Index of Games Played by Lineage
This page, a work in progress, will eventually have all games played by their lineages, whether thematic or technical. Only lineages with more than three games are included. They are listed in order of the foundational games in the series (not necessarily the first).
Completed (or Reasonably So) Lineages:
****
Dungeons & Dragons Officially Licensed Games (1982)
TSR Games without the technical D&D name attached
Intellivision Series by Mattel (no campaign setting)
The "Gold Box" and "Silver Box" Series by Strategic Simulations, Inc.
(See also "Gold Box" below.)
Forgotten Realms Pool of Radiance Series
- Pool of Radiance (1988): P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | P10 | Won | Rating
- Hillsfar (1989): P1 | Rating | ►UV
- Curse of the Azure Bonds (1989): P1 | P2 | P3 | P4 | P5 | P6 | Won | Rating | ►EV
- Secret of the Silver Blades (1990): P1 | P2 | P3 | P4 | P5 | Won | Rating
- Pools of Darkness (1991): P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | Won | Rating
Forgotten Realms Savage Frontier Series
- Gateway to the Savage Frontier (1991): P1 | P2 | P3 | P4 | Won | Rating
- Treasures of the Savage Frontier (1992): P1 | P2 | P3 | Won
Dragonlance Series
- Heroes of the Lance (1988): P1
- Dragons of Flame (1989): B
- Shadow Sorcerer (1990): B
- DragonStrike (1990): B1
- Champions of Krynn (1990): P1 | P2 | P3 | P4 | Won | Rating
- Death Knights of Krynn (1991): P1 | P2 | P3 | Won | Final | ►EV
- Dark Queen of Krynn, The (1992): P1 | P2 | P3 | P4 | P5 | Won | Rating
Eye of the Beholder Series by Strategic Simulations, Inc. (Dungeon Master Clones; Forgotten Realms)
Console Games by Westwood Studios in the Mystara Setting
Dark Sun Series by Strategic Simulations, Inc.
Others
- Spelljammer: Pirates of Realmspace (1992): P1 | P2 | Won
- Stronghold (1993): P1 | Rating
- Al-Qadim: The Genie's Curse (1994): P1 | P2 | P3 | P4 | Won | Rating
****
The Dungeon Master Lineage (1987)
These
games are characterized by first-person exploration, tile-based
movement, real-time combat in the main exploration window, a
"cool-down" timer after attacks, and lots of mechanical puzzles (levers, buttons, pressure plates, etc.).
- Official Dungeon Master games:
- Dungeon Master (1987): P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | Won | Rating
- Dungeon Master: Chaos Strikes Back (1989): P1 | P2 | P3 | P4 | P5 | P6 | P7 | Won | Rating | ►EV
- Dungeon Master II: The Legend of Skullkeep (1993): P1 | P2 | P3 | P4 | P5 | P6 | Won | Rating
- Games inspired by Dungeon Master:
- Bloodwych (1989): P1 | P2 | P3 | P4 | Final
- Captive (1990): P1 | P2 | P3 | P4 | P5 | Won | Rating
- Dungeon Quest (1990): B
- Dungeons of Doom (1990): P1
- Eye of the Beholder (1991): P1 | P2 | P3 | P4 | P5 | P6 | Won | Rating
- Eye of the Beholder II: The Legend of Darkmoon (1991): P1 | P2 | P3 | P4 | P5 | P6 | Won | Rating
- Abandoned Places: A Time for Heroes (1992): P1 | P2 | P3 | Won
- Black Crypt (1992): P1 | P2 | P3 | P4 | Won
- Abandoned Places 2 (1993): P1 | P2 | P3 | Won
- Eye of the Beholder III: Assault on Myth Drannor (1993): P1 | P2 | P3 | P4 | P5 | Won
- Arcan (1993): P1 | Won | P3
- Dungeon Hack (1993): P1 | P2 | Won | Rating
- Walls of Illusion (1993): P1 | Won
- Blade of Doom (1993): P1
- Daymare 2 (1993): P1
- Escape from Ragor (1994): P1
******
Halls of Death
Everything below here is in progress.
