The Gamasutra Quantum Leap Awards: Role-Playing Games
With the results now in, we present the second Quantum Leap Award, as voted by the readership of game industry professionals, awarded to the role-playing game that represented the biggest 'quantum leap' in the genre over its entire history.
In
September 2006, the editors of Gamasutra asked its readership of
game industry professionals to chime in and vote for which game
in the
role-playing genre "brought the genre forward" in
the biggest way - whether it be an early game that helped define
the RPG, or a more recent one which took those core ideas and developed
a more rewarding experience than before. Specifically, we asked:
"Which role playing game over the entire history of the
genre do you think has made the biggest 'quantum leap', and why?"
On the following pages, we'll first present the "honorable
mentions" - games that, while certainly innovative and important,
did not receive enough votes to make it into the top echelon.
Following this, we'll present the top five role-playing games
voted for by our readers, in reverse order, ending with the overall
recipient of Gamasutra's second Quantum Leap Award, which received
the largest amount of votes from game professionals.
[Please note that while many games received small amounts
of votes in this survey, we could not possibly give adequate
attention to each of them. 'Honorably mentioned' games also voted
on by our readers, but not making it into the top five _or_ receiving
detailed commentary alongside the voting included Star Wars:
Knights Of The Old Republic, System Shock, Bard's Tale,
The Legend of Zelda, and even Façade. Special thanks to MobyGames for providing art that appears in this article.]
Honorable Mention: Dragon Warrior
Dragon Warrior (Dragon Quest) for the NES. A very good RPG, with
the best elements of an RPG: leveling up by collecting experience,
getting gold from monsters, a lot of side quests involving items
you can later use, and buying new and super expensive armor & weapons;
it also allowed you to try to free roam any place in its world,
but you would then find a very powerful monster, which would kill
you in one or two blows, which then gave you a need of leveling
up to overcome all the obstacles.
-Anonymous
Dragon Warrior, of course. Although all it did was translate "Dungeons
And Dragons" themes to video games, the invention of the battle
system, creative plot, and all of the genre standards were created.
If the RPG genre had evolved more, I wouldn't have chosen "the
first." However, it hasn't, although I have no problem with that.
Now, if they'd only hire better screenwriters.
-Quinton Klabon, Dartmouth College
Honorable Mention: Final
Fantasy IV
Although Final Fantasy IV (FF2 US) was a leap from the original
graphically, it really brought the story to the forefront. No longer
were you playing characters who listened but never spoke. Cutscenes
involved conversations, not one-sided, quest-giving monologues.
It made you care for the individual characters in your party, not
as collections of stats and equipment who could complete quests,
but as characters in a story full of internal and external conflict.
-Marc Barber, Troika Games
Final Fantasy IV (Final Fantasy II in US) transformed RPGs by
the use of a much more complex and rewarding narrative that set
the standard for console RPGs for years to come.
-Anonymous
Honorable Mention: Neverwinter Nights
I think it was BioWare's Neverwinter Nights beacause of the quality
of tools provided to the players. You could build your own dungeon,
city, whatever, and you could, as a DM rule over the gaming experience
of the party, in multiplayer mode.
-Nikos Natsios
Neverwinter Nights' toolset has given thousands
of players the power to design and build their own modules, diversifying
the content available in the
game and pushing the original creators of the game to do the same. It has
offered an inroad for many individuals into the game industry,
and also found use in
the serious games market. Other games have done some things better (emulated
the PnP expererience better (Fallout), hugely broadened the console rpg
market (FF7)), but Neverwinter Nights has, through it's community,
changed the possibility
of what a game can become.
-Alan Rawkins, Rawkins.ca
Honorable Mention: Everquest
Everquest was an enormously revolutionary game because it was
the first MMORPG to bring forward elements from both successful
CRPGs and MUDs into a cohesive gaming experience. It was the first
MMORPG that felt more like a game and less like a "social experiment".
Everquest was a gigantic and rewarding world that successfully
combined challenging combat with a necessity for social interaction.
