Why Does Ehrgeiz Have an RPG Mode?
The RPG mode in Ehrgeiz is not an eccentricity. It is an inheritance. Brand New Quest: The Forsaken Dungeon, the PlayStation version's dungeon crawling RPG, is the third generation of Quest Mode, the extra DreamFactory had been building into its fighters since Tobal No. 1 in 1996.
The reason the tradition exists is documented from the first game. Tobal was designed for the PlayStation rather than the arcade, and director Seiichi Ishii argued that a home fighter would be played mostly alone, so it needed greater depth than versus play provides. Quest Mode was his answer, and Ehrgeiz, his next home conversion, was always going to carry a bigger one.
THE TWO COVERS
Same game, two shelves

THE INHERITANCE
Quest Mode, third generationINSIDE THE FORSAKEN DUNGEON
A Diablo in a fighting game's boxWHY IT MATTERS
The half of Ehrgeiz people keptStrip the Forsaken Dungeon out and Ehrgeiz is a mid tier arcade fighter with famous guests. With it, the PlayStation disc contains two games in two genres, and the second one is a full dungeon RPG with its own heroes, economy and death mechanics. That is the DreamFactory formula working exactly as Ishii designed it in 1996: the versus mode is the spectacle, and the quest is what a single player at home actually lives in.
It is also why Ehrgeiz is still discussed when dozens of cleaner fighting games from 1998 are not. The RPG mode was never a bonus. It was the point, inherited from Tobal, expanded from Tobal 2, and delivered to the West for the first time inside this box.