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Adventure & RPG Games · 27

Early role-playing games often used random encounters partly because memory and storage limits made persistent visible enemy populations much harder to build. Meanwhile, the mechanics tell a second story: Maps become emotional objects in exploration games. An empty corner is not blank space once the player suspects the designer hid something there. Side quests are what happen when saving the world has a surprisingly flexible deadline.

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The rabbit hole

The word 'roguelike' comes from Rogue, a dungeon game first developed around 1980. Its randomly generated levels and high-stakes deaths inspired an entire family of games decades later. One more useful piece of useless knowledge: Ultima helped popularize large explorable computer worlds during the 1980s. Its later games experimented with morality systems where the player’s behavior mattered as much as defeating enemies.