Written in an engaging style, for both the computer game enthusiast and the casual computer game player, this book explores the history of the special genre of computer role-playing games (CPRGs) by telling the stories of the developers, games, and gamers who created it. CPRG development has not taken a straight path, and, as the author shows, the most successful games of any given era may not necessarily be the most technologically sophisticated or innovative.
Dungeons and Desktops is of particular interest to all serious fans of role-playing games who will enjoy reading about their favorite games as well as lesser known gems they may have missed. It is destined to become required reading in any course concerned with game studies, and it has much to offer game developers and publishers.
This book examines the history of computer role-playing games (CRPGs) (such as Ultima, The Bard's Tale, Pool of Radiance, Diablo, and The Elder Scrolls) and seeks to identify and wrestle with the genre's key issues. Should the player control a single character or a group of characters? Should the player create his own character(s)? How should the game translate abstract concepts like "experience" into numbers and statistics? Should a game "rail" the player into a coherent plot structure, or allow him to roam freely about the world? What will be the consequences of the player's actions; how does the game deal with good and evil? Which perspective is more immersive, first or third person?
Throughout the years, developers have responded differently to these questions, and each game is a part of a more general conversation about how computers can serve as a medium for creative and engaging role-playing. While it contains many details about the games, the book is organized as a narrative—telling the story of the developers, games, and gamers who created the CRPG as we know it today.