into the gameplay, effectively integrated throughout
15921-466: The best RPGs of all time for being the first online experience for many gamers. 1UP.com called Phantasy Star Online one of the most revolutionary games of the 2000s, crediting it for creating "an entire pantheon of multiplayer dungeon crawlers that continue to dominate the Japanese sales charts" and making "both online gaming and the concept of fee-based services a reality for consoles". Hiroshi Matsuyama, president of CyberConnect2 and developer of
16104-640: The biggest challenges was bridging the language barrier between global players. Sonic Team felt that developing a universal language system would be the largest barrier to a global gaming network. The team started by developing the word select system, which allows players to select predefined expressions to be translated to other players. The system had about 2000 words near the end of development, and Naka found it difficult to add more words to satisfy all player needs. Sonic Team built support for five languages: Japanese, English, Spanish, German, and French. They omitted Italian and Portuguese due to time constraints. Korean
16287-400: The boss in question becomes progressively stronger and/or less vulnerable as their health decreases, requiring players to use different strategies to win. Some bosses may contain or be composed of smaller parts that can be destroyed by players in battle, which may or may not grant an advantage. In games such as Doom and Castlevania: Symphony of the Night , an enemy may be introduced via
16470-444: The boss to regain or regenerate health, but may also give players opportunity to regain health from health boosters and ammo dropped by the boss's defeated minions. A miniboss, also known as a "middle boss", "mid-boss", "half-boss", "sub-boss" "semi-boss", or occasionally "tank", is a boss-like enemy weaker or less significant than the main boss in the same area or level. Some minibosses are stronger versions of regular enemies, as in
16653-586: The broadband adapter, but IGN explained how to use it by swapping discs with an import copy. Phantasy Star Online sold 500,000 copies in Japan and one million worldwide, meeting Sega's expectations almost exactly. Naka had hoped to sell more, but believed the servers may not have carried the load. Before its western launch, nearly 100,000 players had registered. By April 2001, over 235,000 players had registered worldwide: 130,000 in Japan, 70,000 in North America, and 35,000 in Europe. By May, over 270,000 had registered. The peak number of users connected simultaneously
16836-544: The category," pointing to Chrono Trigger (which he also worked on) and the Mana games. He further noted that there have been "other games similar to the style of Chrono Trigger ," but that "it's probably because the games weren't localised and didn't reach the Western audience." Xeno series director Tetsuya Takahashi , in reference to Xenoblade Chronicles , stated that "I don't know when exactly people started using
17019-448: The character at an effectiveness determined by that character's numeric attributes. Often these attributes increase each time a character gains a level , and a character's level goes up each time the player accumulates a certain amount of experience. Role-playing video games also typically attempt to offer more complex and dynamic character interaction than what is found in other video game genres. This usually involves additional focus on
17202-643: The characters act is usually dependent on their attributes, such as speed or agility. This system rewards strategic planning more than quickness. It also points to the fact that realism in games is a means to the end of immersion in the game world, not an end in itself. A turn-based system makes it possible, for example, to run within range of an opponent and kill them before they get a chance to act, or duck out from behind hard cover, fire, and retreat back without an opponent being able to fire, which are of course both impossibilities. However, tactical possibilities have been created by this unreality that did not exist before;
17385-460: The characters within a tile-based graphics system . Dragon Quest was highly successful in Japan, leading to further entries in the series and other titles such as Final Fantasy that followed the same simplifications made in RPGs for Dragon Quest . Because of these differences, the role-playing genre began to be classified into two fairly distinct styles: computer RPG and console RPG . By
17568-482: The cheap and bland graphics associated with online games. Naka decided against creating a massively multiplayer game similar to Ultima Online and EverQuest , which would handle many players simultaneously in a persistent world; the necessary servers would have required two years of programming, and the Dreamcast did not have a hard disk drive to support continuous online patches. Naka was also more interested in working on new projects instead of continuously updating
17751-603: The completion of specific additional levels, choosing specific dialogue options or after obtaining a particular item or set of items, such as the Chaos Emeralds in the Sonic the Hedgehog series or performing a series of tasks in Metal Gear Solid: Peace Walker . These bosses are generally more difficult to defeat. In games with a "true" final boss, victory leads to either a better ending or
17934-434: The concept of a boss rush, a stage where players face multiple previous bosses again in succession. Michael Fahey of Kotaku noted in a podcast that usage of the term "boss" by Nintendo Power grew sharply around 1988, and that there was no clear single etymology of the term. In the same podcast, former Kotaku editor-in-chief Stephen Totilo speculated that bosses became known as such because they were "in charge of all
