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CRPG Analyzer: A checklist for computer role-playing games
December 8th, 2014, 21:12
I marked good things green 
Nice to Have
Exploration
(Choice)
- Game has wide variety of weapons, armor, and accessories to buy, find, wield, and wear
(already in the Must Haves C3 and E2)
Exploration
(Interactivity)
- Game gives you monetary rewards for killing creatures/solving quests
(already in the Must Haves C2)
- There are interesting and helpful things to buy with your money (You can trade items for currency and better equipment.)
- You can craft/customize equipment, spells or items
Exploration
(Immersion)
- Realistic gameplay sound effects
- You never reach a point in which collecting money becomes pointless
Better: balanced economy
Story
(Interactivity)
- Replayability: different experiences for different classes and alignments
- NPC Interaction advances the plot of the game
- PC learns things about the game world from NPCs
(already in Must Have and Should Have Story)
Story:
(Immersion)
- Interesting and immersive background sound effects
- Well-acted, spoken(?) NPC dialog
- fitting Music
- NPCs are well-described in game world
Character/Story
(Interdependence)
- quests have opportunities for role-playing
(already a Must Have for Story)
- Game features side quests that offer opportunities for character building
(already a Must Have for Character)
- You understand how your character and quest fit within overall game world
Better: your characters' story and quests are believable and fit into the gameworld
Exploration/Story
(Interdependence)
- Items are thoroughly and interestingly described
Fun Features / No Idea
- Game makes it easy to understand and evaluate how items compare to each other (e.g., which weapon does the most damage)
Randomness
- Items are at least partly randomized within game world
- Game has some level of random encounters so that you never know what's coming
Sandbox
- Areas re-spawn at some point after they are cleared
very subjective
- Character advancement process is satisfying and rewarding
- Game has the right level of difficulty: challenging without being exasperating
- Magic system (if included) is well-balanced
- Overall pacing is good; game is not over too quickly, neither does it drag
- Graphics are not distractingly bad
obsolete
- Characters are rewarded for combat and quest-completion
- Combat offers opportunities for role-playing

Nice to Have
Exploration
(Choice)
- Game has wide variety of weapons, armor, and accessories to buy, find, wield, and wear
(already in the Must Haves C3 and E2)
Exploration
(Interactivity)
- Game gives you monetary rewards for killing creatures/solving quests
(already in the Must Haves C2)
- There are interesting and helpful things to buy with your money (You can trade items for currency and better equipment.)
- You can craft/customize equipment, spells or items
Exploration
(Immersion)
- Realistic gameplay sound effects
- You never reach a point in which collecting money becomes pointless
Better: balanced economy
Story
(Interactivity)
- Replayability: different experiences for different classes and alignments
- NPC Interaction advances the plot of the game
- PC learns things about the game world from NPCs
(already in Must Have and Should Have Story)
Story:
(Immersion)
- Interesting and immersive background sound effects
- Well-acted, spoken(?) NPC dialog
- fitting Music
- NPCs are well-described in game world
Character/Story
(Interdependence)
- quests have opportunities for role-playing
(already a Must Have for Story)
- Game features side quests that offer opportunities for character building
(already a Must Have for Character)
- You understand how your character and quest fit within overall game world
Better: your characters' story and quests are believable and fit into the gameworld
Exploration/Story
(Interdependence)
- Items are thoroughly and interestingly described
Fun Features / No Idea
- Game makes it easy to understand and evaluate how items compare to each other (e.g., which weapon does the most damage)
Randomness
- Items are at least partly randomized within game world
- Game has some level of random encounters so that you never know what's coming
Sandbox
- Areas re-spawn at some point after they are cleared
very subjective
- Character advancement process is satisfying and rewarding
- Game has the right level of difficulty: challenging without being exasperating
- Magic system (if included) is well-balanced
- Overall pacing is good; game is not over too quickly, neither does it drag
- Graphics are not distractingly bad
obsolete
- Characters are rewarded for combat and quest-completion
- Combat offers opportunities for role-playing
December 9th, 2014, 10:20
Thanks for checking!
The rest looks good to me. I'll try to incorporate these items and change the diagram generation a bit.
