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.
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.
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.
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.
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
If you don't have a dungeon, a dragon, and lots of tables it's not an RPG.
"Side quests have opportunities for role-playing"
Can you elaborate on this point for me and cite a CRPG that does it well ?
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).
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.