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Top RPGs of All Time

Settle it: two at a time →

Role-playing means the game bends around your choices: a build, a party, a moral line you decide whether to cross. Turn-based classics, action RPGs and talky Western epics all compete on the same question, how much of the experience is genuinely yours versus the designer's. Age is neither shield nor crime; a game keeps its place only if someone starting cold today would still understand the fuss. Combat depth matters, but an RPG that writes badly hits a ceiling here that no build system can break.

Ranked by 1 person · 15 items

Final Fantasy VII is first on the one ballot cast so far.

Global Ranking

1
Final Fantasy VII

The game that made the genre mainstream in the West, with a mid-story death famous enough to spoil itself. Materia is still a genuinely flexible build system. Time has been harsher here than on Chrono Trigger: the translation is rough, the minigames creak, and the remakes quietly concede how much needed fixing.

2
Chrono Trigger

Time travel as party design, enemies visible on the map when the genre still demanded random battles, and endings that multiply depending on when you pick the final fight. It remains the smoothest entry point here. What it lacks is friction: nothing in it will unsettle you the way Planescape: Torment or Disco Elysium will.

3
Persona 5 Royal

Style as a system: calendars, confidants and a heist soundtrack fused into the most confident presentation the genre has ever had. The cost is bloat. Palaces overstay their welcome, the story repeats its beats, and it asks for a school year of your life to land themes it settles in the first semester, a patience Chrono Trigger never demands.

4
Mass Effect 2

The best crew BioWare ever assembled, structured as a heist: recruit them, earn their loyalty, then watch the finale kill the ones you failed. The focus costs it the role-playing itself, stripping systems and exploration to near-shooter thinness; The Witcher 3 gives up far less to tell its story.

5
Baldur's Gate 3

The current high-water mark for reactivity, a game that keeps saying yes to plans that should break it. Its weakness is inherited: the tabletop math underneath runs out of interesting decisions before the story does, and the closing act is visibly less rehearsed than the opening, a problem Mass Effect 2's finale never has.

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Disco Elysium

Your own skills are voices in your head, arguing, and the failure rolls are often better written than the successes. It dropped combat entirely and lost nothing, a step Planescape: Torment only gestured at. One modest city is the whole map, and with its creators forced out and every follow-up cancelled, what exists is all there will be.

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Dragon Age: Origins

The origins in the title are the whole pitch: your birth decides who trusts you before you speak, and companions will walk out or die over your worst calls. It is BioWare's darkest fantasy and its least polished; the sequels sanded it into action games and accidentally proved the roughness was the point, a trade Mass Effect 2 made on purpose.

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EarthBound

A kid with a baseball bat wanders a warped parody of America, and the final horror is defeated by prayer rather than damage. Nothing on this list is stranger or kinder. Its systems are deliberately plain, dated even for their day, so it earns its place on voice alone, the inverse of a systems monster like Baldur's Gate 3.

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Elden Ring

FromSoftware letting you walk away from any wall that stops you, which quietly answered the difficulty complaint the studio spent years shrugging at. As role-playing it is builds and atmosphere rather than character: no companions, barely a spoken choice, and next to Baldur's Gate 3 it hardly speaks at all.

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Fallout: New Vegas

Obsidian on a brutal deadline inside someone else's engine, delivering the best faction writing the genre has: every ending is somebody's bad ending. It is held together with tape, crashes included, and the shooting felt dated on arrival. No RPG before or since, Baldur's Gate 3 included, respects your politics more.

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Final Fantasy VI

The villain actually wins halfway through, and the ruined world you regroup in is the better half of the game. An ensemble with no fixed hero was radical then and still reads that way. It concedes only reach to Final Fantasy VII: the sprites kept it a connoisseur's pick while its successor conquered the mainstream.

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Planescape: Torment

What can change the nature of a man, asked by a game whose hero reads his own past off the tattoos on his back. It is closer to a novel than a game; combat is an afterthought you mostly talk your way around, and that flaw is why Disco Elysium, which cut fighting entirely, finished the thought.

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Star Wars: Knights of the Old Republic

BioWare proving a licensed game could out-write the films it borrowed from, wrapped around a twist fans still guard for newcomers decades later. The dice-driven combat was creaky even at release, and Mass Effect 2 is this exact formula with the training wheels off, which is precisely why this one still matters.

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The Elder Scrolls V: Skyrim

The open world other open worlds get measured against, still being resold to each new device long after release, and freedom is the entire argument, because the prose, the combat and the guild questlines are all thinner than nearly everything else here, The Witcher 3's side quests especially; it wins on mountain air, not sentences.

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The Witcher 3: Wild Hunt

Side quests carrying the moral weight other games reserve for finales, in a world that treats ugliness as texture rather than edge. The fixed protagonist is the honest trade: you play Geralt or nobody, so it cannot touch Baldur's Gate 3 for building a self. Combat has always been its weakest limb.