Originally Posted by HiddenXNo, C2 covers rewards for character development like experience. CRPG Addict's point is specifically about monetary rewards, targeting the game world's economy. We mention trading only twice: "You can trade items for currency and better equipment" (NtH) and "How balanced is trading?" (Fun Feature FD3).
Exploration
(Interactivity)
- Game gives you monetary rewards for killing creatures/solving quests
(already in the Must Haves C2)
The rest looks good to me. I'll try to incorporate these items and change the diagram generation a bit.
--
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
Last edited by Arhu; December 9th, 2014 at 12:41.
December 9th, 2014, 21:54
I updated the analyzer to version 1.02 beta.. forgot to include the money thing from above but I did include the other new NtH's and Fun Features from above. I also changed the calculation of the diagrams -- they should now be more accurate.
As a consequence I had to re-order the MH/SH elements a bit and reformulate two of them, but nothing serious. They are now ordered by choice / interactivity / immersion, like the NtH elements.
Will upload a text-only version tomorrow.
As a consequence I had to re-order the MH/SH elements a bit and reformulate two of them, but nothing serious. They are now ordered by choice / interactivity / immersion, like the NtH elements.
Will upload a text-only version tomorrow.
--
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
December 9th, 2014, 23:21
Originally Posted by ArhuThe MH/SH are already ordered by getting more demanding step by step.
As a consequence I had to re-order the MH/SH elements a bit and reformulate two of them, but nothing serious. They are now ordered by choice / interactivity / immersion, like the NtH elements.
So I'm not so sure if another order is really useful.
The MH/SH conditions are optimized to find out if a game is a CRPG or not.
There are not optimized to find out out if a game delivers more choices, interactivity or immersion.
Last edited by HiddenX; December 9th, 2014 at 23:32.
December 9th, 2014, 23:50
Originally Posted by HiddenXYeah, I know… technical limitations. I'll try to get around them tomorrow, 'k?
The MH/SH are already ordered by getting more demanding step by step.
So I'm not so sure if another order is really useful.
--
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
December 10th, 2014, 12:40
Done. Here's a new version -- added a few NtH elements and Fun Features as mentioned above.
The CRPG Analyzer (Version 1.02)
The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerized game can be labeled 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 essential necessary Must Have conditions fulfilled to achieve the (minimal) 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 have related Should Have conditions; the reviewer should make a comment if a Should Have condition is not fulfilled.
So we have these scenarios to reflect the broadness of the genre:
The Checklist:
The CRPG Analyzer (Version 1.02)
The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerized game can be labeled 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 essential necessary Must Have conditions fulfilled to achieve the (minimal) 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 have related Should Have conditions; the reviewer should make a comment if a Should Have condition is not fulfilled.
So we have these scenarios to reflect the broadness of the genre:
- At least one Must Have condition is violated => the game is not a CRPG.
- All Must Have conditions are fulfilled => the game is at least CRPG'ish or a CRPG light.
- All Must Have and some Should Haves conditions are fulfilled => the game is a CRPG that needs to be further qualified with (subgenre) tags and/or reviewer comments.
- If all necessary Must Have and all Should Have conditions are fulfilled there's no further discussion necessary => the game is a true CRPG.
The Checklist:
Spoiler – I. Defining Elements
Spoiler – II. (Informative) Tags
Spoiler – III. (Optional) CRPG Elements: 120/120 = 100%
Spoiler – IV. (Informative) Fun Features
--
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
December 10th, 2014, 21:01
Looks good to me.
One little addition:
The reward system can a monetary system (money/gold), too.
Example:
You get gold for a quests and then you can train some new skills for gold.
(No Exp-points or skill points needed in such a system)
One little addition:
The reward system can a monetary system (money/gold), too.
Example:
You get gold for a quests and then you can train some new skills for gold.
(No Exp-points or skill points needed in such a system)
December 11th, 2014, 22:35
Added "monetary". Also, here's a preliminary analysis of one of the very early games, The Bard's Tale I. I played only 1-2 hours or so and read some FAQs and of course CRPG Addict's blog entries for the game. Consequently, I wasn't so sure about a few elements; may have to play some more to experience a dungeon myself.

