CRPG Analyzer: A checklist for computer role-playing games

Some comments on v0.93.

It's looking pretty good overall, but I find individual points too verbose again, and sometimes too wishy-washy.

For example, "Story & Interaction" — 'interaction' is ambiguous and not story-specific. Simply "Story" is just fine, IMHO. If we need to explain how we use it and what we mean by it, we could add a short intro blurb. Actually, we could do that with the others, too.

Personally, I find the bold text hard to read now. I know you did that in order to combat hard-to-read colors, but now there's no easily readable headlines anymore. There's the additional issue with some colors not being readable depending on whether you use the light or dark forum theme. We could try using something different to make the distinction between MH/SH/NtH clear.

Here's an attempt again at reducing redundancy and adding a bit more structure, with a neutral text color. The (=> e.g. …) snippets provide some small additional info — I'd put them in some sort of tooltip if there was a way to do it — but since there isn't, yet, this will have to do.


v0.93 alternate

I. Must Have (MH) / Should Have (SH)

i. Character Development
Describes ways to change or enhance your characters in order to increase their effectiveness in the game.
  • MH
    1. you can control one or more characters
    2. you can progressively develop your characters' stats or abilities (=> e.g. through quests, exploration, conversation, combat, …)
    3. you can equip and enhance your characters with items you acquire
  • SH
    1. you can create your characters
    2. character development requires careful thought and planning
ii. Exploration
Includes how you can move through the game world, as well as everything physical you can find, see or interact with, like locations, items and other physical objects.
  • MH
    1. by exploring the gameworld you can find new locations
    2. you can find items that can be collected in an inventory (=> not only puzzle items)
    3. you can find information sources (=> e.g. NPCs, entities, objects that provide info)
  • SH
    1. there are NPCs in the game
    2. you can choose a path (=> there is at least some branching)
    3. you can manipulate the game world in some way (=> e.g. pull levers, push buttons, open chests, …)
    4. the gameworld can affect your party (=> e.g. weather, traps, closed doors, poisoned areas, …)
    5. you may have to think or plan to progress or overcome obstacles (=> e.g. unlock locked areas, repair bridges, dispel barriers, …)
iii. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • MH
    1. you can get info from information sources (=> e.g. hints, goals, quests, skills, spells, training, …)
    2. you can follow quests (=> there is at least one main quest)
    3. you can progress through connected events (= Story)
  • SH
    1. the story is influenced more or less by your actions
    2. you can interact with information sources (=> e.g. NPC conversation, riddle statue question, …)
    3. you can make choices in those interactions
    4. your choices have consequences
    5. advancing in the story requires thought (=> e.g. irreversible choices, moral dilemma, riddles, …)
iv. Combat
Describes how combat is influenced by elements of Character Development, Exploration and Story.
  • SH
    1. Combat efficiency is in some way tied to character stats or abilities (=> e.g. amount of damage, chance to hit, weapon access, …)
    2. Combat should be challenging (=> e.g. preparing, use of tactics or environment possible)
 
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Yes, much better, the cores remain identifiable yet separated, even the associations are clearer without being over cluttered, well thought out.
 
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Dark/Light Edition ;)

I want unique IDs in the categories for easy referencing.

Definition of a CRPG (V0.94)

The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerised game can be defined as a Computer Role Playing Game (hereafter referred to as CRPG) are listed to show the necessary component elements and qualifying factors. Any proposed or purported CRPG must contain all three core categories and their Must Have (MH) elements fulfilled to achieve CRPG status.

These core categories must maintain some form of progressive nature that will improve from when the game starts and leads to a conclusive game ending.

Each core category and the auxiliary category Combat also has a related Should Have (SH) sub list, the reviewer should make a comment if a sub list item is not fulfilled. Should one or more (SH) not be fulfilled the game is most likely a special CRPG (see Tags) or a CRPG light.

If all (SH) are fulfilled too there's no further discussion necessary -> the game is a true CRPG.