It's THE video game that defined MMORPGs as we see them today.
-Anonymous
Everquest took the player out of the godlike perspective of
UO and Balder's Gate and, by adding first person perspective, created
a level of immersion that the no other RPG had yet achieved, either
single or multiplayer. Its marketplace success spawned dozens
of look-alike games and established the MMORPG as a genre in and
of itself. No single player or non-massive multi-player RPG has
come as close to defining the genre as EQ did. And no subsequent
game has taken the genre to the "next level" in quite the same
way. The "next level" seems as yet undefined.
-Anonymous
Honorable Mention: Baldur's Gate II
I think playing an RPG game is like writing a
book with an epic story. Baldur Gate II had a great story, great
characters, great humour, great action, great mechanics (D&D
2ED), great graphics...
-Anonymous
Baldur's Gate 2 allowed players to make decisions which will
affect the outcome of the ending, allow a variety of party combinations
which allow for multiple subplot quests, in effect - a near infinite
number of variations when you play the game.
-Jarrod Loidl, Monash University
Honorable Mention: The Ultima Series
[Whether an unfortunate side-effect of having a decades-long legacy
or testament to the parity of each of its volumes, no one entry
in the Ultima series was nominated enough to make it to the top
five, but likewise no other game in the Awards brought in the same
level of meaningful responses. So though it will have to stay in
the honorable mention category, it's clear that the series has
left a deep and lasting impression on a generation of role-players.]
I've played role playing games since the early '80's, and the
most innovative role playing game I can remember in all that time
is Ultima III (for the Apple IIe). With its real-time animations,
soundtrack, gripping storyline, and in-depth game experience, this
game formula has been emulated countless times since. Find a role
playing game that doesn't borrow from Ultima in any way... I dare
you!
-Ethan Wilson, New Visions Enterprises
Any genre as nebulous as role-playing games is bound to incite
some highly divisive claims when seeking to identify its lineage.
The evolution of RPGs is not a straight line, but a tree with a
truly bewildering amount of branches: tabletop, LARP, console vs.
computer, action-RPGs, tactical RPGs, not to mention all the games
from other genres that incorporate RPG elements. How does one classify
the "definitive" works in a genre with so many definitions? The
only hope is to find a common ancestor. Leaving aside D&D,
which everyone knows is a satanic occult ritual and an affront
to the civilized world anyway, the game with perhaps the most convincing
claim is Ultima. Whether you were weaned on Final Fantasy or Fallout,
Lord British's epic series remains the wellspring from which the
others sprouted. In the interest of specificity, I'll cast my vote
for Ultima IV: Quest of the Avatar. Not only was it a landmark
in the often tumultuous marriage of games and stories, it was also
the first to introduce the revolutionary notion of ethical simulation
that would become a staple of later games. In so doing, it elevated
RPGs beyond the level of mere hack-and-slash and became a pinnacle
not just of the series, but of the RPG genre and gaming as a whole.
-James Stevenson, 1st Playable Productions
Ultima IV
Ultima IV: Quest of the Avatar. It brought interactive morality
into the foreground, where it ought to be.
-William Stepp, Eternal Eye Productions
Ultima V
The game I would have to vote for (which also happens to be my
all-time favorite game) is Ultima V. I know many other people would
probably single out Ultima IV from the series for introducing morality
and consequences for your choices, and doing away with the "evil
wizard taking over the land" cliche. But Ultima V is the first
game I ever remember playing and feeling like it was a living,
breathing world. Suddenly the pubs had tables and chairs and plates
of food that could be eaten, the residents of each town all had
daily schedules and homes with beds and mirrors, people had affiliations
with and opinions on the two opposing factions - the Resistance
and the Oppression, lit torches could be taken off the walls, your
range of vision changed as the sun rose and set, and time held
new significance as you were told to meet a member of the Resistance
by the old well at midnight or as you discovered when and where
to find the Shadowlords by observing the stars in the night sky.