18117-438: The console business in 2001, the game was ported to GameCube and Xbox as Episode I & II , featuring new characters, environments and other features. Episode III: C.A.R.D. Revolution , released for GameCube in 2003, was a turn-based card game. The online series continued with Phantasy Star Universe (2006) and Phantasy Star Online 2 (2012). Sega decommissioned the last official servers in 2010; Phantasy Star Online
18300-529: The console-playing audience was younger than the PC audience, Naka did not want to evoke competitive behavior. The development team had more ideas for features to implement as development came to a close, with Naka wishing he had six additional months to add more features. Phantasy Star Online took two years to develop. Naka found it difficult to make a networked game for consoles, and developed an appreciation for Microsoft for supporting online games so well. "As one of
18483-564: The core concepts of Dungeons & Dragons . The objective of the game is to retrieve an "Orb" from the bottommost dungeon. The orb is kept in a treasure room guarded by a high-level enemy named the Gold Dragon. Only by defeating the Dragon can players claim the orb, complete the game and be eligible to appear on the high score list. In 1980, boss battles appeared in several arcade action games. In March 1980, Sega released Samurai ,
18666-651: The correct fighting approach. Bosses usually take strategy and special knowledge to defeat, such as how to attack weak points or avoid specific attacks. Bosses are common in many genres of video games, but they are especially common in story-driven titles, and are commonly previously established antagonists in the plot of the video game. Action-adventure games , beat 'em ups , fighting games , platform games , role-playing video games (RPGs), and shooter games are particularly associated with boss battles. They may be less common in puzzle games , card video games , racing games , and simulation games . The first video game with
18849-408: The development and customization of playable characters has come at the expense of plot and gameplay, resulting in what he felt was generic dialogue, lack of character development within the narrative and weaker battle systems. He also states that WRPGs tend to focus more on the underlying rules governing the battle system rather than on the experience itself. Tom Battey of Edge Magazine noted that
19032-520: The earliest role-playing video games on a microcomputer was Dungeon n Dragons , written by Peter Trefonas and published by CLOAD (1980). This early game, published for a TRS-80 Model 1, is just 16K long and includes a limited word parser command line, character generation, a store to purchase equipment, combat, traps to solve, and a dungeon to explore. Other contemporaneous CRPGs (Computer Role Playing Games) were Temple of Apshai , Odyssey: The Compleat Apventure and Akalabeth: World of Doom ,
19215-437: The early 2000s, the distinction between platforms became less pronounced as the same games appeared on both console and computer, but stylistic differences between Western role-playing games (WRPGs) and Japanese role-playing games (JRPGs) remained, rooted in the earlier distinctions. Though sharing fundamental premises, WRPGs tend to feature darker graphics, older characters, and a greater focus on roaming freedom, realism, and
19398-476: The end of a level or area. While most games include a mixture of boss opponents and regular opponents, some games have only regular opponents and some games have only bosses (e.g. Shadow of the Colossus ). Some bosses are encountered several times through a single game, typically with alternate attacks and a different strategy required to defeat it each time. A boss battle can also be made more challenging if
19581-482: The final boss and often players are required to meet certain conditions in the game or complete a sidequest or the entire game to fight the superboss. The first such superboss (or secret boss) was Akuma in Super Street Fighter II Turbo , that required players meet certain conditions before he would appear as the final boss. In Final Fantasy VII , players may choose to seek out and fight
19764-522: The first online role-playing game for home consoles, Phantasy Star Online is considered a landmark game. It won several awards, including Japan Game Award for "Game of the Year", awarded three days after the death of Sega chairman Okawa, over the likes of The Legend of Zelda: Majora's Mask , Dragon Quest VII , and Kōkidō Gensō Gunparade March . VentureBeat dubbed it "one of the most important games in console gaming evolution". IGN named it one of
19947-490: The game magazine Famitsu . In the event, over 70,000 players competed for the fastest time; the winner received a cash prize and a rare game item. As he had with ChuChu Rocket!, Naka played online and was happy to see American and Japanese players playing together using the communication system. In April 2001, Sega announced Phantasy Star Online Ver. 2, an updated version of the original game with new content and improved features, including an increased level cap (to 200),
20130-494: The game quickly, Microsoft did not remove the limitation. In addition to Xbox Live fees, Sega charged players an extra subscription fee to play online. In 2003, Sega announced Episode III: C.A.R.D. Revolution . The game is a sequel to the story presented in Episode I & II , but replaces the action RPG gameplay with a turn-based strategy card game; after developing Episode I & II , Sonic Team thought that players may want
