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Adventure & RPG Games · 38

Ultima helped computer RPGs grow from dungeon crawls into broader worlds where towns, wilderness and long journeys mattered alongside combat. Meanwhile, the mechanics tell a second story. Save points used to be partly a technical constraint, but designers learned to use them as atmosphere: a safe place feels safer when the game visibly lets you stop there. Side quests are what happen when saving the world has a surprisingly flexible deadline.

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Wait, really?

Fast travel is a design compromise between realism and convenience. Huge worlds feel grand, but very few players want every return trip to take the same twenty minutes. Another small piece of history: 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.