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Adventure & RPG Games · 50

Mystery House, released in 1980, helped popularize graphical adventure games by adding simple line drawings to the command-driven exploration formula. There is a practical reason this matters in games: Loot systems make comparison into play. Two swords can differ by only a few numbers and still create five minutes of serious inventory philosophy. A suspiciously empty room is the adventure-game equivalent of someone saying 'nothing to worry about.'

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Worth knowing

Colossal Cave Adventure, created in the 1970s, helped define text adventures. Players explored by typing commands, proving that a world could feel enormous even when the screen showed no graphics at all. A second surprise: 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.