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Adventure & RPG Games · 19

Side quests work best when they change how a place feels, not merely when they add another number to the completion screen. The history behind the category adds another layer. Quest logs solved a very human problem: players forget what a fictional villager asked for three evenings ago much faster than the hero supposedly does. A suspiciously empty room is the adventure-game equivalent of someone saying 'nothing to worry about.'

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Tiny history break

Myst was released in 1993 and used the storage space of CD-ROMs for detailed pre-rendered worlds, sound and video. For years it was one of the defining examples of what a multimedia PC game could look like. The next fact has its own story: Diablo arrived in 1996 with real-time clicking, randomized dungeon layouts and fountains of loot. Its structure made 'just one more floor' an exceptionally dangerous sentence for anyone planning to go to bed.