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Ultima and Wizardry arrived in the same year, each translating pen-and-paper role-playing into code in a different way, and together they fixed the conventions of the computer role-playing game.
Before these two, computer versions of tabletop adventuring were mostly campus curiosities. Afterward there was a commercial genre with recognizable parts: characters who improve, dungeons to map, equipment to manage and a world larger than one screen. Nearly every later role-playing game descends from one lineage or the other.