Classic dungeon crawler with barely any story elements or actual role-playing opportunities — those came much later in RPG history, from what I heard. Seemed a bit like a cross of the Final Fantasy and Diablo games during my short excursion, with all those random, invisible enemies and level-focused gameplay.
The Bard's Tale I: Tales of the Unknown

Classification: CRPG Subgenre
Subgenre: Dungeon Crawler
Design: High Fantasy
Theme: Good vs. Evil
Setting: Alternate World, Dungeon, Medieval
Combat Style: Turn-based
Reward System: Experience
Play Style: Single-player
Point of View: 1st-person
Color Palette: Realistic
Control: Full Control
Voice Acting: Text Only
Character Backstory: Free-form
Playtime: Over 60 hours
Funding model: Publisher
Subgenre: Dungeon Crawler
Design: High Fantasy
Theme: Good vs. Evil
Setting: Alternate World, Dungeon, Medieval
Combat Style: Turn-based
Reward System: Experience
Play Style: Single-player
Point of View: 1st-person
Color Palette: Realistic
Control: Full Control
Voice Acting: Text Only
Character Backstory: Free-form
Playtime: Over 60 hours
Funding model: Publisher
Spoiler – Complete CRPG analysis for The Bard's Tale
This fact sheet was created using CRPG Analyzer 1.02 Beta.
Classic dungeon crawler with barely any story elements or actual role-playing opportunities — those came much later in RPG history, from what I heard. Seemed a bit like a cross of the Final Fantasy and Diablo games during my short excursion, with all those random, invisible enemies and level-focused gameplay.
--
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
Last edited by Arhu; December 11th, 2014 at 23:47.
December 11th, 2014, 23:02
Nice review, but some of your 'No' answers must be a 'Yes'
The last time I played Bard's Tale 1 is decades ago, but I definitely remember these:
S3 You can interact with the game world -> yes (magic mouth, puzzle doors etc.)
S5 Inaccessible areas can be reached due to character enhancements or by solving quests or puzzles -> yes (puzzles most of the time)
SS1: You can interact with information sources -> yes, but rarely
SS4: Thinking is required in order to progress -> yes, some riddles and puzzles
The last time I played Bard's Tale 1 is decades ago, but I definitely remember these:
S3 You can interact with the game world -> yes (magic mouth, puzzle doors etc.)
S5 Inaccessible areas can be reached due to character enhancements or by solving quests or puzzles -> yes (puzzles most of the time)
SS1: You can interact with information sources -> yes, but rarely
SS4: Thinking is required in order to progress -> yes, some riddles and puzzles
December 11th, 2014, 23:49
Aye, I read about those things but didn't experience them myself yet. Thanks for the heads up. Updated.
--
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
December 12th, 2014, 17:24
Diablo

Classification: CRPG Subgenre
Subgenre: Rogue-like, Action, Hack & Slash
Design: Dark, Gritty, Low Fantasy
Theme: Horror
Setting: Alternate World, Dungeon, Mythic
Combat Style: Real-time
Reward System: Experience
Play Style: Single-player, Multi-player
Multiplayer: Online Co-Op, Co-Op Campaign, LAN/System Link, PvE
Point of View: Isometric
Camera: Tracking
Color Palette: Subdued
Control: Full Control
Voice Acting: Fully Voiced
Character Backstory: Free-form
Playtime: 20-40 hours
Funding model: Publisher
Subgenre: Rogue-like, Action, Hack & Slash
Design: Dark, Gritty, Low Fantasy
Theme: Horror
Setting: Alternate World, Dungeon, Mythic
Combat Style: Real-time
Reward System: Experience
Play Style: Single-player, Multi-player
Multiplayer: Online Co-Op, Co-Op Campaign, LAN/System Link, PvE
Point of View: Isometric
Camera: Tracking
Color Palette: Subdued
Control: Full Control
Voice Acting: Fully Voiced
Character Backstory: Free-form
Playtime: 20-40 hours
Funding model: Publisher
Spoiler – Complete CRPG analysis for Diablo
This fact sheet was created using CRPG Analyzer 1.02 Beta.
Pretty similar profile to the Bard's Tale above, actually. Just different mechanics and a few more puzzles in the former.