I think Ultima V marked a time when all the little details in RPG
worlds began to be important - when setting and story started taking
its place at the side of combat and other mechanics.
-Clarence Simpson, Vicious Cycle Software
Ultima V - The Ultima series allowed the player a level of freedom
found only in a few games today. Through the origins of the series,
the game had fits and starts where some ideas worked and others
did not. By V, however, the central core of the game was completely
worked out and many games today are 3D versions of this ground
breaking title: Elder Scrolls comes to mind. Though other games
at the time were similar, Bard's Tale for example, they did not
have the scope of story and adventure, nor did they encompass so
many technologies of the time.
-James Edwards, Microsoft
Ultima VII
The Ultima series as a whole has made a number of significant
quantum leaps throughout its history. It was probably the first
game to moralize a character's actions and create accountability
for the player's actions which directly affected the character.
Ultima 6 created a world in which the items the player collected
were actual physical entities, rather than just elements on a menu
which affected numbers. Ultima 7 introduced a persistent, physically
changeable world and further refined the Ultima series' non-linear
storytelling methods. Ultimately I feel the Ultima games made the
largest leap with Ultima 6, creating a world full of side quests,
vignettes which had no effect on the plot but were interesting
to participate in, the ability to change objects in the world,
rather than just collect them, and reunited the graphical subgenre
with the textual genre in quality of storytelling and depth of
exploration.
-Tom Benda, Beefsteak Games
For me the game that made the biggest leap has to be Ultima 7
(+ pt 2). What I still find amazing is that, even over 15 years
ago, it still managed to effortlessly accomplish what many RPGs
are still trying today. It had a feature list that would look
impressive in a AAA RPG of today: massive free-form seamless world,
interesting characters and storyline, NPC with personality, real
time combat, etc. None of this really describes how alive the world
felt, though. In my opinion, no game since has gone as far in recreating
a living, breathing world that appears to go on with or without
the player around. In the game farmers would tend their fields,
head to the tavern in the evening, perhaps attend a town meeting
and then go home to bed; warriors would train; beggars would beg
and then congregate together for warmth in the cold evenings; bakers
would bake and mutter to themselves - occasionally opening windows
for air and peasants would er... peas?
-Anonymous
I'm going to hook everyone up with the answer key, clearly the
answer is Ultima Online. Yes, there were MUDs and MUSHes but they
were weak sauce compared to UO. UO was a pioneering game because
it was the first real fantasy RPG MMO (with graphics) that people
played and paid for and it introduced a lot of the mechanics that
are still in these games today. One could make a case for Everquest
as well since EQ's group mechanics form the basis of a lot of the
continued success of the genre (witness World of Warcraft). I think
that UO is still the true quantum leap and EQ is a mere 'leap'
above that.
-Anonymous
Ultima Underworld II
Ultima Underworld II: Labyrinth of Worlds by Looking Glass Studios,
because of the technology, the story, and the graphics. The technology
was incredibly well-executed. You could actually jump, swim and
look up and down in real-time first person view (in 1993) - which
was perfected in UU2 compared to UU1: The Stygian Abyss. The story,
where the evil Guardian locks Lord British, and his friends inside
a huge sphere of blackrock gem, and where you as the Avatar must
venture down through the sewers to find a way to defeat the guardian
was excellent and very immersive. The graphics - especially the
textures were very very detailed and beautiful for the time, and
the music was... gaah! I could go on!
-Rasmus Harr, University of Copenhagen
5.
Chrono Trigger
Chrono Trigger. It was the first CRPG to really do
an elegant job of handling time travel, something which has yet
to be repeated since.
-Ian Schreiber, Minerva Software
Chrono Trigger, the first game that gave you the choice to avoid
fights. The first game that had multiple optional features including
several endings. One of the best stories of all rpg games.
-Anonymous
Chrono Trigger. It was successful in establishing an immersive
and enjoyable game world, while limiting interruptions of gameplay
through the use of seamless battle integration. It was also very
innovative, as far as the battle system goes, through its use of
combinations of Tech Attacks.