20313-435: The game world. More recent games tend to maintain a consistent perspective for exploration and combat. Some games, especially earlier video games, generate battles from random encounters ; more modern RPGs are more likely to have persistent wandering monsters that move about the game world independently of the player. Most RPGs also use stationary boss monsters in key positions, and automatically trigger battles with them when
20496-473: The game. The game was soon ported to the PC and gained much success there, as did several other originally console RPGs, blurring the line between the console and computer platforms. Computer-driven role-playing games had their start in Western markets, with games generally geared to be played on home computers. By 1985, series like Wizardry and Ultima represented the state of the art in role-playing games. In Japan, home computers had yet to take as great
20679-479: The game; however, there are exceptions, such as in Conker's Bad Fur Day , in which the final boss is the antagonist's alien pet. Final bosses are generally larger, more detailed or better animated than lesser enemies, often in order to inspire a feeling of grandeur and special significance from the encounter. In some games, a hidden boss, referred to as the "true" final boss, is present. These bosses only appear after
20862-442: The gameplay, setting, and story. Their network experiments became ChuChu Rocket! , released in 1999 as the first online game for the Dreamcast. Sonic Team used the lessons learned from ChuChu Rocket! to implement network technology in the larger project. Because of the lack of Japanese online games, and the developers' experience with the genre, Naka looked to western games for inspiration, and studied three online RPGs popular at
21045-448: The genre is that characters grow in power and abilities, and characters are typically designed by the player. RPGs rarely challenge a player's physical coordination or reaction time, with the exception of action role-playing games . Role-playing video games typically rely on a highly developed story and setting, which is divided into a number of quests. Players control one or several characters by issuing commands, which are performed by
21228-537: The genre-defining Phantasy Star , released for the Master System . Shigeru Miyamoto 's Zelda II: The Adventure of Link for the Famicom Disk System was one of the earliest action role-playing games , combining the action-adventure game framework of its predecessor The Legend of Zelda with the statistical elements of turn-based RPGs . Most RPGs at this time were turn-based. Faxanadu
21411-444: The hospital to update him on progress. Sonic Team began experimenting with the Dreamcast's network capabilities after completing Sonic Adventure in 1998. They saw the creation of an online game for Japan, a nation of console gamers, as a serious challenge, akin to creating a new genre. Much of their time was spent learning the basic elements of online gaming; they wanted to make sure the network functionality worked before developing
21594-531: The internet was the future of gaming and wanted a flagship online game for Sega's Dreamcast console. None of Sega's development studios wanted the project, as they were occupied with their own ventures, such as Jet Set Radio (2000) and the Sakura Wars series. Okawa gave the responsibility to Sonic Team , led by Yuji Naka . Sonic Team was not particularly receptive to the decision, but continued with development. After Okawa became ill, Naka sent reports to
21777-539: The key features of RPGs were developed in this early period, prior to the release of Ultima III: Exodus , one of the prime influences on both computer and console RPG development. For example, Wizardry features menu-driven combat, Tunnels of Doom features tactical combat on a special "combat screen", and Dungeons of Daggorath features real-time combat which takes place on the main dungeon map. Starting in 1984 with Questron and 50 Mission Crush , SSI produced many series of CRPGs. Their 1985 game Phantasie
21960-520: The label "JRPG" is most commonly used to refer to RPGs "whose presentation mimics the design sensibilities" of anime and manga, that it's "typically the presentation and character archetypes" that signal "this is a JRPG." Modern JRPGs are more likely to feature turn-based battles; while modern WRPGs are more likely to feature real-time combat. In the past, the reverse was often true: real-time action role-playing games were far more common among Japanese console RPGs than Western computer RPGs up until
22143-470: The lack of map and quest variety, and poor storyline. Despite the concerns, critics agreed that the fun had in online multiplayer overshadowed these problems. Edge wrote that the changes in gameplay experiences with different players replaced the variety that normally be expected in the quest design. Critics also praised the freedom for players to design and equip characters and develop their own playing style. Computer and Video Games wrote that " PSO marks
22326-437: The late 1990s had become more cinematic in style (e.g. Final Fantasy series). At the same time, WRPGs started becoming more novelistic in style (e.g. Planescape: Torment ), but by the late 2000s had also adopted a more cinematic style (e.g. Mass Effect ). One reason given for these differences is that many early Japanese console RPGs can be seen as forms of interactive manga or anime wrapped around Western rule systems at
