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Another game that did similar foreshadowing was Dragon Quest 1. The final dungeon is visible right from the beginning of the game. It's across a seemingly small ocean from the first town, but of course you can't actually get there until the very end of the game. Since Dragon Quest was heavily inspired by Ultima and Wizardry I wonder if they got the idea from U3.

Gordon Cameron

I'm pretty ignorant of JRPGs and didn't play Dragon Quest, so I didn't know about that. Thanks for pointing that out. The hinting of distant, yet-to-be-explored locales is a powerful technique for maintaining the player's interest and it's interesting what ways were developed to do this in an era of limited technology. Using geographical proximity combined with a temporarily impassible barrier is certainly one way. Physical maps boxed with the game, or player dialogue, are of course others.

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