Optional elements are listed in the Nice to Have (NtH) list. With it you get precise information which optional CRPG elements are implemented in the game.
A general game info questionnaire is added too, to do some rating.
-> Link

A CRPG is a computer game that fulfills these criterions:

Character Development
Describes ways to change or enhance your characters in order to increase their effectiveness in the game.
  • Must Have
    C1: you can control one or more characters
    C2: you can progressively develop your characters' stats or abilities (=> e.g. through quests, exploration, conversation, combat, …)
    C3: you can equip and enhance your characters with items you acquire
  • Should Have
    C4: you can create your characters
    C5: character development requires careful thought and planning

Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • Must Have
    E1: by exploring the gameworld you can find new locations
    E2: you can find items that can be collected in an inventory (=> not only puzzle items)
    E3: you can find information sources (=> e.g. NPCs, entities, objects that provide info)
  • Should Have
    E4: there are NPCs in the game
    E5: you can choose a path (=> there is at least some branching)
    E6: you can manipulate the game world in some way (=> e.g. pull levers, push buttons, open chests, …)
    E7: the gameworld can affect your party (=> e.g. weather, traps, closed doors, poisoned areas, …)
    E8: you may have to think or plan to progress or overcome obstacles (=> e.g. unlock locked areas, repair bridges, dispel barriers, …)

Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • Must Have
    S1: you can get info from information sources (=> e.g. hints, goals, quests, skills, spells, training, …)
    S2: you can follow quests (=> there is at least one main quest)
    S3: you can progress through connected events (= Story)
  • Should Have
    S4: the story is influenced more or less by your actions
    S5: you can interact with information sources (=> e.g. NPC conversation, riddle statue question, …)
    S6: you can make choices in those interactions
    S7: your choices have consequences
    S8: advancing in the story requires thought (=> e.g. irreversible choices, moral dilemma, riddles, …)

Combat
Describes how combat is influenced by elements of Character Development, Exploration and Story.
  • Should Have
    F1: Combat efficiency is in some way tied to character stats or abilities (=> e.g. amount of damage, chance to hit, weapon access, …)
    F2: Combat works with some random elements (game internal dice rolls)
    F3: Combat should be challenging (=> e.g. preparing, use of tactics or environment possible)

(Tags) are computer game tags that qualify the CRPG label even further:

Tag-List

(Genre)
(tag) Adventure-RPG: the main emphases of the game are on Exploring and Story, less on Character Development
(tag) Rogue-like: the main emphases of the game are on Exploring and Character Development, less on Story. Often features permanent death if a character dies and random generated levels.
(tag) Hack & Slash: many enemies, most of them easy to kill, respawning of enemies, much loot
(tag) J-RPG: Manga Style graphics, turn based combat, Eastern style CRPG
(tag) W-RPG: Western style CRPG
(tag) MMORPG: Many players are questing simultaneously online
(tag) Puzzle-RPG: the game's main emphasis are puzzles
(tag) Non-Combat: the game features no combat
(tag) Action: the combat is real time without pause
(tag) Strategic: additional troop (not your party) management available
(tag) Tactical: the game puts an emphasis on player tactical skill over character skill, often multiple squads (party splitting) are possible
(tag) Sneaker: combat is possible, avoiding it with stealth is better
(tag) Thief-like: combat is possible, avoiding it with stealth is better, thief-skills are essential (lock picking, ambush, hiding, sneaking,…)
(tag) Shooter: combat is mostly ranged and requires hand eye coordination and reflexes from the player
(tag) Sandbox: open environment where a lot of content is organized around simulation rather than story
(tag) Dungeon Crawler: closed environment where a lot of content is organized around dungeon interaction (traps, levers, buttons, teleports, riddles…) rather than story.


(Combat style)
(tag) Real-time with pause: the real time combat can be paused any time
(tag) Real-time: the combat is real-time -> Action CRPG
(tag) Turn-based: the combat is turn-based

(Control)
(tag) Full control: full control over every party members action in combat
(tag) AI control: you only control part of the party directly, others are controlled by AI while they may accept general commands

(Multiplayer)
(tag) Massive
(tag) Single + MP
(tag) Single-player
(tag) Coop
(tag) PvP
(tag) PvE

(POV)
(tag) 1st-person
(tag) 3rd-person
(tag) Isometric
(tag) Top down
(tag) Floating camera: adds rotational control allowing full 3D navigation

(Setting)
(tag) Fantasy
(tag) Historical
(tag) Modern
(tag) Post-apoc
(tag) Sci-fi
(tag) Steampunk
(tag) Technofantasy
(tag) Real World

(Color palette)
(tag) subdued
(tag) realistic
(tag) whimsical
(tag) dazzling
 
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Some comments on v0.93.

It's looking pretty good overall, but I find individual points too verbose again, and sometimes too wishy-washy.

For example, "Story & Interaction" — 'interaction' is ambiguous and not story-specific.