22509-415: The late 1990s have had a stronger focus on extensive dialog tree systems (e.g. Planescape: Torment ). On the other hand, JRPGs tend to limit players to developing pre-defined player characters , and often do not allow the option to create or choose one's own playable characters or make decisions that alter the plot. In the early 1990s, JRPGs were seen as being much closer to fantasy novels , but by
22692-934: The late 1990s, due to gamepads usually being better suited to real-time action than the keyboard and mouse. Some journalists and video game designers have questioned this cultural classification, arguing that the differences between Eastern and Western games have been exaggerated. In an interview held at the American Electronic Entertainment Expo , Japanese video game developer Tetsuya Nomura (who worked on Final Fantasy and Kingdom Hearts ) emphasized that RPGs should not be classified by country-of-origin, but rather described simply for what they are: role-playing games. Hironobu Sakaguchi , creator of Final Fantasy and The Last Story , noted that, while "users like to categorise" JRPGs as "turn-based, traditional styles" and WRPGs as "born from first-person shooters ," there "are titles that don't fit
22875-428: The late 1990s, which saw the rise of optical disks in fifth generation consoles. The implications for RPGs were enormous—longer, more involved quests, better audio, and full-motion video . This was first clearly demonstrated in 1997 by the phenomenal success of Final Fantasy VII , which is considered one of the most influential games of all time. With a record-breaking production budget of around $ 45 million,
23058-461: The mid-1970s, as an offshoot of early university mainframe text-based RPGs on PDP-10 and Unix -based computers, such as Dungeon , pedit5 and dnd . In 1980 , a very popular dungeon crawler , Rogue , was released. Featuring ASCII graphics where the setting, monsters and items were represented by letters and a deep system of gameplay, it inspired a whole genre of similar clones on mainframe and home computers called " roguelikes ". One of
23241-591: The middle to late 1990s, isometric, sprite-based RPGs became commonplace, with video game publishers Interplay Entertainment and Blizzard North playing a lead role with such titles as the Baldur's Gate , Icewind Dale and the action-RPG Diablo series, as well as the dialogue-heavy Planescape: Torment and cult classics Fallout and Fallout 2 . This era also saw a move toward 3D game engines with such games as Might and Magic VI: The Mandate of Heaven and The Elder Scrolls: Arena . TSR , dissatisfied with SSI's later products, such as Dark Sun: Wake of
23424-576: The modern JRPG in unoriginality", citing Square Enix CEO Yoichi Wada who stated that "they're strictly catering to a particular audience", the article noting the difference in game sales between Japan and North America before going on to suggest JRPGs may need to "move forward". This criticism has also occurred in the wider media with an advertisement for Fallout: New Vegas ( Obsidian Entertainment ) in Japan openly mocked Japanese RPGs' traditional characteristics in favor of their own title. Nick Doerr of Joystiq noted that Bethesda felt that JRPGs "are all
23607-411: The monsters in a room must be defeated to advance. Each environment ends in a boss battle , which rewards the team with a large sum of experience points . Quests, taken on Pioneer 2, task players with specific challenges; once completed, the team returns to Pioneer 2 to collect their reward. Higher difficulties reward players with more experience points and better items. Some items can be used to feed
23790-421: The more fantasy novel approach of Squaresoft console RPGs such as Final Fantasy IV . However in 1994, game designer Sandy Petersen noted that, among computer gamers, there was criticism against cartridge-based console JRPGs being "not role-playing at all" due to popular examples such as Secret of Mana and especially The Legend of Zelda using "direct" arcade-style action combat systems instead of
23973-595: The more "abstract" turn-based battle systems associated with computer RPGs. In response, he pointed out that not all console RPGs are action-based, pointing to Final Fantasy and Lufia . Another early criticism, dating back to the Phantasy Star games in the late 1980s, was the frequent use of defined player characters , in contrast to the Wizardry and Gold Box games where the player's avatars (such as knights, clerics, or thieves) were blank slates. As Japanese console RPGs became increasingly more dominant in
24156-401: The most anticipated games for RPG fans and Dreamcast owners alike, Sonic Team's Phantasy Star Online represents what could be the pinnacle of current next-generation gaming, roleplaying or otherwise." — Official Dreamcast Magazine (US) , December 2000 Sega unveiled Phantasy Star Online at the 1999 Tokyo Game Show with a gameplay demonstration. Naka called it the " killer app " for
24339-450: The new network would connect players between different countries. Sonic Team ran experiments with different internet service providers , dial-up modems , cable modems , and other networking configurations to ensure the game would work for all players. In Japan, Sonic Team gave beta versions to 10,000 users who pre-ordered the game, so they could work with a variety of equipment and internet services to eliminate problems. They wanted to run
24522-459: The number of items that can be held. Most of the actions in an RPG are performed indirectly, with the player selecting an action and the character performing it by their own accord. Success at that action depends on the character's numeric attributes. Role-playing video games often simulate dice-rolling mechanics from non-electronic role-playing games to determine success or failure. As a character's attributes improve, their chances of succeeding at
