![]() ![]() While the game doesn't necessarily give you any reason to become attached to any characters, it's hard not to build that some form of attachment since you roll them yourself, edit their looks, and can transfer them from one game to the next. Likewise, there's virtually no character interaction, either within the party or with other characters. ![]() The journal is divided into roughly a hundred entries, and every so often the game says "Read Journal Entry 23." (Many of the journal entries were fakes, to prevent players from reading the entire thing and knowing the plot entirely). The plot is conveyed partially within the game, and partially via a journal which comes included with the game box. ![]() You virtually never have any choice in the game that means anything beyond where to explore next. Narrative and character, on the other hand, are quite unimportant in a Gold Box game. For example, if your character is standing next to an enemy and then moves away, the enemy gets a free opportunity attack. Space and movement are important considerations in combat, unlike Wizardry or Might & Magic. A single battle can be quick, or larger battles can take up to an hour. More than most other RPGs of the era, the Gold Box games focus on the details of their tactical combat. The bulk of a Gold Box game takes place in combat, on a tactical grid. Most of the games have overland maps, on which the party is merely a square traveling between cities and dungeons, but the bulk of the game's exploration takes place in dungeons in a first-person perspective. Their "Gold Box" game engine became one of the most prevalent within the genre, with around a dozen games in the series being released between 19.Īll of the Gold Box games look and play in essentially the same fashion. SSI broke into the top tier of computer role-playing game publishers by making effective use of their AD&D license with Pool of Radiance (1988) and its sequel, Curse of the Azure Bonds (1989). Strategic Simulations Inc.'s "Gold Box" series of Advanced Dungeons & Dragons games were one of the biggest franchises of the Western RPG's heyday, during the late 1980s and early 1990s. ![]()
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