Again:
In Exploration we describe what can be found and the possibility to interact with it.
In Story we describe what happens when the interaction is taken place.

Self-creation of story by the avatar and story by NPC-interaction are equal.

Example: Quest for bread

you find dough -> Exploration
you find an oven -> Exploration
you can interact with the oven -> Exploration
you need 10 points of cooking skill to bake bread -> Character development

you put dough in the oven = you bake bread (Item/Object Interaction) -> Story
or
you ask the the Baker to bake bread for you (NPC-conversation) -> Story
or
you steal the bread (Stealth-NPC-Interaction) -> Story
or
you kill the baker in HtH combat and take his bread (Hostile NPC-Interaction) -> Combat and Story

___
PS:
But I like the short descriptions of the categories more, too :)
 
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Re:- Self-creation of story by the avatar and story by NPC-interaction are equal.

Not quite - >

*Story* and storyline.

As all game advancement can only be brought about by *Exploration* it stands to reason that as a result, the *Story* will begin to form at some point during the game. As we join the various pieces, a storyline (path) will begin to form, there could be several. Usually one path will be the "critical path" that directs towards the game ending. (not counting multiple endings as such).

Even though game exploration interactions have brought about the storyline path progression, the story is a self entity, a result. Therefore *Story* is self contained, self sufficient by description, it can only ever be itself. Whatever may have caused the storyline to advance it cannot normally reverse, it is a collation of results, not a cause of the results.

The storyline progression cannot cause any interaction, it is the interaction that has 'caused' the storyline. At any given point along the storyline path, further *exploration* will be needed for it to progress further.

An 'interactive storyline' needs exploration as the progressor.

So, putting the dough in the oven, baking the bread, stealing the bread, killing the baker, combat…..are all *Exploration* interactions, the storyline may or may not progress as a result.
 
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So, putting the dough in the oven, baking the bread, stealing the bread, killing the baker, combat…..are all *Exploration* interactions, the storyline may or may not progress as a result.

If all interaction belongs to Exploration, then

S5: you can interact with information sources (=> e.g. NPC conversation, riddle statue question, …)
S6: you can make choices in those interactions
S7: your choices have consequences
S8: advancing in the story requires thought (=> e.g. irreversible choices, moral dilemma, riddles, …)

have to go into the Exploration category! They would fit there, too. See my old diagram

attachment.php


But I think our Exploration category would be too big then.

We could rename Exploration to simply to Gameworld. (We describe what is in the Gameword) and Story to Interactive Story by Exploration. Then everything is okay again. :)

PS.:
I have a deja vu because this kind of discussion was one cause to work with

Character
NPC-interaction
Manipulation
Gameworld
Story
Combat


categories in the old CRPG-Meter. Exploration was always splitted in these subcategories:

NPC-interaction
Manipulation
Gameworld
(and part of Story, too)

because it is so big.

If you want disjunct categories, you have to go the CRPG-Meter way. You have to find a name for all intersections of the main categories and make it a category of it's own. Only then a CRPG element is clearly in one category only.
 
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Please, no further splitting. The three (four) categories we have are perfectly fine. v0.94 looks good to me -- I'd say we start putting it to the test.
 
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Version V0.94 in formatted forum text code - use it for your own CRPG-checks.

Any volunteers?
 

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Wizardry 8 - CRPG-Test with Definition (V0.94)

A CRPG is a computer game that fulfills these criterions:

Character Development
Describes ways to change or enhance your characters in order to increase their effectiveness in the game.
  • Must Have
    C1: you can control one or more characters - yes, full control
    C2: you can progressively develop your characters' stats or abilities (=> e.g. through quests, exploration, conversation, combat, …) - yes
    C3: you can equip and enhance your characters with items you acquire - yes
  • Should Have
    C4: you can create your characters - yes
    C5: character development requires careful thought and planning - yes

Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • Must Have
    E1: by exploring the gameworld you can find new locations - yes
    E2: you can find items that can be collected in an inventory (=> not only puzzle items) - yes
    E3: you can find information sources (=> e.g. NPCs, entities, objects that provide info) - yes
  • Should Have
    E4: there are NPCs in the game - yes
    E5: you can choose a path (=> there is at least some branching) - yes
    E6: you can manipulate the game world in some way (=> e.g. pull levers, push buttons, open chests, …) - yes
    E7: the gameworld can affect your party (=> e.g. weather, traps, closed doors, poisoned areas, …) - yes
    E8: you may have to think or plan to progress or overcome obstacles (=> e.g. unlock locked areas, repair bridges, dispel barriers, …) - yes -> remember Marten's Bluff? :)

Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • Must Have
    S1: you can get info from information sources (=> e.g. hints, goals, quests, skills, spells, training, …) - yes
    S2: you can follow quests (=> there is at least one main quest) - yes
    S3: you can progress through connected events (= Story) - yes
  • Should Have
    S4: the story is influenced more or less by your actions - yes
    S5: you can interact with information sources (=> e.g. NPC conversation, riddle statue question, …) - yes
    S6: you can make choices in those interactions - yes
    S7: your choices have consequences - yes, even different game endings
    S8: advancing in the story requires thought (=> e.g. irreversible choices, moral dilemma, riddles, …) - yes, join one of the major factions or trick them all

Combat
Describes how combat is influenced by elements of Character Development, Exploration and Story.
  • Should Have
    F1: Combat efficiency is in some way tied to character stats or abilities (=> e.g. amount of damage, chance to hit, weapon access, …) - yes
    F2: Combat works with some random elements (game internal dice rolls) - yes
    F3: Combat should be challenging (=> e.g. preparing, use of tactics or environment possible) - yes

(Tags) are computer game tags that qualify the CRPG label even further:

Tag-List

(Genre)
(tag) Adventure-RPG: the main emphases of the game are on Exploring and Story, less on Character Development
(tag) Rogue-like: the main emphases of the game are on Exploring and Character Development, less on Story. Often features permanent death if a character dies and random generated levels.
(tag) Hack & Slash: many enemies, most of them easy to kill, respawning of enemies, much loot
(tag) J-RPG: Manga Style graphics, turn based combat, Eastern style CRPG
(tag) W-RPG: Western style CRPG
(tag) MMORPG: Many players are questing simultaneously online
(tag) Puzzle-RPG: the game's main emphasis are puzzles
(tag) Non-Combat: the game features no combat
(tag) Action: the combat is real time without pause
(tag) Strategic: additional troop (not your party) management available
(tag) Tactical: the game puts an emphasis on player tactical skill over character skill, often multiple squads (party splitting) are possible
(tag) Sneaker: combat is possible, avoiding it with stealth is better
(tag) Thief-like: combat is possible, avoiding it with stealth is better, thief-skills are essential (lock picking, ambush, hiding, sneaking,…)
(tag) Shooter: combat is mostly ranged and requires hand eye coordination and reflexes from the player
(tag) Sandbox: open environment where a lot of content is organized around simulation rather than story
(tag) Dungeon Crawler: closed environment where a lot of content is organized around dungeon interaction (traps, levers, buttons, teleports, riddles…) rather than story.


(Combat style)
(tag) Real-time with pause: the real time combat can be paused any time
(tag) Real-time: the combat is real-time -> Action CRPG
(tag) Turn-based: the combat is turn-based - yes

(Control)
(tag) Full control: full control over every party members action in combat
(tag) AI control: you only control part of the party directly, others are controlled by AI while they may accept general commands

(Multiplayer)
(tag) Massive
(tag) Single + MP
(tag) Single-player - yes
(tag) Coop
(tag) PvP
(tag) PvE

(POV)
(tag) 1st-person - yes
(tag) 3rd-person - yes
(tag) Isometric
(tag) Top down
(tag) Floating camera: adds rotational control allowing full 3D navigation

(Setting)
(tag) Fantasy - yes
(tag) Historical
(tag) Modern
(tag) Post-apoc
(tag) Sci-fi - yes
(tag) Steampunk
(tag) Technofantasy
(tag) Real World

(Color palette)
(tag) subdued
(tag) realistic - yes
(tag) whimsical
(tag) dazzling

Wizardry 8
fulfills all Must Haves and Should Haves 100%.
It is a party based CRPG with lots of turn based combat in a Fantasy/SciFi setting.
You have to think about Party composition, you have to learn Combat tactics against various enemies, the Exploration of the gameworld must be done very carefully. The background story is somewhat weaker, but choices and consequences and word recognition in NPC-conversations are well implemented.

Recommended!
 
