More science:
Understanding Computer Role-Playing Games
A Genre Analysis Based on Gameplay Features in Combat Systems
2. GENRES AND THE CRPG GENRE
There are a couple of fundamental parts that makes a game a
computer role-playing game. The base of modern CRPGs comes
from wargames and from pen-and-paper roleplaying game. One
wargame that probably had a large impact on modern CRPG is
the game Chainmail, while it used the same game mechanics as
most other wargames all the units in the game were inspired by
Tolkien’s fantasy world. This was taken further by the pen-and-
paper roleplaying games Dungeon and Dragons, which put
emphasize on each player having one character, and Brathwaite
and Schreiber [7] view character development as the most
important part of any role-playing game. Typically, this
development takes the form of letting players make choices on
how to improve attributes or abilities that affect combat, but often
players may also make decisions regarding the development of a
narration or a relation with a non-player character.
5.1 Ubiquitous Patterns
36 patterns were found in all games examined; they were therefore not included in figure 5 since they do not affect the cluster structure. Knowledgeable players of RPGs are likely to have experienced gameplay related to these patterns and are likely to be sensitive to particularities regarding these, especially their absence from a design. As such they are of concern to anybody that is about to design or analyse combat systems for CRPGs. We thereby identify the following patterns as being ubiquitous in CRPGs:
PRIVILEGED ABILITIES, PRIVILEGED MOVEMENT, EQUIPMENT SLOTS, ANALYSIS PARALYSIS, EQUIPMENT, ARMOR, GAME ITEMS,ENEMIES,PLAYER CHARACTERS, AVATARS, PARTIES, BOSS MONSTERS, IMPROVED ABILITIES, NEW ABILITIES, GAMEPLAY, STATISTICS, GRINDING, QUESTS, COMBAT, COMPANIONS, CUTSCENES, DAMAGE, DIALOGUES, GAME WORLDS,GOD VIEWS, HELPERS, ILLUSION OF OPEN SPACE, INACCESSIBLE AREAS, INVENTORIES, LOOT, MAIN QUESTS, NON-PLAYER CHARACTERS, OBSTACLES, PLAYER/CHARACTER SKILL COMPOSITES, STIMULATED PLANNING, TACTICAL PLANNING and WEAPONS.
Maybe not too surprising, many of these patterns have been previously identified [6][28]. While most patterns in this group are probably no surprise for those familiar with RPGs, they do provide a quick overview of what gameplay elements players most likely expect to find when starting to play a new CRPG.