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Adventure & RPG Games · 5

Dialogue choices create tension without reflexes because the cost is uncertainty; the player rarely knows exactly how another character will interpret a line. Put that beside this bit of history: 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. 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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Odd but true

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. A different kind of surprise: The Legend of Zelda was designed around curiosity and exploration. Its creator has said childhood experiences exploring countryside and caves helped inspire the feeling of discovering something hidden.