The PLATO Series (1975)
The earliest RPGs that we know about were created on the PLATO educational system at the University of Illinois at Champaign-Urbana (but available on a network to many other universities and at least one high school). They not only introduced the world to CRPGs; they spawned lineages that continued on the microcomputer and commercial production.
- Iconographic, top-down exploration:
- First-person, multiplayer dungeon exploration:
- Others
The DND Line (1975)
Games in this series are known for the file name of the original: "DND." They originated on the PLATO system at the University of Illinois at Champaign-Urbana but spread to other mainframes and to the microcomputer via former student Daniel Lawrence. They feature fairly simple dungeon exploration, usually with the goal of acquiring some object, battle against enemies of various levels, no fixed encounters, lots of random encounters, experience gained by bringing treasure to the surface, and some other common elements.
- Game of Dungeons, The (1975): P1 | Won
- Dungeons & Dragons (1977): P1
- Dungeon of Death (1979): P1
- Dungeons and Dragons (1981): P1
- Caverns of Zoarre (1984): P1 | Won
- DND (1984): P1 | P2
- AtariROGUE (1987): B
- Fountain of the Gods, The (1988): P1
The Text Adventure Lineage (1976)
These games take their inspiration from Will Crowther's Adventure (1976) and Zork (1977), games with few RPG elements in the way that we currently define them. However, a few titles introduced enough RPG mechanics to cross over into RPG territory. These titles are characterized by textual descriptions of rooms and battles (sometimes with a few graphics) and commands entered as verbs and nouns (e.g., GET LAMP). Because many of them are not CRPGs, this list is naturally incomplete.
- Maces & Magic series:
- Dungeon (1979, TRS-80): P1
- Dungeons and Dragons (1980/TRS-80): P1
- Bronze Dragon: Conquest of Infinity (1985): P1 | Rating
- Beyond Zork: The Coconut of Quendor (1987): P1 | P2 | P3 | P4 | P5 | P6 | Won | Rating
- Fallthru (1989): P1 | P2 | P3 | P4 | P5 | Won | Rating
- Drachen von Laas, Die (1991): P1 | Won
- Curse of Vengeance (1992): P1
Campaigners (1978)
This lineage kicks off with Robert Clardy's Dungeon Campaign (1978) but is better defined by its follow-up, Wilderness Campaign (1979). This is a style of game in which you march an army across a landscape with a military goal, like
defeating an evil warlord. You meet a variety of encounters along the
way that build or sap your army, and the ultimate goal is to reach the
endgame with as strong a force as possible. Although sometimes there's a
main "character" with his own attributes at the head of the army, in
general you have troops rather than hit points, and most games of this
sub-genre do not feature individualized experience or character
development.
The Devil's Dungeon and Clones (1978)
These are simple text games in which the player navigates through connected, numbered rooms, a mechanic likely adapted from Hunt the Wumpus (1973). These games vary in how many RPG elements they offer or whether there's a main quest.
The Dunjonquest and Quest Lineages
The Dunjonquest series from Epyx was one of the first game series to fully mimic tabletop RPG. It featured characters with full inventories and attributes, experience-based leveling, and detailed descriptions of rooms and treasures in an accompanying manual. This being 1979, actual game mechanics were still a bit primitive, particularly in some of the series' "microquests," which had fixed heroes and short playing times.
The Quest (1981) series began with Brian Reynold's simplification of Dunjonquest gameplay in type-in format for Softside magazine. Many later developers used this code as a basis for further elaborations. The inventories in this series are simplified, consisting generally of regular and magic arrows, potions, and holy water, with different enemies showing weaknesses to different items.
The Crystalware Series (1980)
Games from the low-budget, high-volume developer Crystalware were written by a small number of developers and all featured very similar gameplay: A character icon wandering a monochrone landscape, running into encounters that affected a variety of statistics. Like many titles of the era, they straddle the line between CRPGs and non-RPGs depending on what elements the particular titles happen to include.
