Sid Meier didn’t care too much for RPGs. In High Score! The Illustrated History of Electronic Games, he complained the genre promised excitement, adventure and plot yet often failed to deliver. As he put it, “… kill this monster, get five exp, kill that monster …”
(Bear in mind, these were RPGs circa 1986. Ultima IV: Quest of the Avatar set a new high-water mark when it was released in 1985 but other RPGs of the era were mainly content catering to AD&D munchkins.)
He set out to remedy that with Pirates! in 1987 and in the process did away with some RPG conventions. Instead of a rigidly defined plot, the player was free to weave a personal storyline through the many choices the game offered. In lieu of XP and levelling up, players raised their reputation with the ultimate goal being to attain a respectable position in society when their pirate career ended.
Taleworlds, on the other hand, wholeheartedly embraced RPG traditions when designing Mount&Blade and its sequel, Mount&Blade: Warband. The series’ RPG elements are both overt and conventional: there’s stats-driven character development, a party to manage and even NPC allies with distinctive personalities.
Continued…