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Good article:

Everything2 - Classifying CRPGs 2002 by werejackal

When trying to compose comprehensive lists of Role-Playing Games (RPGs henceforth) for a particular platform, or even when reviewing a particular game, one is often faced with the difficulty of deciding into what category to put that game (i.e. is this game actually an RPG?). For some cases, it's easy - games like Final Fantasy, Dragon Warrior, and Wizardry, are what comes to mind when one speaks of CRPGs. It's when venturing forth from the small circle of "classic" RPGs, that lines start to blur. What about games that add an action element? Does Diablo or The Legend of Zelda count as an RPG? Does Gauntlet? When do games cross over into the realms of adventure games, or merely fantasy-flavored action games? What about puzzle or strategy games that have RPG elements? As you can see, the question of whether or not a game can be classified as an RPG is somewhat difficult, and many people take the pornography approach to identifying RPGs.
What does a game need to be an RPG?

What do all role-playing games have in common, whether computer-based, tabletop or live-action?

The first element might seem obvious, but will become important when talking about strategy games - RPGs involve taking on a role, assuming the identity of a well-defined character (or a party of characters). Second, all RPGs have a system of combat abstraction - a way to simplify and simulate the outcome of various conflicts. Finally, the characters grow and evolve over the course of time, both in the story sense and within the game system.

1. Playing a Role

The 'role' part of RPGs, the taking on of identity, while taken for granted among the classical RPGs, becomes a useful distinction on the outskirts of the RPG realm, because it often makes a difference between classifying a game as an RPG, or grouping it with other game types. Having a strong central character (or a changing party of charactes, such as in Final Fantasy VI) is not sufficient for a game to be classified an RPG, but is necessary. Playing a named, explicitly present leader is what makes WarCraft III a tactical RPG, whereas the previous WarCraft I & II are pure real time strategy games (RTSs).

2. Combat Abstraction

Combat abstraction (your skills vs. your character's skills) is the critical distinction; this is one of main things that separate RPGs from the other kinds of games. Think of it as a continuum - on one end, where the Action games reside, actual player motor skill is what determines the outcome of battle. Towards the other end, in the realm of D&D and Final Fantasy, combat is abstracted, and its outcome depends on a number of factors, such as the player's tactical decisions, character "stats" and equipment, and random factors. Outside the scope of CRPGs, a similar distinction holds. On the abstract end of the spectrum, one finds tabletop RPGs such as Dungeons and Dragons, GURPS, Fudge, Shadowrun and Star Wars. In these games, a player can say "I attack the troll", and the fates of both assailant and victim are determined by statistics and dice. On the opposite, more action-oriented, end, one finds the live action RPGs (LARPs) such as NERO and Dagorhir. In these types of live-action games, to attack the said troll, an armor-clad player would physically pull out a sword (typically made out of PVC and padded with foam), and the combatants would procede to bludgeon each other until one of them "died" or fled (think fencing crossed with American Gladiators).

3. Character Advancement

Character advancement goes hand in hand with combat abstraction (in fact, is part of its implementation), and further helps distinguish action games from RPGs. The concept can refer to the hero's journey, in the sense of story and character development. It also refers to the improvement of the character sheet - finding treasure, learning skills, raising stats. This kind of statistical improvement is partially a substitute for the sharpening of skills and reflexes of the player (which is how most action games handle improvement). The individual system for advancement is different for each game. Some games use power-up items to raise those stats (Castlevania II, Gauntlet, River City Ransom). Other games have no explicit stats at all (e.g. The Legend of Zelda), and characters must find better armor, weapons and items to improve their chances. The vast majority of RPGs, however, use experience points to gain levels, which brings them higher stats, more abilities and magic.

Keep these three elements in mind - playing the role of a well-defined character, combat abstraction, and character advancement - as we explore the space of all RPGs in the next section. The elements are not rules set in stone; their primary purpose is to aid and give structure to judgement calls when determining into which category to place an RPG.

CRPG types

Code:
                       ACTION   ^   
                            ^   . Action games
                            |   .
                        /   +   -
                        .   |
              Action — .   +  
               RPGs     .   |
                        \   +       Tactical RPGs           
                            |      /            
      "Traditional" RPGs — *     *     * — Strategy RPGs
               (0,1)        |                   (2,1)
                           (0)——+——-+—->
                            |                STRATEGY
                            v                elements
                            ABSTRACT

Picture the realm of RPGs on a map, bordered by the vast kingdom of Action games to the north, and by Strategy games to the east. Whether a game is eligible for citizenship in this realm is determined by a combination of factors described in the previous section. Similarly, a given RPG can be classified by its proximity to the neighboring kingdoms, that is, by its position on the Action axis and the Strategy axis.
Action Axis

The Action Axis denotes the level of combat abstraction present in the game.