Roguelikes (1980)
Roguelike games, starting with Rogue (1980), generally feature permadeath (i.e., no re-loading after death), randomly-generated
dungeons, abstract representation of creatures and items using plain
ASCII characters, complexities associated with item identification and
inventory management, and a minimal story that generally involves
retrieving the Amulet of Yendor or some other MacGuffin. There are many sub-lineages of roguelikes. This list will get more complex as we go along.
- Progenitors
- Beneath Apple Manor (1978): P1
- Dungeon (1979, PET): P1
- Dungeon Escape (1980): P1
- Catacombs (1981): P1
- Rogue and its direct clones
- The Moria line
- Moria (1983): P1 | P2 | Final
- BOSS: Beyond Moria (1990): P1 | Rating
- Angband [v. 2.4] (1993): P1 | P2 | P3 | P4 | P5 | Final
- The Hack line
- "Roguelites" (takes some themes from roguelikes but are generally easier):
The Eamon Lineage (1980)
Eamon (1980) introduced an RPG/text adventure hybrid, with multiple modules connected through a central "adventurer's guild" hub.
The Wizard's Castle Variants (1980)
Games in this lineage take place on a grid of squares (maybe multiple grids if it has levels). Each square contains a monster, item, or encounter, including events that teleport the player to other parts of the grid. There is usually a mechanism (e.g., "flares") for seeing what is in adjacent squares and for calling up a map of the player's progress. The goal is to find a specific object—the Orb of Zot in the original game. Games in this series tend to straddle the line between RPG and non-RPG depending on how much character development they offer. The origin of the series is in Mike Mayfield's Star Trek (1971) via Chip Bester's HOBBIT (1975).
The Stuart Smith Classical Series (1980)
This series focuses on themes from the classical world and iconographic exploration. Monsters and NPCs are the same, every person and creature belonging to a "faction" that might be friend or foe. The series uses "big ball of violence" combat (except for the last entry) and several other innovations that tend to make gameplay fast-paced, fun, deadly, and replayable.
The Wizardry Lineage (1981)
Wizardry was one of the most important games for the microcomputer. Although based on the PLATO Oubliette (1977), it brought the multi-character dungeon crawl to the average computer owner. Games in its lineage generally offer a first-person perspective, multiple characters, multiple classes with attribute restrictions, tiled-based movement in multi-level dungeons, and menu-based combat in which the player specifies actions for all characters and then watches as those actions execute, "threaded" with enemy actions in order of initiative.
- Progenitor
- Oubliette (1977): P1
- The Wizardry series
- Wizardry: Proving Grounds of the Mad Overlord (1981): P1 | P2 | P3 | P4 | P5 | P6 | Won
- Wizardry Scenario #2: The Knight of Diamonds (1982): P1 | Won
- Wizardry Scenario #3: The Legacy of Llylgamyn (1983): P1 | P2 | P3 | P4 | Won
- Return of Werdna: The Fourth Wizardry Scenario (1987): P1 | P2 | P3 | P4 | R1 | R2 | R3 | R4 | R5 | R6 | R7 | R8 | R9 | Won | R11 | Rating
- Wizardry V: Heart of the Maelstrom (1988): P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | Won | Rating
- Wizardry VI: Bane of the Cosmic Forge (1990): P1 | P2 | P3 | P4 | P5 | Won | Rating
- Wizardry: Suffering of the Queen (1991): P1
- Wizardry: Crusaders of the Dark Savant (1992): P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | P10 | P11 | P12 | P13 | P14 | P15 | Won | Rating
- Wizardry clones
- Maze Master (1983): P1
- Black Onyx, The (1984): P1 | Final
- Bard's Tale, The (1985): P1 | P2 | P3 | P4 | P5 | Won | Rating | Revisit (starts its own lineage below)
- Citadel: Adventure of the Crystal Keep (1989): P1 | P2
- Dark Designs I: Grelminar's Staff (1990): P1 (launches Dark Designs series; see below)
- Dragon Sword (1990): P1 | P2 | P3 | P4 | P5 | Won
- Ancients 1: Death Watch (1991): P1
The Ultima Series and Clones (1981)
This lineage is difficult because Origin Systems, the creators of Ultima, took pains to recreate the game engine and interface between releases. There is more consistency in Ultima clones than in the primary Ultima games.