Ah, it really is too bad that the Diablo series diverged towards a bright and colorful high fantasy tale with larger than life heroes instead of staying with the sublimely disturbing and atmospheric roots of Diablo 1. The newer games just don't compare.
--
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
Last edited by Arhu; December 13th, 2014 at 12:11.
Reason: updated SF3
December 12th, 2014, 17:49
Originally Posted by HiddenXI read about a weird Action-Adventure CRPG called "Endomorph" today. The reward system is really strange and tied into what the game is about. Apparently you can find nectar in the game world, and upon drinking it you get stronger. It has a cost, though, namely the more you drink the more you transform into a bug, one of the very things you fight against (?). So basically you trade your humanity for strength you may need to progress.
One little addition:
The reward system can a monetary system (money/gold), too.
How should we call a system like that?
--
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
December 13th, 2014, 09:09
Originally Posted by Arhuother in-game values for character building
I read about a weird Action-Adventure CRPG called "Endomorph" today. The reward system is really strange and tied into what the game is about. Apparently you can find nectar in the game world, and upon drinking it you get stronger. It has a cost, though, namely the more you drink the more you transform into a bug, one of the very things you fight against (?). So basically you trade your humanity for strength you may need to progress.
How should we call a system like that?
or
other reward system
December 13th, 2014, 11:04
SF3: Combat provides some challenge (➙ e.g. requires preparation, use of tactics or environment.) - it's a 'No' for me
December 13th, 2014, 12:06
Originally Posted by HiddenXLOL. Yes, I guess you are right. I would say, however, that combat is definitely challenging (in a frantic button-mashing sense), especially in lower levels. It's just not very tactical.
SF3: Combat provides some challenge (➙ e.g. requires preparation, use of tactics or environment.) - it's a 'No' for me![]()
We could remove the "e.g." keyword, or move the "tactical" keyword more to the front to make it clearer?
--
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
April 22nd, 2015, 23:03
Pillars of Eternity

Classification: CRPG Subgenre
Subgenre: Adventure
Design: Dark, Low Fantasy
Theme: Hero's Journey, Religion & Spirituality
Setting: Alternate World, Medieval
Combat Style: Pauseable Real-time
Reward System: Experience
Play Style: Single-player
Point of View: Isometric
Camera: Tracking
Color Palette: Subdued
Control: Full Control
Voice Acting: Partially Voiced
Character Backstory: Selectable
Playtime: Over 60 hours
Funding model: Crowdfunding
Subgenre: Adventure
Design: Dark, Low Fantasy
Theme: Hero's Journey, Religion & Spirituality
Setting: Alternate World, Medieval
Combat Style: Pauseable Real-time
Reward System: Experience
Play Style: Single-player
Point of View: Isometric
Camera: Tracking
Color Palette: Subdued
Control: Full Control
Voice Acting: Partially Voiced
Character Backstory: Selectable
Playtime: Over 60 hours
Funding model: Crowdfunding
Spoiler – Complete CRPG analysis for Pillars of Eternity
This fact sheet was created using CRPG Analyzer 1.01 Beta.
June 16th, 2015, 10:01
Might & Magic X: Legacy

Classification: CRPG
Subgenre: Open World
Design: High Fantasy
Theme: Good vs. Evil
Setting: Alternate World, Medieval
Combat Style: Turn-based
Reward System: Experience
Play Style: Single-player
Point of View: 1st-person
Camera: Interactive
Color Palette: Realistic
Control: Full Control
Voice Acting: Partially Voiced
Character Backstory: Free-form
Subgenre: Open World
Design: High Fantasy
Theme: Good vs. Evil
Setting: Alternate World, Medieval
Combat Style: Turn-based
Reward System: Experience
Play Style: Single-player
Point of View: 1st-person
Camera: Interactive
Color Palette: Realistic
Control: Full Control
Voice Acting: Partially Voiced
Character Backstory: Free-form
Spoiler – Complete CRPG analysis for Might & Magic X
This fact sheet was created using CRPG Analyzer 1.01 Beta.
--
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
"Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where." ~ Cortez, from The Longest Journey
| +1: |
June 17th, 2015, 00:15
Another 'What is an RPG' site:
RPG Evolution:
RPG Evolution:
What is an RPG?
