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Adventure & RPG Games · 49

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: Maps become emotional objects in exploration games. An empty corner is not blank space once the player suspects the designer hid something there. A suspiciously empty room is the adventure-game equivalent of someone saying 'nothing to worry about.'

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Curiosity break

Dungeons & Dragons was first published in 1974 and helped establish the language of character levels, classes, hit points and experience that later computer RPGs borrowed and transformed. And for something completely different: Early computer RPGs often used graph paper because players had to draw their own dungeon maps. Getting lost was not a bug; keeping notes was part of the adventure.