1: (Classic (Traditional) RPGs) This is the level of pen-and-paper RPGs, as well as most 'classic' console RPGs. Combat is important, and is resolved by character skill, stats and the roll of dice. Players influence the outcome of combat by making the right tactical decisions, as well as choosing the right equipment and stats for their characters.

2: (Action RPGs, Type I) Moving up the action scale, we get into the realm of Action RPGs. These games all have in common the action element; now, player skill becomes important in combat since one must deftly maneuver an onscreen character and physically strike foes with a representation of a weapon. Type I action games, specifically, still retain explicit character stats, which can be raised (either by levelling up or by raising the stat directly) by gaining experience points (XP). Games such as Zelda II, Crystalis, and Diablo fall under this category.

3: (Action RPGs, Type II) Raising stats by obtaining power up items, rather than XP, is the defining characteristic of Type II Action RPGs. Examples include Astyanax, Gauntlet, River City Ransom and Dungeon Explorer II.

4: (Action RPGs, Type III) These games have no explicit stats visible to the player (unless one counts life energy), and instead have character advancement through better items and equipment. The most famous example of this type is of course The Legend of Zelda, its various look-alikes (Spiritual Warfare and Battle of Olympus), as well as games like Metal Gear. Their status as RPGs is highly debatable, and most people consider these to be simply action games with strong RPG elements.

4 and above: (Action Games) The exact boundaries between the Type III Action RPGs and action games are somewhat fuzzy. After all, power up items and equipment exist in action games too. Does Metroid belong in action games, or in Type III Action RPG games? In cases like this, the reviewer can't classify a game solely on the Action/Abstraction axis, and must instead make a judgement call based on other RPG elements in the game (characterization, richness of plot, puzzle or strategy components) and tradition.
Strategy Axis

Strategy axis denotes the importance of strategy elements to a particular RPG.

1: (Tactical RPGs) Games that have an explicit tactical battle element (as opposed to the usual tactical decisions a player makes in any kind of RPG combat) fall under this category. Tactical battles involve small parties of combatants fighting in close quarters (from room-sized to the size of a small battlefield). This might be true (in abstract) for any kind of RPG, but these games allow the player to spacially arrange and maneuver the units, controlling battle formations, lines of fire, and so on. Ultima III: Exodus has a tactical element, while Final Fantasy Tactics epitomizes this type of RPG.

2: (Strategy RPGs) Strategy RPGs allow players to supervise entire kingdoms, to raise armies, and conquer whole empires. Set at a higher level of abstraction than their neighbors, the tactical RPGs, these games add an element of resource management and allocation — land has to be developed, and armies have to be recruited, equipped, fed, and paid for. The difference between these games and the Tactical RPGs above, is that Strategy RPGs treat entire armies as units — great battles occur instantaneously, and the player never has to see or arrange the individual troops. This type of game became more popular as console technology progressed, but even the NES had strategy RPG titles such as Nobunaga's Ambition and Genghis Khan. Also, as amib has pointed out, many of these games are traditionally considered as strategy games or historical wargames, and not RPGs, despite possessing all the requirements for the label.
Related Genres with RPG elements

Puzzle Games
Some puzzle games, while lacking an explicit combat system or character advancement, still contain some RPG-like elements. Some of them have well-defined central characters on a journey, simple skills and items, and even NPCs that one encounters during one's journey.

Interactive Fiction
Text-based interactive fiction games, from the ancient Adventure, to the various Infocom games (Zork, Hitchhiker's Guide To The Galaxy, etc) have many elements in common with RPGs. They often have strong central characters, involved plots, many NPCs, involved puzzles and item manipulation. Yet aside from story progression and the finding of new items, they lack a real combat system or character advancement, and thus cannot be considered true RPGs.

Graphic Adventure Games These are the graphical descendants of the interactive fiction games, and include many famous titles in their ranks, from Secret of Monkey Island, to King's Quest to Maniac Mansion to Shadowgate, down to the more modern 7th Guest and Myst series. The same kind of reasoning holds true for the graphic adventures as for the interactive fiction games — though they share many elements with RPGs (including very similar setting and fanbase), the lack of character advancement and combat, excludes them.

