Dragon Quest Series History: How Japan’s Favorite RPG Took Shape
How Yuji Horii, Akira Toriyama and Koichi Sugiyama built Dragon Quest, from the 1986 Famicom original to the HD-2D remakes and Dragon Quest XII.
How Yuji Horii, Akira Toriyama and Koichi Sugiyama built Dragon Quest, from the 1986 Famicom original to the HD-2D remakes and Dragon Quest XII.
Bethesda's open-world RPG series from Arena (1994) to Skyrim, Oblivion Remastered and the status of The Elder Scrolls VI as of October 2026.
From Final Fantasy I in 1987 to XVI and the FF7 Remake trilogy: every mainline game in context, the story behind the name, and how combat evolved.
What STR, DEX, CON, INT, WIS, CHA and luck do in RPGs, how derived stats like HP and crit work, and how D&D, Fallout SPECIAL and Souls stats differ.
XP curves, level-ups, skill trees, use-based growth, milestone leveling and level scaling: how RPG progression systems work and why they differ.
Turn-based, Active Time Battle, real-time with pause, action and hybrids: how each RPG combat model works, with examples, pros and cons.
Stamina combat, bonfires, lost souls and brutal bosses: what defines a soulslike, where it came from, and the best non-FromSoftware examples.
CRPG explained: the PC-rooted, rules-heavy, party-based branch of RPGs, from Ultima and Wizardry to Fallout, Baldur's Gate and Baldur's Gate 3.
JRPG and western RPG describe design traditions, not passports. Here is how protagonists, story structure, combat and parties typically differ.
What makes a game an RPG? Character growth, stats, parties, quests and choice explained, plus the tabletop roots and the main branches of the genre.