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Adventure & RPG Games · 15

King's Quest in the 1980s made an animated character visibly walk through illustrated scenes, changing how many players imagined a computer adventure should look. Meanwhile, the mechanics tell a second story: RPG parties turn character specialization into cooperation; weakness becomes acceptable when another party member is designed to cover it. Every tavern contains at least one person who has mistaken a total stranger for the perfect solution to a local crisis.

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A fact with good replay value

Secret rooms are a tradition shared by tabletop dungeons and video games. Designers hide them behind suspicious walls, unusual decorations or tiny environmental clues to reward nosy players. And then there is this little gem: RPG 'experience points' turn invisible learning into a visible number. Real life sadly refuses to display a progress bar after you successfully assemble flat-pack furniture.