Multiplayer RPGs

Where do multiplayer RPGs such as MUDs or MMORPGs fit in with this classification? These types of games follow the same criteria, and exist on the same axes as the single-player titles. That is, every mud takes a stance on the abstractness of its combat system, which determines its place on the Action axis. Similarly, each multi-player game orients itself on the Strategy axis by choosing its primary focus, or following the usual heroic storytelling/combat-centered model. Multiplayer games are unique among the CRPGs in that they can be classified by another axis: their focus on the Social aspect. On one end of this axis, interaction with other people plays only a minimal role — these games are essentially single-player type games that you just happen to play alongside other people (think MUDs which have quests that only one person at a time can complete). Towards the middle, social interaction has an increasingly important role in the game-play, such as in Dark Age of Camelot. Finally, on the opposite end of this spectrum, social interaction is the main focus of the game (e.g. The Sims Online), while combat or puzzle-solving are relegated to supporting roles (if present at all).

Note: This is a work in progress, and as I encounter new and different RPG types, the parameters are bound to change. Feel free to /msg me with any questions or suggestions.
 
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It's interesting that the article is over ten years old, since then a more casual evolvement has altered into the definition. Combat has taken precedence in the mind of the writer (werejackal)- a scewed direction over-emphasising combat action as an absolute necessity in CRPG's (a common mistake, seen as separating combat for combat's sake rather than keeping it integrated within the total game picture)

I have noticed in more recent times the wish or desire to entice or pull in more non-CPRG's into the CRPG category by stretching the defining elements to the utmost margin limits.

On reflective analysis, it seems definitions themselves are evolving and continually changing in the minds of the definers. In ten years from now definitions may well have changed yet again.

Conclusion:- the CRPG definition may need upgrading/adjusting every five to ten years so that borderline defined games can be accommodated within the CRPG title.

It may probably evolve where new category/elements are introduced as a work-around, eg:

Action 1 CPRG
Action 2 CPRG
Action 3 CPRG

Blah blah, etc' etc'
 
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This guy knows CRPGs :)

CRPG addict: Ranking and Rating CRPGs:

1. Game World

  • Game world has unique features that distinguish it from other CRPGs
  • Creators have endowed game world with history and lore
  • You understand how your character and quest fit within overall game world
  • Your decisions and actions measurably affect game world

2. Character Creation and Development

  • Game allows extensive customization of characters during creation process
  • Characters are rewarded for combat and quest-completion
  • Character advancement process is satisfying and rewarding
  • Encounters and dialogs play differently with different classes, sexes, alignments, and characteristics

3. NPC Interaction

  • Game has NPCs with whom you can talk
  • NPC Interaction advances the plot of the game
  • Game offers you flexibility in dialog choices
  • NPC Interaction provides opportunity for role-playing
  • PC learns things about the game world from NPCs
  • Game offers NPC relationships (romances and friendships)

4. Encounters & Foes

  • Game offers unique monsters distinguishable from other CRPGs
  • Foes are well-described in game world
  • Foes behave in different ways depending on their type
  • Game features some scripted encounters with opportunities for role playing
  • Game has some level of random encounters so that you never know what's coming
  • Areas respawn at some point after they are cleared


5. Magic and Combat


  • Player has numerous options in combat
  • Combat is tactical, requiring some strategizing to successfully navigate
  • Combat offers opportunities for role-playing
  • Magic system (if included) is well-balanced

6. Equipment

  • Game has wide variety of weapons, armor, and accessories to buy, find, wield, and wear
  • Game makes it easy to understand and evalute how items compare to each other (e.g., which weapon does the most damage)
  • Items are throughly and interestingly described
  • Items are at least partly randomized within game world
  • Player can create or customize items

7. Economy

  • Game gives you monetary rewards for killing creatures/solving quests
  • There are interesting and helpful things to buy with your money
  • You never reach a point in which collecting money becomes pointless

8. Quests

  • Game has a "main quest" the completion of which constitutes winning the game
  • Main quest has different outcomes based on player decisions
  • Game features side quests that offer opportunities for character building
  • Side quests have opportunities for role-playing

9. Graphics, Sound, and Inputs

  • Graphics are not distractingly bad
  • Fun and realistic gameplay sound effects
  • Interesting and immersive background sound effects
  • Some well-acted, spoken NPC dialog
  • Controls are intuitive and responsive

10. Gameplay

  • Game is alinear, allowing freedom of movement throughout game world
  • Game is highly replayable, offering different experiences for different classes and alignments
  • Game has the right level of difficulty: challenging without being exasperating
  • Overall pacing is good; game is not over too quickly, neither does it drag
 
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If you don't have a dungeon, a dragon, and lots of tables it's not an RPG.
 
