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How Diablo Saved the Computer RPG

We look at how twelve people created a click-heavy game that revitalized a dying genre.

By: Thierry Nguyen
January 21, 2012

It’s safe to say that by 1995, the computer role-playing game was dying. RPGs were losing traction to the wave of games modeled after two recently innovative titles: 1992’s Dune II: The Building of a Dynasty and 1993’s Doom. After the success of those two titles, the computer game industry as a whole shifted to producing more real-time strategy games and first-person shooters. The dwindling audience that enjoyed turn-based role-playing games full of mechanics, simulations, and obscure details were then being swayed by turn-based strategy games like Civilization II.

By this time, traditional first or third-person RPGs were still being released, but pretty much no one except Europeans bought them. One of the bigger successes in the genre came from a small studio in Maryland: The Elder Scrolls II: Daggerfall from Bethesda Softworks. Yet that was more of an anomaly — Bethesda saw better traction from shooters like Terminator: Future Shock and its sequel SkyNET. Even the stalwart Ultima series — Lord British’s saga of isometric RPGs in a fully fleshed-out fantasy universe — abandoned its core principles in pursuit of the action-driven market. Ultima fans generally felt betrayed when Ultima VII Part Two: Serpent Isle — a party-based RPG with a vast world — was followed up with Ultima VIII: Pagan — which featured a lone hero in a much smaller setting that bizarrely featured platforming elements (most likely in pursuit of luring action and even console gamers to the Ultima series).

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