Released in 1986, Dragons: A Challenge in Chivalry leaned more toward interactive storytelling than traditional gameplay. You weren’t just hacking at dragons—you were roleplaying a knight, making decisions, and living with the consequences. The text-heavy approach wasn’t for everyone, but it gave players a sense of agency that action games lacked. The graphics were minimal, but the drama came from choices: do you fight, negotiate, or flee? It feels like a precursor to modern choice-driven RPGs. In short, it was less about reflexes and more about roleplaying honor, bravery, and a dash of medieval pragmatism.
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