While the early history and distinctive traits of role-playing video games (RPGs) in East Asia have come from Japan, many video games have also arisen in China, developed in South Korea, and Taiwan.
Japanese role-playing games.
Japanese computer role-playing games.
Origins (early 1980s).
The Japanese video game industry has long been viewed as console-centric within the video game industry itself. Due to the worldwide success of Japanese consoles beginning with the NES, the country had in fact produced thousands of commercial PC games from the late 1970s up until the mid-1990s. The country's computer market was very fragmented at first; "Lode Runner", for example, reportedly required 34 conversions to different hardware platforms. The market eventually became dominated by the NEC PC-8801 and PC-9801, though with some competition from the Sharp X1 and X68000; FM-7 and FM Towns; and MSX and MSX2. A key difference between Western and Japanese systems at the time was the latter's higher display resolutions (640x400) in order to accommodate Japanese text which in turn influenced game design. Japanese computers also employed Yamaha FM synthesis sound boards since the early 1980s, allowing video game music composers such as Yuzo Koshiro to produce highly regarded chiptune music for RPG companies such as Nihon Falcom. Due to hardware differences, only a small portion of Japanese computer games were released in North America, as ports to either consoles (like the NES or Genesis) or American PC platforms (like MS-DOS). The "Wizardry" series (translated by ASCII Entertainment) became popular and influential in Japan. Early Japanese RPGs were also influenced by visual novel adventure games, which were developed by companies such as Enix, Square, Nihon Falcom and Koei before they moved onto developing RPGs. In the 1980s, Japanese developers produced a diverse array of creative, experimental computer RPGs, prior to mainstream titles such as "Dragon Quest" and "Final Fantasy" eventually cementing genre tropes by the 1990s.
Japan's earliest RPGs were released in 1982. The earliest was Koei's "Underground Exploration", released in March 1982. It was followed by Pony Canyon's "Spy Daisakusen", released in April 1982; based on the "" franchise, it replaced the traditional fantasy setting with a modern espionage setting. It was then followed by Koei's "The Dragon and Princess" (ドラゴン＆プリンセス) for the PC-8001 in 1982; it featured adventure game elements and revolved around rescuing a kidnapped princess. Following a random encounter, the game transitions from a text adventure interface to a separate, graphical, overhead battle screen, where a tactical turn-based combat system is used. Also in 1982, Koei released another early Japanese RPG, "Danchizuma no Yuwaku" ("Seduction of the Condominium Wife"), a PC-8001 title that also featured adventure game elements in addition to "eroge" adult content. These early experimental Japanese RPGs from 1982 are considered "proto-JRPGs" and predated the arrival of "Wizardry" and "Ultima" in Japan.
Mid-1980s.
In June 1983, Koei released "Sword &amp; Sorcery" (剣と魔法) for the PC-8001, and it also revolved around rescuing a princess in addition to killing a wizard. That same year, Koei released "Secrets of Khufu" (クフ王の秘密), a dungeon crawl RPG that revolved around a search for the treasure of Khufu. ASCII released its own RPG that year called "Arfgaldt" (アルフガルド), an FM-7 title also featuring adventure game elements.
Also in 1983, Nihon Falcom released "Panorama Toh" ("Panorama Island") for the PC-88. It was developed by Yoshio Kiya, who would go on to create the "Dragon Slayer" and "Brandish" series of action RPGs. While its RPG elements were limited, lacking traditional statistical or leveling systems, the game featured real-time combat with a gun, bringing it close to the action RPG formula that Falcom would later be known for. The game's desert island overworld also featured a day-night cycle, non-player characters the player could attack or converse with, and the need to survive by finding and consuming rations to restore hit points lost with each normal action.
The trend of combining role-playing elements with arcade-style action mechanics was popularized by "The Tower of Druaga", an arcade game released by Namco in June 1984. While the RPG elements in "Druaga" were very subtle, its success in Japan inspired the near-simultaneous development of three early action role-playing games, combining "Druaga"'s real-time hack-and-slash gameplay with stronger RPG mechanics, all released in late 1984: "Dragon Slayer", "Courageous Perseus", and "Hydlide". A rivalry developed between the three games, with "Dragon Slayer" and "Hydlide" continuing their rivalry through subsequent sequels. Nihon Falcom's "Dragon Slayer", released in 1984, is a historically significant title that helped lay the foundations for the Japanese role-playing game industry. It was a real-time hack &amp; slash dungeon crawler that is considered the first action role-playing game. "Dragon Slayer" was a major success in Japan, and contributed to the emergence of a distinct action role-playing game subgenre on Japanese computers during the mid-1980s, with Nihon Falcom at the forefront of this new subgenre. "Hydlide", an action RPG released for the PC-8801 in 1984 and the Famicom in 1986, was an early open world game, rewarding exploration in an open world environment. It also added several innovations to the action RPG subgenre, including the ability to switch between attack mode and defense mode, quick save and load options which can be done at any moment of the game through the use of passwords as the primary back-up, and the introduction of a health regeneration mechanic where health and magic slowly regenerate when standing still, a feature also used in Falcom's "Ys" series from 1987 onwards. "The Tower of Druaga", "Dragon Slayer" and "Hydlide" were influential in Japan, where they laid the foundations for the action RPG genre, influencing titles such as "Ys" and "The Legend of Zelda".
Also in 1984, "The Black Onyx", developed by Bullet-Proof Software, led by Henk Rogers, was released on the PC-8801 in Japan. It became one of the best-selling computer games at the time and was voted Game of the Year by "Login", the largest Japanese computer game magazine at the time. The game is thus credited for bringing wider attention to computer role-playing games in the country. 
