Originally Posted by 1up article
Of course, until Dragon Warrior premiered in Japan in 1986 (under the name Dragon Quest), this definition was far too abstract for all but a select group of computer gamers. Starting with Wizardry in the early 80s, RPGs made the jump from a bunch of college kids sitting around a table at the student union to a wireframe 3D display on your 8-inch Apple II monitor at a fairly early point in game history. Wizardry, along with Richard Garriott's Ultima (which didn't follow too long afterwards), were primarily dungeon hacks -- the story was mere decoration, a little something to divert your attention while you spent hours bashing monsters and hoping against hope that some tiny bit of dust didn't destroy your save-game disk. The Ultima series did not begin to seriously concentrate on story until the fourth installment in 1985, so up to that time, computer RPGs were often hack-'em-ups done in the classic Dungeons & Dragons tradition -- the fun was all in character building.
Yuji Horii and Koichi Nakamura loved these RPGs. So much, in fact, that after seeing Wizardry for the first time at a computer show in San Francisco, the two programmers went right back to Japan and bought a Macintosh so he could play it himself. Both had just won a game-design contest held by software publisher Enix, and both were about to see their first published games (a tennis sim for Horii, a puzzle game for Nakamura) enter the marketplace. They would spend the next few years writing arcade and adventure games for computers, but they never thought about making an RPG of their own -- it took too much time, and besides, the Americans already had the tiny Japanese market cornered with Wizardry and Ultima.