-Cory Hunt, Hantosoft
4.
Deus Ex
Deus Ex's many paths and its roleplaying elements (character improvements...)
were not just a boring listing of figures...
-Brunet Fred
Deus Ex - while not strictly an RPG, it introduced
elements of RPG into action games, and expanded upon what was previously
thought possible of storytelling in a FPS.
-Richard Hughes, M7 Productions
3.
The Elder Scrolls IV: Oblivion
I think Oblivion definitely should get the nod because you can
do virtually anything in that game...and I do mean anything. My
roommate stole a horse, was being chased by guards, eventually
evaded them, and was getting attacked by wolves, accidently hit
the horse and the horse attacked him until he had to kill it. He
then ended up coming across a guard on horseback, lured him off
and stole his horse, left it in the woods and came back 3 days
later (in game) and it was still sitting right there. The fact
that you can interact with every character is phenomenal...Over
all it is one of the most immersive games I have ever played, (over
100+ hours and have barely even touched the main quest).
-Robert Litwin
Elder Scrolls Oblivion -- not only is it the best RPG, but also
is one of the best games ever. The graphics are probably the biggest
quantum leap for an RPG. Most RPGs don't have cutting edge graphics
and quality art like this game, and I don't consider cut scenes
like in the Final Fantasy series as "game graphics," since they
are pre-rendered. Other things that make this game great are the
size of the world, the number of quests, and best of all the nearly
perfectly balanced gameplay. I never felt like I was a professional
exterminator, unlike other RPGs.
-Anonymous
I wanted to say Phantasy Star 1, for honing the Japanese
format and setting the standard for the next 20 years, but I have
to tip my hat the the new generation. Oblivion allows the player
to create their own story in a way that no other game has up to
this point. It takes the ideas of the past and finally in one fell
swoop, blends them into a near perfect experience. It is the biggest "quantum
leap" to me because role playing games should allow the player
to feel as if they are the star of their own amazing tale, and
that the "role" you "play" is important and dynamic. Others have
tried (including Morrowind), but Oblivion actaully pulled it off,
raising the bar far above and beyond any other RPG experince. It
challenges players, but more importantly, it throws down the gauntlet
for the whole industry.
-Jason Rosenstock
Oblivion has made the biggest quantam leap ever for an RPG. There
has never been such a significant advance in gaming in one game.
End of story.
-Anonymous
I would say the Elder Scroll series. It took elements from classic
games like Bard's Tale and Eye of the Beholder and blended them
together into a fully 3d interactive environment. I loved Morrowind,
but Oblivion takes the cake as the single BEST RPG i have ever
played.
-Stefan Park, Gen-i Limited
Elder Scrolls IV: Oblivion is the first to implement the trifecta
of role-playing games. 1) It was able to bypass on-screen text
as the primary form of communication between game and player. 2)
It was able to provide a truly open-ended and seemingly endless
world of gameplay and, most importantly, 3) it achieved the very
definition of what an RPG is: playing a role in an immersive and
fantastic story. "Immersive" is the deciding factor. In Oblivion,
you are always playing, never watching. Your actions are followed
by believable consequences that ingeniusly results in an unprecedented
quality of choice for the player. You play the game and sometimes
the game plays you (anyone who killed a guard within the first
few hours knows what I'm talking about). And it is the one true
game that is successful in blurring the line between RPG fan and
casual gamer because it succeeds in everything an RPG fan wants,
and everything a non-RPG player didn't know they loved. This is
unmatched by any other story-based RPG I have played. I'll never
forget the first hour of playing it. I stole something, was caught,
resisted arrest, somehow escaped and killed a guard, ran and hid
on a docked ship, went to sleep only to wake up and discover the
ship had been hijacked, saved the crew and returned to port. The
absolute joy was none of it felt forced, repetitive, guided or
scripted. Bravo, Bethesda, and thank you for making a believer
out of this
RPG pessimist.
-Matthew Allmer, Rendered Vision
2.