"Dragon Slayers success led to a 1985 sequel ', which became the best-selling PC game in Japan. It was a full-fledged RPG with character stats and a large quest, with action-based combat setting it apart from other RPGs, including both melee combat and projectile magic attacks, while incorporating a side-scrolling platform game view during exploration and an overhead view during battle. "Xanadu" also featured innovative gameplay mechanics such as individual experience for equipped items, and an early Karma morality system, where the player character's Karma meter will rise if he commits sin which in turn affects the temple's reaction to him. It is also considered a "proto-Metroidvania" game, due to being an "RPG turned on its side" that allowed players to run, jump, collect, and explore. The way the "Dragon Slayer" series reworked the entire game system of each installment was an influence on "Final Fantasy", which would do the same for each of its installments. According to "GamesTM" and John Szczepaniak (of "Retro Gamer" and "The Escapist"), Enix's "Dragon Quest" was also influenced by "Dragon Slayer" and in turn defined many other RPGs. Falcom would soon become one of the three most important Japanese role-playing game developers in the 1980s, alongside Enix and Square, both of which were influenced by Falcom.
"" in 1985 featured an early morality meter, where the player can be aligned with justice, normal, or evil, which is affected by whether the player kills evil monsters, good monsters, or humans, and in turn affects the reactions of the townsfolk towards the player. Magical Zoo's "The Screamer", released for the PC-8801 in 1985, was an early example of a real-time shooter-based RPG. Set after World War III, the game also featured elements of post-apocalyptic science fiction as well as cyberpunk and bio-horror themes. Square also released their first RPG that same year, which was an early futuristic sci-fi RPG for the PC-8801, "Genesis: Beyond The Revelation", featuring a post-apocalyptic setting. Other sci-fi RPGs released in 1985 include "The Earth Fighter Rayieza" by Enix, and Kogado Studio's MSX game "Cosmic Soldier", which introduced an early dialogue conversation system, where the player can recruit allies by talking to them, choose whether to kill or spare an enemy, and engage enemies in conversation, similar to the later more famous "Megami Tensei".
Golden Age (late 1980s–early 1990s).
The late 1980s to early 1990s is considered the golden age of Japanese computer gaming, which would flourish until its decline around the mid-1990s, as consoles eventually dominated the Japanese market. A notable Japanese computer RPG from around this time was "WiBArm", the earliest known RPG to feature 3D polygonal graphics. It was a 1986 role-playing shooter released by Arsys Software for the PC-88 in Japan and ported to MS-DOS for Western release by Brøderbund. In "WiBArm", the player controls a transformable mecha robot, switching between a 2D side-scrolling view during outdoor exploration to a fully 3D polygonal third-person perspective inside buildings, while bosses are fought in an arena-style 2D shoot 'em up battle. The game featured a variety of weapons and equipment as well as an automap, and the player could upgrade equipment and earn experience to raise stats. Unlike first-person RPGs at the time that were restricted to 90-degree movements, "WiBArm's" use of 3D polygons allowed full 360-degree movement.
Another 1986 release was Falcom's "Xanadu Scenario II", an early example of an expansion pack. The game was non-linear, allowing the eleven levels to be explored in any order. "" simplified the RPG mechanics of "Xanadu", such as removing the character customization and simplifying the numerical statistics into icons, and emphasized faster-paced platform action, with a strict 30-minute time limit. The action took place entirely in a side-scrolling view rather than switching to a separate overhead combat screen like its predecessor. These changes "Romancia" more like a side-scrolling action-adventure game. Square's 1986 release, "Cruise Chaser Blassty", was a sci-fi RPG that had the player control a customizable mecha robot from a first-person view. That same year also saw the arcade release of the sequel to "The Tower of Druaga", "The Return of Ishtar", an early action RPG to feature two-player cooperative gameplay, dual-stick control in single player, a female protagonist, the first heroic couple in gaming, and the first password save system in an arcade game.
In 1987, "Dragon Slayer IV: Drasle Family" ("Legacy of the Wizard") returned to the deeper action-RPG mechanics of "Xanadu" while maintaining the fully side-scrolling view of "Romancia". It also featured an open world and nonlinear gameplay similar to "Metroidvania" platform-adventures, making "Drasle Family" an early example of a non-linear, open-world action RPG. Another "Metroidvania" style open-world action RPG released that year was System Sacom's Sharp X1 computer game "Euphory", which was possibly the only Metroidvania-style multiplayer action RPG produced, allowing two-player cooperative gameplay. The fifth "Dragon Slayer" title, "Sorcerian", was also released in 1987. It was a party-based action RPG, with the player controlling a party of four characters at the same time in a side-scrolling view. The game also featured character creation, highly customizable characters, class-based puzzles, and a new scenario system, allowing players to choose which of 15 scenarios, or quests, to play through in the order of their choice. It was also an episodic video game, with expansion disks released soon after offering more scenarios. Falcom also released the first installment of its popular, long-running "Ys" series in 1987. Besides Falcom's own "Dragon Slayer" series, "Ys" was also influenced by "Hydlide", from which it borrowed certain mechanics such as health-regeneration when standing still, a mechanic that has since become common in video games today. "Ys" was also a precursor to RPGs that emphasize storytelling, and it is known for its 'bump attack' system, where the protagonist Adol automatically attacks when running into enemies off-center, making the game more accessible and the usually tedious level-grinding task more swift and enjoyable for audiences at the time. The game also had what is considered to be one of the best and most influential video game music soundtracks of all time, composed by Yuzo Koshiro and Mieko Ishikawa. In terms of the number of game releases, "Ys" is second only to "Final Fantasy" as the largest Eastern role-playing game franchise.
', released for the MSX in 1987 and for the Mega Drive as "Super Hydlide" in 1989, adopted the morality meter of its predecessor, expanded on its time