Akalabeth (1980)
pioneered single-character first-person exploration of wireframe
dungeons with action-oriented combat. These dungeons were also featured
in Ultima (1981) and Ultima II (1982), but they were only
part of a larger world. Outside the dungeon, these games introduced an
icongraphic interface in which the character moved across a tiled
landscape, fought battles with a single action key, talked to NPCs with
one-way, one-line dialogue options, and bought and cast spells, which
were treated like inventory. The character leveled up by buying hit
points.
Exodus: Ultima III (1983)
kept the iconography and one-line dialogues but radically changed other
aspects of the game. The player controlled multiple characters, and
combat switched to a turn-based tactical interface. The series
switched to more traditional experience and leveling and introduced
spell points and a greater selection of spells. Dungeon exploration
remained first-person, but no longer wireframe, and no longer
action-oriented. Ultima IV: Quest for the Avatar (1985) kept most of Ultima III's
interface but replaced one-line NPC interaction with keyword-based
dialogue. It also greatly expanded the character inventories, introduced
a reagent system for spellcasting, and divided dungeon exploration into
corridors (first-person) and rooms (iconographic). Ultima V: Warriors of Destiny (1988)
built on the interface even further with extensive environmental
interaction, and it added a syllable system (in addition to reagents)
for spellcasting.
Ultima VI: The False Prophet (1990)
threw out the entire engine and replaced it with an axonometric
interface in which all characters were seen at the same time (instead of
represented by a single icon). There was no separate combat screen.
Inventory was expanded again (this time with a paperdoll interface),
keyword dialogue retained. Dungeon exploration now used the same
interface as outdoor exploration. Two spinoff games used this same
interface.
The two parts of Ultima VII (1992/1993)
again completely changed the interface, now fully integrating the mouse
in environmental and inventory interactions. Interface elements were
hidden until called for, using the full monitor for the exploration
window. Keyword-based dialogue was retained, but with the player now
clicking on a set of options.
The Ultima Underworld series,
not designed by Origin, introduced an entirely new lineage with its
first-person, continuous-scrolling, immersive-dungeon exploration.
The Ultima Series
- Akalabeth: World of Doom (1980): P1| P2
- Ultima (1981): P1 | P2 | Won
- Ultima II: Revenge of the Enchantress (1982): P1
- Exodus: Ultima III (1983): P1 | Won
- Ultima IV: Quest of the Avatar (1985): P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | P10 | P11 | Won | Rating
- Ultima V: Warriors of Destiny (1988): P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | P10 | P11 | P12 | P13 | Won | Rating
- Ultima VI: The False Prophet (1990): P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | Won | P10 | Rating
- Worlds of Ultima: The Savage Empire (1990): P1 | P2 | P3 | P4 | Won | Rating
- Martian Dreams (1991): P1 | P2 | P3 | P4 | P5 | P6 | Won | Summary
- Ultima Underworld: The Stygian Abyss (1992): P1 | P2 | P3 | P4 | P5 | P6 | P7 | Won | Rating
- Ultima VII: The Black Gate (1992): P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | P10 | P11 | P12 | P13 | P14 | P15 | P16 | P17 | Won | Lost | Rating
- Ultima Underworld II: Labyrinth of Worlds (1993): P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | P10 | Won | Rating
- Ultima VII: Part Two - Serpent Isle (1993): P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P10 | P11 | P12 | P13 | P14 | P15 | P16 | P17 | P18 | P19 | P20 | P21 | P22 | P23 | P24 | Won | Rating
Clones primarily based on Akalabeth:
- Exeter (1988):P1
Clones primarily based on Ultima or Ultima II
These games feature icongraphic graphics, a single character, and simple combat on the exploration screen.