24705-532: The online gameplay as addictive but criticized the single-player mode. It received the Japan Game Award for "Game of the Year" and is recognized as a landmark console game, influencing multiplayer dungeon crawlers , as well as the Monster Hunter series. Phantasy Star Online was ported to Windows and rereleased on the Dreamcast as Ver. 2 with expanded content. Following Sega's exit from
24888-403: The original North American release, Ver. 2 required subscription fees to play. Three months of unlimited gameplay could be purchased at a time. The game still had no dependencies on SegaNet, however. In Europe, DreamKey 3.0 was required. Ver. 2 was ported to Windows in Japan and released on December 20, 2001. On January 31, 2001, following years of losses, Sega announced it would discontinue
25071-480: The planet. Adventurers from Pioneer 2 land to investigate the explosion and search for Rico Tyrell, daughter of the head of Pioneer 2 . They discover the planet overrun by monsters, and follow messages left by Rico leading to an ancient evil, Dark Falz. By the late 1990s, the popularity of online gaming on personal computers had grown substantially in the west, but was almost nonexistent in Japan, where consoles were more popular. Sega chairman Isao Okawa believed
25254-610: The platform divide between consoles and computers , respectively. Finally, while the first RPGs offered strictly a single player experience, the popularity of multiplayer modes rose sharply during the early to mid-1990s with action role-playing games such as Secret of Mana and Diablo . With the advent of the Internet, multiplayer games have grown to become massively multiplayer online role-playing games (MMORPG), including Lineage , Final Fantasy XI , and World of Warcraft . The role-playing video game genre began in
25437-424: The player control an entire party of characters. However, if winning is contingent upon the survival of a single character, then that character effectively becomes the player's avatar . An example of this would be in Baldur's Gate , where if the character created by the player dies, the game ends and a previous save needs to be loaded. Although some single-player role-playing games give the player an avatar that
25620-547: The player determines whether the loss of immersion in the reality of the game is worth the satisfaction gained from the development of the tactic and its successful execution. Fallout has been cited as being a good example of such a system. Real-time combat can import features from action games , creating a hybrid action RPG game genre. But other RPG battle systems such as the Final Fantasy battle systems have imported real-time choices without emphasizing coordination or reflexes. Other systems combine real-time combat with
25803-549: The player to change the party's character classes during the course of the game. Another "major innovation was the introduction of day/night cycles; certain items, characters, and quests are only accessible at certain times of day." In 1989, Phantasy Star II for the Genesis established many conventions of the genre, including an epic , dramatic, character-driven storyline dealing with serious themes and subject matter. Console RPGs distinguished themselves from computer RPGs to
25986-896: The player to manage a large amount of information and frequently make use of a windowed interface. For example, spell-casting characters will often have a menu of spells they can use. On the PC, players typically use the mouse to click on icons and menu options, while console games have the player navigate through menus using a game controller. The role-playing video game genre began in the mid-1970s on mainframe computers , inspired by pen-and-paper role-playing games such as Dungeons & Dragons . Several other sources of inspiration for early role-playing video games also included tabletop wargames , sports simulation games, adventure games such as Colossal Cave Adventure , fantasy writings by authors such as J. R. R. Tolkien , traditional strategy games such as chess , and ancient epic literature dating back to Epic of Gilgamesh which followed
26169-435: The player waited more than a second or so to issue a command, the game would automatically issue a pass command, allowing the monsters to take a turn while the PCs did nothing. There is a further subdivision by the structure of the battle system; in many early games, such as Wizardry , monsters and the party are arrayed into ranks, and can only attack enemies in the front rank with melee weapons. Other games, such as most of
26352-406: The player's control. Other games feature a party that the player can create at the start or gather from non-player characters in the game, coming into partial or full control of the player during the game. Although the characterization of the game's avatar will develop through storytelling, characters may also become more functionally powerful by gaining new skills, weapons, and magic. This creates
26535-446: The player's mag, a small creature that follows the player character and aids them in battle. The story of Phantasy Star Online is unrelated to the original Phantasy Star series, and is less substantial. Threatened by the imminent destruction of their home planet, thousands of refugees arrive at planet Ragol aboard the spaceship Pioneer 2. As they establish contact with colonists sent ahead on Pioneer 1 , an enormous explosion shakes