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If you don't have a dungeon, a dragon, and lots of tables it's not an RPG.

:lol:

Definition of Elder CRPGs 0.1 :biggrin:

Charcacter
1) You can create a party (single character games are adventures NOT CRPGs)
2) Races are at least: human, dwarf (greedy of gold, hard drinking :beer:),elf, halfling, orc
3) Professions are are least: Mage, Priest, Fighter, Paladin (goody good :wings:),
Thief :sneaky: and Bard :harl: (Jack of all trades, Womanizer :cuddle: ),
Amazon (with battle bikini) :smitten: and Pirate :ahoy:

4) Minimum number of skills is 20
5) Minimum number of traits is 2
6) Minimum number of party members is 6

Exploration
1) Exploration and Interaction is everything - we need at least:
1a) a guild tavern :party:
1b) a dungeon (teleports, traps, levers, closed doors, …) :wall:

Story
1) Who needs a story? :deal:- we create one :) (games with a predefined story are adventures NOT CRPGs)
1a) necessary element: Damsel in distress (good looking) :help: :heart:
1b) necessary element: Arch Villain (bad looking) :gorath:
1c) necessary element: Dragon (dead dangerous) :devil:

Combat
1) turn based: one round > 5 minutes (games without turn based combat are NOT CRPGs)
2) lots of tactical options :thinking:
3) serious conditions (paralysed, poisoned,…) are dead serious :furious: :drunk: :sick:
4) you can learn and need the spell Fireball :cm:
5) challenging combat is 90% of the game :shakefist:
 
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@DoddTheSlayer

You are right to ask about that point, there is a serious flaw depending how you look at it, it should have been broken down and explained better as we have done with our (V0.94) definition.

CRPG addict has no mention of "Story" in his list which is a necessity for a CPRG, i would assume he refers to 'Main quest' as if it is "the storyline" with sub or side quests that affect the "main quest storyline" (how you might vary or alter the main path by role playing eg: C&C, dialogue choice etc )

There is a whole plethora of CRPG's that do this.

PS: other than that, CRPG addicts list is a very good "game players" type preference list.
 
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"Side quests have opportunities for role-playing"

Can you elaborate on this point for me and cite a CRPG that does it well ?

You have to ask CRPG Addict :)

The current RPGWatch definition Version 0.94 is here.

I introduce some CRPG articles in this thread to hear other opinions and open new discussions. Maybe we can enhance our definition.

***

Here is another one:
Defining the CRPG

Matt Barton says something really interesting in the first chapter of Dungeons and Desktops: The History of Computer Role-Playing Games:
To paint with a broad brush, we could say that the adventure gamer prioritizes deductive and qualitative thinking, whereas the CRPG fan values more inductive and quantitative reason. The adventure gamer works with definitions and syllogisms; the CRPG fan reckons with formulas and statistics. The only way for a character in a CRPG to advance is by careful inductive reasoning: if a certain strategy results in victory in six out of ten battles, it is better than another strategy that yields only three out of ten victories. This type of inductive reasoning is rare in adventure games but is plentiful in CRPGs, where almost every item has some statistical value (e.g., a longsword may do ten percent less damage than a two-handed sword, but allows the use of a shield).

Jimmy Maher:
But I wanted to define the CRPG, didn’t I? Okay, here goes:
A computer role-playing game (CRPG) is an approach to ludic narrative that emphasizes computational simulation of the storyworld over set-piece, “canned” design and narrative elements. The CRPG generally offers the player a much wider field of choice than other approaches, albeit often at the cost of narrative depth and the scope of narrative possibility it affords to the designer.

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A slightly easier translation of Jimmy Maher definition.

A computer role-playing game (CRPG) is an approach to ludic narrative (eg: playful, sandbox style, no actual progressive or advancing result) that emphasizes computational simulation (eg: almost as experimental or trial and error play style) of the storyworld over set-piece, “canned” design and narrative elements. The CRPG generally offers the player a much wider field of choice than other approaches, albeit often at the cost of narrative depth and the scope of narrative possibility (eg: storyline completion complexity/difficulty) it affords to the designer.

Conclusion:- nothing at all revealing that we don't already know, CRPG (V0.94) is currently overwhelmingly superior in ease of explanation and applicable usage.
.................
BTW HiddenX, the downloadable forum formatted code link looks a bit strange via firefox browser - any suggestion to make it look more easy on the eye?
 
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