Clones primarily based on Ultima III-V
These
games usually offer multiple characters, combat on a separate tactical
map, and keyword based dialogue. Graphics continue to be iconographic.
- Deathlord (1987): P1 | P2 | P3 | P4 | P5 | Final (but with Wizardry-style combat)
- Antepenult (1989): P1 | P2 | P3 | P4 | Won
- Dunkle Dimension, Die (1989): P1 | P2 | P3 | Won
- 2088: The Cryllan Mission (1989): P1 | P2 | Won
- 2088: The Cryllan Mission - The Second Scenario (1990): B
- DCGames (1990), a creation kit that spawned several RPGs
- Fantasy Worlds of Tamrak, The (1993): B
- Enchantasy: The Quest for the Eternal Grimoire (1993): P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | Won
Dungeons of Daggorath and Clones (1982)
The Valley and its Clones (1982)
The Valley (1982) was a type-in game published in Computing Today. A single character must roam a landscape, enter several structures, and encounter various treasures. Each square has a chance of an encounter, including simple battles and encounters with NPCs or environmental conditions that might improve or harm you. I guess because it was a type-in game, it was so easy to use as a basis for further development.
SSI's Tactical Games (1983)
Strategic Simulations, Inc., started as a wargame publisher. They eventually published a lot of CRPGs in different styles, submitted by independent developers, but when they developed games in-house, they went with their strengths. The games on this list are all recognizably from the same lineage: multi-character CRPGs with combat occurring on a tactical map, offering lots of options dealing with terrain, positioning, and actions.
- Games from SSI
- Galactic Adventures (1983): P1
- Eternal Dagger, The (1987): P1 | P2 | P3 | Won
- Demon's Winter (1988): P1 | P2 | P3 | P4 | P5 | P6 | Won | Final
- Pool of Radiance (1988): P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | P10 | Won | Rating (launches the Gold Box series, covered among the Dungeons & Dragons games above)
- Games inspired by this lineage:
Gamebook Adaptations (1984)
RPG-like gamebooks were popular with the same crowd who played CRPGs in the 1980s. Naturally, some developers tried to cash in on this trend by making CRPG adaptations of those books. Unfortunately, most of them were adapted a bit too literally, with the same weaknesses of the books (e.g., linearity, lack of flexibility), so that they were more like reading a book on the computer than playing a game.
The Bard's Tale Series and Clones (1985)
The Bard's Tale series is a continuation of the conventions established in Wizardry.
- Precursor
- Maze Master (1983): P1
- The Bard's Tale series
- Bard's Tale, The (1985): P1 | P2 | P3 | P4 | P5 | Won | Rating | Revisit
- Bard's Tale II, The: The Destiny Knight (1986): P1 | P2 | P3
- Bard's Tale III, The: Thief of Fate (1988): P1 | P2 | P3 | P4 | P5 | P6 | Final
- Dragon Wars (1989): P1 | P2 | P3 | Won | Rating | ►UV
- Bard's Tale Construction Set, The (1991): P1 | P2
- Full Bard's Tale clones
- Citadel of Vras (1989): P1 | P2 | Won
- Centauri Alliance (1990): P1 | P2 | P3 | P4 | P5 | Won
- Antares (1990): P1 | P2 | P3 | P4 | P5 | P6 | Final
- Dungeons of Avalon (1991): P1 | P2 | Final | P4
- Dungeons of Avalon II: Island of Darkness (1992): P1 | Rating
- Prüfung, Die (1993): P1 | Won
- Games influenced by The Bard's Tale for mechanics and combat but that use an iconographic interface
The Alternate Reality/City Simulator Line (1985)
This lineage offers the same first-person exploration as many games of the day but in the context of a harsher, deadlier, less abstract game world. Elements include a very large environment, open-world exploration, hunger, thirst, disease, fatigue, weather conditions, and detailed NPC interaction that may include efforts to charm, bribe, and trick NPCs. The environment offers factions and guilds that the player must join to advance. The plot sometimes feels secondary to handling basic needs and surviving.