26718-461: The players, to be as exciting as the Japanese imports", and lacked the arcade and action-adventure elements commonly found in Japanese console RPGs at the time. In the early 1990s, American computer RPGs also began facing criticism for their plots, where "the party sticks together through thick and thin" and always "act together as a group" rather than as individuals, and where non-player characters are "one-dimensional characters", in comparison to
26901-410: The plot when the player defeats an enemy or completes a level, role-playing games often progress the plot based on other important decisions. For example, a player may make the decision to join a guild, thus triggering a progression in the storyline that is usually irreversible. New elements in the story may also be triggered by mere arrival in an area, rather than completing a specific challenge. The plot
27084-437: The precursor to Ultima . Some early microcomputer RPGs (such as Telengard (1982) or Sword of Fargoal ) were based on their mainframe counterparts, while others (such as Ultima or Wizardry , the most successful of the early CRPGs) were loose adaptations of D&D . They also include both first-person displays and overhead views, sometimes in the same game ( Akalabeth , for example, uses both perspectives). Most of
27267-500: The problems often cited against JRPGs also often apply to many WRPGs as well as games outside of the RPG genre. BioWare games have been criticized for "lack of innovation, repetitive structure and lack of real choice." WRPGs, such as Bethesda games, have also been criticized for lacking in "narrative strength" or "mechanical intricacy" due to the open-ended, sandbox structure of their games. Boss (video gaming) In video games ,
27450-445: The project, and taking significant inspiration from Diablo , Sonic Team built Phantasy Star Online . As Japanese internet service providers charged for dial-up access per minute, and high-speed connections were not yet widely available, Okawa personally paid for free internet access bundled with Japanese Dreamcasts. Phantasy Star Online was highly anticipated and launched to positive reviews and commercial success; critics praised
27633-409: The right things to the right non-player characters will elicit useful information for the player, and may even result in other rewards such as items or experience, as well as opening up possible storyline branches. Multiplayer online role-playing games can offer an exception to this contrast by allowing human interaction among multiple players and in some cases enabling a player to perform the role of
27816-488: The same terminology , settings , and game mechanics . Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replay value and immersion. The electronic medium removes the necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences. Role-playing video games use much of
27999-436: The same basic structure of setting off in various quests in order to accomplish goals. After the success of role-playing video games such as Ultima and Wizardry , which in turn served as the blueprint for Dragon Quest and Final Fantasy , the role-playing genre eventually diverged into two styles, Eastern role-playing games and Western role-playing games , due to cultural differences , though roughly mirroring
28182-514: The same game for years, and doubted Sonic Team would be able to keep the game interesting. The team therefore adopted Diablo as their main inspiration, determined to outclass it. Sonic Team built a science fiction-fantasy game under the working title Third World . The art style was "comic-like" at first, but became more realistic. One of artist Satoshi Sakai's early concept drawings of a dragon reminded Naka of Sega's Phantasy Star series, which had been dormant since Phantasy Star IV (1993) for
28365-492: The same style as those in manga and anime . The stylistic differences are often due to differing target audiences: Western RPGs are usually geared primarily towards teenage to adult males, whereas Japanese RPGs are usually intended for a much larger demographic, including female audiences , who, for example, accounted for nearly a third of Final Fantasy XIII 's playerbase. In 2015, IGN noted in an interview with Xenoblade Chronicles X 's development team that
28548-424: The same terminology, settings and game mechanics as early tabletop role-playing games such as Dungeons & Dragons . Players control a central game character, or multiple game characters, usually called a party , and attain victory by completing a series of quests or reaching the conclusion of a central storyline. Players explore a game world, while solving puzzles and engaging in combat. A key feature of
28731-598: The same" and "too linear", to which he responded that "[f]or the most part, it's true" but noted there are also non-linear JRPGs such as the Romancing SaGa series. Such criticisms have produced responses such as ones by Japanese video game developers , Shinji Mikami and Yuji Horii , to the effect that JRPGs were never as popular in the West to begin with, and that Western reviewers are biased against turn-based systems. Jeff Fleming of Gamasutra also states that Japanese RPGs on home consoles are generally showing signs of staleness, but notes that handheld consoles such as
28914-494: The same, but the new features may be worthwhile for dedicated players, even with the new subscription costs. Reviewing Episode I & II, critics praised the split-screen mode, Game Boy Advance downloads, graphics improvements, and gameplay tweaks. GameSpot wrote that the new material in Episode II was not significant enough for veteran players to return, and criticized some practical issues with how split-screen multiplayer
