CRPG-Meter:
Lets measure the crpg-ingredients for "Fallout New Vegas":
To determine if a game should apply to a certain level, all the mentioned demands must be fulfilled in that level and the levels below.
CRPG Categories:
Story, Characters, NPC-Iteraction, Gameworld, Manipulation, Combat
Other interesting categories:
Graphics, Sound, Game length, Difficulty, Perspective and Play-style.
Each category is divided into 6 frames from "none" to "Heavy" CRPG-elements giving a score from 0 to 5 points.
A games points from each category will be added together and then divided with 6 and will classify it's CRPG-score to the following
list:
* RPG-Elements Score 0 - < 1 point => "No CRPG"
* RPG-Elements Score 1 - < 2 points => "CRPG ultra light"
* RPG-Elements Score 2- < 3 points => "CRPG light"
* RPG-Elements Score 3 - < 4 points => "CRPG"
* RPG-Elements Score 4 - 5 Points => "CRPG Heavy"
The RPG-element categories and their 6 scores/frames
(STORY, CHARACTER, NPC-INTERACTION, GAMEWORLD, MANIPULATION, COMBAT)
STORY:
questions:
- How many quests, side quests, puzzles, riddles are in the game ?
Lots of side-quests, one big main quest with many branches, sometime overlapping with side quests.
- How great is the non-linearity of the game - can the quests be solved in more than one way ?
You can solve most quests in a non-linear order. Many quests can be solved in more than one way, depending on the skills of your character and your choices.
- How many side-stories, legends in books or from NPC's are told ?
Many side stories are told, many old stories, Emails etc. can be found in hacked computers.
- Are there different game-endings ?
yes. The main story has different endings, dependig on your choices. Depending on your action towards the factions of Fallout New
Vegas they are several ending scenes.
- Is it a game with many choices and consequences ?
yes, and often you get more dialog options depending on your skills.
rating:
No: 0 Points:
- The story is told in the beginning, and finished in the end, AND is not changeable during the game.
Ultra light: 1 point:
- A Few ”events” (NPC’s, happenings (Disasters, divine influences etc), Full movies interludes etc.) evolves the story, but still in a given path.
Light: 2 points:
- The story is developing through chapters or milestones, which still have an almost fixed path.
- A very few side stories/quests, OR noticeably different paths you can take to advance the same story, are available.
Medium: 3 points:
- The story develops as the game proceeds, meaning new information’s/events contribute for developing of the story on a frequent basis.
- Events (See above) impact on the story are considerable,
- The gamers actions have considerable impact on the development of the story.
- More than one path is possible in the ”main” story. Not necessarily more endings, just the possibility to choose between different “story” path’s of the “main story”. (Side quests not directly related to main story don’t count).
- A few side stories/quests besides the “main story” must be available.
More: 4 points:
- A few different endings are possible
- More than 2 ways to go through the story
- Lots of side stories/quests are required.
- Quests or tasks got often more than one solution!
Heavy: 5 points:
- Very open ended, with very high replay value regarding the story alone.
- Many events will contribute to many side / main story topics and respond to many different approaches from the player.
- Lots of books or other materials can give additional information’s about world for the interested player.
Fallout New Vegas
(STORY):
5 points
CHARACTER:
questions:
- How many different characters can you play ? (race, gender, profession …)
chose your genderm stats, skills and traits freely
- How many different skills can be choosen for your character(s) ?
7 main stats (S.P.E.C.I.A.L. -System)
* Strength
* Perception
* Endurance
* Charisma
* Intelligence
* Agility
* Luck
13 skills (depending on the main stats,
* Barter
* Energy Weapons
* Explosives
* Guns
* Lockpick
* Medicine
* Melee
* Repair
* Science
* Sneak
* Speech
* Survival
* Unarmed
and many more perks
- How many different traits can be choosen for your character(s) ?
10 traits
- How many levels can be reached ?
Level 30
- How much can the character(s) be changed at each level ?
stats can be enhanced with a special perk when you get a new level
skills can be enhanced with skill points when you get a new level
all two levels you can get a perk
- How many guilds, groups can be joined ?
you can do quests for many different groups. You "join" a group if you wear their special armour.
- How many different ranks in these guilds can be achieved ?
No ranking - you can solve quests for these groups.
- Can you get a reputation ?
Yes - for each faction/group
rating:
No: 0 Points:
- No development other than a better weapon, armour and a few pre-distributed skill points after each chapter / milestone.
Ultra light: 1 point:
- Max 2 points to distribute on the character(s) abilities (Attributes /spells / treats / skills) each time they develop levels and
a maximum of 10 upgrades(Levels) of the character(s). Learning by doing covering the same amount of development is acceptable too.
Light: 2 points:
- Max 5 points to distribute on the character(s) at least 5+ different abilities (Attributes /spells / treats / skills) each time
they develop levels and at least 10+ upgrades(Levels) of the character(s). Learning by doing covering the same amount of development
is acceptable too.
- A minimum of social development / regards in the game-world societies is necessary) (Wiping out a society/guild is not counting)
Medium: 3 points:
- More than 5+ points to distribute on the character(s) at least 10+ different abilities (Attributes /spells / treats / skills) each
time they develop levels and at least 15+ upgrades(Levels) of the character(s). Learning by doing covering the same amount of
development is acceptable too.
- The characters can have considerable social impact on more than one society / guild. (Wiping out a society/guild is not counting)
More: 4 points:
- Now a party of at least 3 fully controlled characters should be possible,
- The choice from different professions / races should give a combination of at least 10 possible different characters (Note:
Different mug-shots don’t count).
- Considerable social impact on more than 2 societies / guilds is possible. (Wiping out a society/guild is not counting)
Heavy: 5 points:
- More than 10+ points to distribute on the character(s) at least 15+abilities (Attributes /spells / treats / skills) each time they
develop levels and at least 20+ upgrades(Levels) of the character(s). Learning by doing covering the same amount of development is
acceptable too.
- 15+ different races/ professions to choose from.
- Plenty of societies/guilds which the characters have a social impact on. (Wiping out a society/guild is not counting)
Fallout New Vegas
(CHARACTER):
4.5 points (only the main character can be adjusted)
NPC-INTERACTION:
questions:
- How many dialogues are in the game ?
Many
- How many dialogue options do you have ?
A lot.
- Are these options depending on your skills, alignment or deeds ?
There are depending on finished quests, faction reputation and skills.
- Have your answers an influence on the game ?
Yes
- Have the NPC's a life of their own ?
Yes
- Is trading available / is it balanced ?
Yes and yes.
rating:
No: 0 points:
- Few NPC's most only merchants.
- Pre-determined dialogues.
Ultra light: 1 point:
- The dialogues now have a few options, but it still contribute to the same story, AND each choice is reversible in consequence.
Light: 2 points:
- NPC's are presented in small societies, AND some of them can make a difference in further development of the game.
Medium: 3 points:
- NPC's acts truly as a part of a bigger community.
- NPC's in each society are much aware about social status also toward your characters.
- More than one society with NPC's are present in the world.
More: 4 points:
- There are fleshed out dialogue trees,
- Choices is most final and irreversible.
- NPC’s have considerable impact on the amount of Main / side- stories.
Heavy: 5 points:
- NPC's are aware of the continuously developing situation in the game-world, AND react clearly to the gamers actions and deeds.
- More than 2 bigger societies of NPC's must be available.
- Reputation, skills, alignment, attitude etc. have considerable impact on the NPC reaction.
Fallout New Vegas
(NPC-INTERACTION):
5 points
continue...