- Alternate Reality: The City (1985): P1| P2
- Alternate Reality: The Dungeon (1987): P1 | P2 | Won
- Fate: Gates of Dawn (1991): P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | P10 | P11 | P12 | P13 | P14 | P15 | P16 | P17 | P18 | P19 | P20 | P21 | P22 | P23 | Won | Rating
- Elder Scrolls, The: Arena (1994): P1 | P2 | P3 | P4 | P5 | P6 | P7 | Won | Rating
Phantasie Games (1985)
Phantasie took the character design and combat mechanics of Wizardry but added some of of its own innovations, including third-person exploration on a slowly-revealed map, special encounters represented by dots on the map, and combat in which you see the ranks of combatants and they make some kind of animated motion.
- The Phantasie Series:
- Games influenced by Phantasie:
The Legend of Zelda and Its Clones
The Legend of Zelda was a hugely influential console game that spawned dozens of sequels and imitators on both the console and the computer. Because many of these are not RPGs and many are console-only, this list will naturally be incomplete.
Dragon Quest Lineage (1987)
Dragon Quest (called Dragon Warrior in western releases) was hugely influential on the console circuit, which bled into some computer RPGs. Although based on Ultima, the game had its own approach to turn-based combat and grinding that are evident in its imitators. Because this is primarily a console lineage, this list will naturally be incomplete.
- Dragon Warrior (1986): P1
Ysh Games (1987)
Named after the first of its kind, Ys I: Ancient Ys Vanished (1987; called The Ancient Land of Ys in its DOS version), these Japanese games feature a single GCLM protagonist and "bump" combat. This list is going to be incomplete because it's primarily a console genre.
Gold Box: Non-D&D Games and Clones (1988)
Though primarily part of the Dungeons & Dragons lineage (above), the Gold Box offered such a good interface that it inspired some non-D&D games and clones as well:
- SSI games using the actual Gold Box engine:
- Buck Rogers: Countdown to Doomsday (1990): P1 | P2 | P3 | P4 | P5 | Won | Rating
- Buck Rogers: Matrix Cubed (1992): P1 | P2 | P3 | Won
- Clones:
World Builder Games (1988)
This is a series of games from Synergistic Software using the "World Builder" engine. The interface lets the player switch among different views, moving armies on a world map, fighting mass battles in a strategic view, and getting up-close-and-personal in a side view on the ground, involving individual characters. Over time, this close-up view became prominent until, by the last entry in the series, it was the only view.
The Magic Candle Series (1989)
Although inspired by Ultima IV (1985), this series went off in its own direction with a unique approach to NPC recruitment, dialogue, simulation elements, magic, combat, and dungeon exploration.
Event Horizon's DarkSpyre Lineage (1990)
In DarkSpyre, Event Horizon brought the type of class-based leveling and mechanical puzzles used in Dungeon Master to a third-person oblique-angle interface. They reused the engine for several more games.
The Ishar Series (1990)
A first-person multi-character series that takes inspiration from Dungeon Master and perhaps Might and Magic but is recognizably its own thing.
- Crystals of Arborea (1990): P1
The Dark Designs Series (1990)
Unpretentious diskmag games that merge elements of Wizardry (1981) and Phantasie (1985). Created by John Carmack and John Romero of DOOM fame.
The Ultizurk Series (1992)
This is an earnest but amateur series from the prolific Dr. Dungeon (Robert Deutsch). The first Ultizurk game came after nine Zurk games, all text adventures playing homage to Zork (1977). You might think that Ultizurk was paying homage to Ultima, and there are indeed some Ultima elements, but they're really a blend of mechanics from multiple games. In each one, Dr. Dungeon tried to do something new, making each Ultizurk game a bit different from the others.
Final fantasy
Gauntlesque
-fire king
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