29097-538: The story from the previous Phantasy Star games, something that made Naka feel liberated. Since few of the Phantasy Star IV staff still worked at Sega, the art team felt little obligation to adhere to the previous games' style, retaining only the science fiction look and some enemy and item names. Naka and Sakai believed factors such as the change in graphical fidelity and genre were enough to differentiate it from previous Phantasy Star games. The soundtrack
29280-496: The term 'JRPG,' but if this game makes people rethink the meaning of this term, I'll be satisfied." The writer Jeremy Parish of 1UP.com states that " Xenoblade throws into high relief the sheer artificiality of the gaming community's obsession over the differences between" Western and Japanese RPGs, pointing out that it "does things that don't really fit into either genre. Gamers do love their boundaries and barriers and neat little rules, I know, but just because you cram something into
29463-503: The time, in addition to the influence of visual novel adventure games . As a result, Japanese console RPGs differentiated themselves with a stronger focus on scripted narratives and character drama, alongside streamlined gameplay. In recent years, these trends have in turn been adopted by WRPGs, which have begun moving more towards tightly structured narratives, in addition to moving away from "numbers and rules" in favor of streamlined combat systems similar to action games. In addition,
29646-429: The time: Diablo (1996), Ultima Online (1997), and EverQuest (1999). Diablo in particular impressed him on a gameplay and technical level; he enjoyed how smooth the graphics and action were despite requiring significant system memory. Diablo was a 2D game, however, and Sonic Team wanted to develop a 3D game with the same degree of smoothness and gameplay. This concerned Naka, as he did not want his game to use
29829-583: The traditional role-playing " offered by Japanese console RPGs, which instead emphasized character interactions. In response, North American computer RPGs began making a comeback towards the end of the 1990s with interactive choice-filled adventures. Several writers have criticized JRPGs as not being "true" RPGs, for heavy usage of scripted cutscenes and dialogue, and a frequent lack of branching outcomes. Japanese RPGs are also sometimes criticized for having relatively simple battle systems in which players are able to win by repetitively mashing buttons. As
30012-513: The typical Western-style RPGs of the time. Due to the cultural differences between Western and Japanese variations of role-playing games, both have often been compared and critiqued by those within the video games industry and press. In the late 1980s, when traditional American computer RPGs such as Ultima and Defender of the Crown were ported to consoles, they received mixed reviews from console gamers, as they were "not perceived, by many of
30195-448: The underlying game mechanics (e.g. "rules-based" or "system-based" ); whereas JRPGs tend to feature brighter, anime -like or chibi graphics, younger characters, turn-based or faster-paced action gameplay, and a greater focus on tightly-orchestrated, linear storylines with intricate plots (e.g. "action-based" or "story-based" ). Further, WRPGs are more likely to allow players to create and customize characters from scratch, and since
30378-544: The west in 2020. Phantasy Star Online 2 made over 900 million dollars since its release. Role-playing video game A role-playing video game , role-playing game ( RPG ) or computer role-playing game ( CRPG ) is a video game genre where the player controls the actions of a character (or several party members) immersed in some well-defined world, usually involving some form of character development by way of recording statistics. Many role-playing video games have origins in tabletop role-playing games and use much of
30561-412: Was 26,000. Phantasy Star Online suffered problems common with other online games, with players cheating and selling rare items online. Several weeks after launch, Japanese players began exploiting bugs to duplicate items, enhance their stats, and kill other players. Sonic Team announced they would ban players found cheating or disrupting other players, starting in May 2001. According to IGN, cheating
30744-531: Was a drain on the Dreamcast hardware, and gained the nickname "the crasher" among staff for how often it would crash the game during development. Sonic Team had conceived their 1998 Saturn game Burning Rangers as an online game for four players, but abandoned the idea due to insurmountable network problems. They used the ChuChu Rocket! networking system as a template for the online functions for Phantasy Star Online . This presented new challenges, as
30927-446: Was a theme that was common in most console RPGs at the time but absent from most computer RPGs. During the 1990s, console RPGs had become increasingly dominant, exerting a greater influence on computer RPGs than the other way around. Console RPGs had eclipsed computer RPGs for some time, though computer RPGs began making a comeback towards the end of the decade with interactive choice-filled adventures. The next major revolution came in
31110-547: Was also considered because of the internet boom in Korea at the time. Japanese and English were easier to implement because the only concern is the word location in the sentence, whereas Spanish and French have grammatical gender . The language system had to be fully redesigned at least once. Each server could accommodate one thousand players. Sega initially prepared 20 network servers to accommodate 20,000 online users for game's launch, with room to add more servers as necessary. This