Planescape: Torment
Planescape: Torment took the somewhat cumbersome structure of
the dialogue tree and turned it into a tangled dodecohedron of
wonder within the wierd. While in many ways it refined tropes
and technology from the tradition of Baldur's Gate and Fallout,
Torment's approach to storytelling transcends its form, providing
characters that unveil through interaction like layers of an onion,
and a setting just as mysterious and complex. Every named NPC would
have some bizzare-psuedo quest to unleash, replete with brilliant
writing and EXP. From a nation of undead haunted by cranium rats,
to a brothel of intellectual lusts, to a pile of skulls in the
first of nine hells, Torment's setting breathed with just as much
character as its core NPCs. Whats most innovative about Torment,
however, is its abondonment an empty vessel avatar for a layered,
complex character identity the player could explore through play
- though the Nameless One was something of an empty vessel on his
own, one found. What can change the nature of a man? Great role-play
design, thats what.
-Patrick Dugan, True Vacuum
I'm torn between Planescape: Torment and BG2: SoA. I would nominate
Planescape: Torment; not only because it still represents the best-written
and most engagingly populated role-playing game I've played to-date,
but because it was one of the first adult role playing games ever
made. By adult, I don't mean that it contained restricted or child-inappropriate
content, I mean that it looked at important issues of morality,
guilt, and atonement in a serious and "adult" way. Most previous
games in the genre turned around the semi-sociopathic "kill stuff
and sell their gear/bodyparts to get cash to buy more stuff while
engaged in your never-ending quest to save your girlfriend/people/world."
-Adams Greenwood-Ericksen, Institute for Simulation
and Training
Again I have to praise Planescape: Torment, for many reasons.
Among them are the fact that it broke away from traditional subject
matter, had an deep, involved storyline, and allowed players to
solve puzzles in various ways including non-violent solutions.
-Meg Haufe, Sony Online Entertainment
It's gotta be Planescape: Torment. Why? Simple:
ROLE PLAYING. Baldur's Gate 2 had "epic setting" nailed, the two
Fallout games take the crown for non-linearity, Neverwinter Nights
had its unmatched online implementation, System Shock 2 probably
tops the "successful innovation" stakes... but for going back to
basics and getting the most important thing in a single-player
RPG - the
writing - absolutely bang on, nothing else is in the same league.
I guess it's something of a sad commentary on the genre as a whole
that I'm considering that a "quantum leap", but there you go.
-Matthew Woodward, Cambridge University
1.
Fallout
Fallout, because it proved that gameplay and story can make a
financially successful RPG in the age of the dawn of obsession
with 3d graphics,
because it proved that brand new gameplay mechanics (i.e. the SPECIAL
system) can be far superior to existing D&D systems slavishly
adhered to by less adventurous developers. In short, because it
innovated in all the areas that make a game different from its
counterparts and sold enough copies to warrant a sequel!
-Anonymous
Fallout - this rpg really has everything a great rpg needs: incredibly
robust player character development, not just combat skills; great
original story and setting, not just another rpg with elves and
orcs; a great turn based combat system for people who like to
think, but yet has some of the most rewarding critical death animations
that rival any game, not just rpgs; a rich world full of interesting
npc characters, enemies and places; functional UI, and great character
dialogue system; because the game was open ended and the character
development was really deep, it is actually replayable more than
3 times.
-Anonymous, Electronic Arts
Fallout - simply because it was the first RPG that offered you
realistic choices in a believable environment: YOU made the story
and it looked REAL.
-Anonymous
Fallout: the first open ended RPG, with a unique atmosphere, visual
style, characters and plot. It allowed you to play whatever type
of character you wanted-and is one of rare games truly deserving
the title of a "Role-playing game".
-Anonymous
Fallout, because of the quantity of possibilities it offered to
the player : for the first time, you were really "role playing" ;
Imean playing the role of someone else, in an whole graphically
developped universe. The best video role-play experience ever,
both in gaming design and in a technical point of view.
-Arnaud DAVID, SupInfoGame
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