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Thirty Years of Taoist Fantasy in Chinese Games

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Thirty Years of Taoist Fantasy in Chinese Games

This article records tradition as it has been passed down and reported. Its sources are not yet part of the atlas's verified catalogue.

Before 1995, there was no established genre of Chinese fantasy video games built specifically on Taoist self cultivation. After The Legend of Sword and Fairy, there was. The game sold roughly two million legitimate copies across Greater China, a figure dwarfed by piracy that may have put as many as twenty million copies into circulation, won the Best Role Playing Game award of its year, and topped one of Taiwan's leading gaming magazines' favorite single player PC game poll for ten straight years. Contemporaries began calling it China's own answer to Final Fantasy, and the comparison stuck.

Writing in 2024 for Taiwan Insight, the University of Nottingham Taiwan Studies Programme's public engagement platform, scholar Mark G. Murphy argues the game's lasting influence lies less in its sales figures than in how it handled cultivation itself. Where many Western role playing games of the same era built morality around binary good and evil choices, Sword and Fairy treated a character's cultivation journey as something earned through relationships, sacrifice and loss rather than through simple accumulated power, blending wuxia martial heroism with the Taoist and Buddhist idea of yuanfen, fated connection between people, in a way Murphy calls a distinctly Chinese approach to interactive storytelling.

The franchise the game founded has continued for three decades, and the wider genre it helped establish, now often called xianxia gaming, continues to draw directly on the same well of Taoist cultivation vocabulary Sword and Fairy was among the first to put in a player's hands.

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