31293-459: Was also praised for making communication easy, especially between players speaking different languages. Critics agreed that the single-player mode was boring compared to the addictive online multiplayer. GameSpot and GameSpy wrote that it lacked life and became tedious and repetitive when played alone, and GameSpot advised players not to try the game unless they were planning to play online. Other common complaints included poor camera control,
31476-490: Was an interesting shift from a trend in multiplayer games being mostly competitive. Edge agreed, writing that the variety of gameplay experiences shared with other players kept the game fresh. Spanish magazine Dream Planet and GameSpot praised how the players can take on different roles in the teams, such as a supporting healer or ranged attacker. IGN commended the extensive amount of equipment and items for eliciting friendly competition to collect them. The chat system
31659-451: Was another early action RPG for the NES, released as a side-story to the computer action RPG Dragon Slayer II: Xanadu . Square 's Final Fantasy for the NES introduced side-view battles, with the player characters on the right and the enemies on the left, which soon became the norm for numerous console RPGs. In 1988, Dragon Warrior III introduced a character progression system allowing
31842-421: Was composed by Hideaki Kobayashi using a Roland JV-2080 synthesizer, with live orchestration on some tracks, including the theme song. Kobayashi composed ambient music for calm scenes, and incorporated more rhythm and melody for battles. He composed short four- bar melodies that are sequenced depending on gameplay; for example, when an enemy appears, the system plays music associated with that enemy. The process
32025-560: Was delayed for beta testing and marketing reasons. While subscriptions would be free in North America, in Japan the game included a 30-day free trial, after which Japanese players were required to purchase 30-day or 90-day subscriptions. Immediately after the Japanese release, Sonic Team began maintaining the overworked servers and investigated network problems in Hiroshima and Okayama . Sonic Team hoped that Phantasy Star Online would be successful in Japan; international sales were seen as
32208-471: Was followed by the shutdown of the Japanese Blue Burst servers on December 27, 2010, the last official Sega servers. Hobbyists have developed private servers , and so the game retains a cult following and can still be played online. Phantasy Star Online received "generally favorable" reviews per ratings aggregator Metacritic . Dreamcast Magazine (Japan) wrote that the cooperative play
32391-502: Was handled. Eurogamer criticized the cost for a network adapter, subscription fees, and the "almost obligatory" keyboard. Several critics complained about the lack of a keyboard available in the Americas. GameSpot named Phantasy Star Online the best Dreamcast game and eighth-best console game of 2001. It was a nominee for the publication's "Best Role-Playing Game" prize among console games, but lost to Final Fantasy X . During
32574-408: Was increased to support up to 36,000 players right before launch. Sonic Team partnered with Swatch to use Swatch Internet time (or "beat time") as a universal clock for the game. The clock was implemented so players could coordinate with those in other countries on when to play online. The clock system divides each 24 hours into 1000 beats, with one beat equaling one minute and 26.4 seconds. The time
32757-400: Was limited to western PC games, particularly RPGs such as Diablo , Ultima Online , and EverQuest . Believing online play was the future, Sega chairman Isao Okawa instructed Sonic Team to develop an online game for the Dreamcast, produced by Yuji Naka . Sonic Team's experiments led to the development of ChuChu Rocket! , the first online Dreamcast game. Using what they learned from
32940-415: Was maintained directly on the server and not based on the user's clock on their system. Sonic Team decided not to add jumping to keep the levels simple and simplify the network code. Naka joked that future gamers would laugh at the word "Online" in the title, as he believed that online gaming would become standard; it was included as the concept was new and so important to communicate. Phantasy Star Online
33123-474: Was planned for release in March 2000, but was delayed so more features could be added. The team planned 18 character types, and had male and female sketches for each, but settled on nine. A player-versus-player mode was included in beta versions given to journalists, but this was omitted in the final version because it distracted players from the cooperative focus and introduced game balance issues; additionally, as
33306-440: Was prevalent because Phantasy Star Online used a peer-to-peer communication system. Blizzard Entertainment had similar problems with Diablo , but after moving to a client-server system for Diablo II , cheating became more difficult. Sonic Team added more quests for players to download, translated into the five languages used in the game. In Japan, a special "Fan Cup" quest was held from March 23 to April 6, developed with
33489-541: Was the first such attempt to recreate a role-playing game for a console, and requires several simplifications to fit within the more limited memory and capabilities of the Famicom compared to computers; players in Dragon Quest controlled only a single character, the amount of control over this character limited due to the simplicity of the Famicom controller, and a less-realistic art style was chosen to better visualize
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