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First, what are you referring to? Second, you are wrong and arrogant. If you are referring to PID, Pathways was released in 1993, Hexen and Heretic were 1994 and 1995, after both Pathways into Darkness and it's non RPG sequel Marathon i.e. Doom but better.
Third, Hexen is not an RPG. It only has minor elements of it like this game. I'll take Pathways into Darkness and Strife instead.
"Some reviewers doubted the novelty of the gameplay, pointing out that similar ideas were already used in e.g. CyberMage: Darklight Awakening." -Wikipedia
i've played it, its alright, not amazing but still pretty good.
However Elder Scrolls and System Shock still beat it to the punch
I think what makes Strife the first FPS (emphasis on the S) RPG is that it had a progression system that affected character stats. Bungie's Pathways into Darkness had a dialogue system and inventory, but the progression system was floor based and it didn't affect character stats, it gave you access to better weapons.
To my knowledge, the only other FPS that came close to being an RPG was Pathways into Darkness, so given what's been described the claim of being the first FPS RPG on Strife's Steam page is likely correct. By a hair, but if Pathways into Darkness is the only other one that came that close, the Store page claim is correct. Strife is extremely light on the RPG elements though, that isn't part of the claim and doesn't affect its credibility, but felt the need to mention it. It isn't the best shooter or stealth game of its era either, but falling short in all the areas it splits itself amongst is common (but not the rule) for hybrid games.
Huh, i actually never played the first system shock, i thought it had a progression system similar to system shock 2. does it not have one at all?
Not really, outside of finding upgraded versions of cyber-enhancements. (for example there's a rear-camera enhancement, but version 1;0 has the camera running at about 2 fps, while later versions give a better refresh rate and a wider field of view)
And RPG is made primarily by
- being able to upgrade and improve your character's attributes
- being able to take quests from NPCs, complete them, and receive rewards
Hexen didn't have either (collecting parts of a weapon doesn't count as "upgrading your character's attributes", even though Strife had that too).
Hexen was not an RPG hybrid. Strife was much more of one.
That isn't a first person shooter. Its a grid-based RPG. A modern example would be Legend of Grimrock.
Example, Zelda is 'adventure' where Final Fantasy and Dragon Quest is RPG.
Heretic was just as much fantasy-action- (and to an extent, adventure) as DOOM was, it literally brought almost nothing new to the table game-engine wise, just it's settings/time.
EDIT: Moving/flowing water carrying the player (or not), Wind, and sound-sources in level.
Hexen brought much new things to the table, like extended sector definitions, coordinated pulsing lighting (where it goes on to illuminate a whole hallway one sector at a time). Zdoom map format is actually a 'continuation' of the HMF (Hexen Map Format). Hexen especially noteably brought horizontally moving walls to the Doom engine. This was a first in a Doom-engine game. The hub system of Hexen was also a first for the Doom engine game. Strife built upon this and also had more character progression than Hexen did. You actually could get more health/amor maximums through doing quests (vs just straight up experience points). So yes, Strife was an RPG. When it was new it was totally awesome, and with using the Doom engine, it had the controls we all knew and loved (not to mention, you could basically just write a few new keys down you didn't know and jump right in).
I don't believe it was the first 3d RPG. There's many 3d RPG type games that came before it, but it wasn't real time 360 degree movement, that would have been more along the lines of some Wizardry or Dungeon Master or something similar. You just moved forward or back or turned though in those games. They were even on consoles, but it wasn't the real 3d environment you're used to seeing even by Doom's standards.
It was awesome, though, and still is, and why I bought it. It really took the Doom engine to a whole new level - circa 1995 or so. But, the issue was, barely anyone knew about it and the internet was JUST beginning to be popularized then. Sure, it wasn't as neat looking as Quake, or supporting floor-over-floor (room over room) like Duke 3d Build Engine did (to a point, you couldn't see them both at once), but it sure was a fun, interesting game. Pretty challenging above medium difficulty too. Just don't get lost in the sewer (I swear this happens to me EVERY time. This game and Dark Forces - That game's a rant for another day - ARGH).
Sources: Been editing Doom maps since Ben Morris's DCK 2.? & 2.2f for DOS in 1995 or so.
Yes, it used to take up to 20 minutes on a 486 dx/2 66 to build a huuuuuge Doom level's node-graph and reject map. Ben Morris later went on to make World Craft, for Quake, which became the Valve Hammer Editor. Dos gaming was a hoot - make sure you play TANK WARS.
--Cheers