The exact definition of a Role Playing Game, or RPG, is argued by gamers.
In an article on RPG’s, Mathew Tschirgi said “An RPG is a game in which the player controls one or more player characters in order to complete an overall quest. The game is won by solving puzzles, interacting with Non-Player Characters (NPCs), and gaining experience points by defeating enemies in turn-based or real-time combat to increase their characters' various statistics (Strength, Stamina, Agility, Intelligence, and so on.)”
While this is a good working definition, there are a few elements found in Most RPG’s.
Story line – the player controls a character or group of characters through a story. Story line is typically much more important in single player game and table top games. In MMORPGs and Muds a storyline will normally exist, but it is secondary to other game aspects.
The Final Fantasy and Chrono Cross series are known for their complex and enthralling story lines. In particular Final Fantasy VII’s story line was so powerfull that it is known to make players cry during some of the more emotional parts.
Story line control – The player is able to choose where the characters go and what they do. The amount of control varies from game to game, from small choices of which way they want to go in a maze or where to go in a town, to large choices in which a character has the ability to move through an entire world. In most RPGs, the player will eventually have a large amount of control in where they visit.
MMORPGs and Muds are known for their complex worlds. In the MMORPG World of Warcraft the players have an entire world to explore, quest and kill each other in. The world is so large that two players could play the game for months without entering the same areas.
Changing story line – through the course of the game the players choices of action affect the world. In some games this shows as different endings, different actions cause different endings. In other games this becomes an integral part of the game with the character choosing between good, evil and more.
Star Wars Knights of the Old Republic (KOTOR) forces it’s characters to choose between the light and dark sides. Not only must they choose, but depending on how evil or good the character is causes not only different endings, but also affects how the other characters in the games treat the player’s characters. Characters that were somewhat light are given an accommodation by the Jedi Counsel, characters that were extremely dark take over the universe and rule it with an iron fist. I liked playing the dark side character.
Character creation – the player creates each character from scratch, choosing it’s name, race, class, appearance, skills and abilities. This doesn’t show up as much in RPG’s with detailed story lines but is very important in Muds and MMORPGs. Depending on the RPG, these choices might differ in the change on game play. Typically Racial and class choices cause the biggest differences, and in many the Race changes what classes are available.
In most Muds, which were only text based, the characters appearance was up to the player. The player was responsible for writing up the characters description. The more creative the player, the more impressive the characters appearance would be.
In World of Warcraft, the player is asked to choose between Human, Night Elf, Dwarf, Gnome, Orc, Undead, Tauren and Troll. The player picks between male and female. The player also chooses what class his character will be; Hunter, Warrior, Shaman, Priest, Mage, Paladin, Druid or Warlock. Finally the player is shown a base character model and then asked to change the way it looks. The player is given options for hair style, hair colors, facial features and more.
Character advancement – the characters in the game become more powerful and gain new abilities as the game moves on. Most RPG’s have a leveling system where characters gain experience for completing quests and killing enemies. Typically the characters advancement and abilities are in some way controlled by the player. Players might have total control, giving them the ability to completely create each character as they wish, or partial control, giving the player a small group of options on how to advance the character.
In final fantasy X all the characters start off with set abilities. Tidus specializes in speedy, but less damaging attacks, Lulu is a black mage casting damaging spells on enemies and Yuna is a white mage casting healing spells. As the game progresses though, the player gets the option to choose what skills the characters gain. By the end of the game Tidus can still be a speedy fighter, but he will be able to heal a bit, Lulu could be a powerful fighter who has a few dark magic spells and Yuna could be completely specialized in healing.
Elex
November 4th, 2017, 19:09
Let's do the CRPG Analyzer checklist for ELEX:
I. The Checklist:
Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
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.
Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
Describes how combat (or more general: conflict resolving) corresponds with elements of Character Development, Exploration and Story.
The CRPG Analyzer checklist shows that ELEX is very strong in the categories Exploration, Story and Combat and nearly complete in the category Character Development.
The only thing missing is the possibility to create a character from scratch. You play a predefined character, but you can build him to your tastes through the game.
ELEX is a true RPG!
I. The Checklist:
Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
- Must Have
C1: you can control and role-play one (=Avatar) or more (=Party) unique characters (-> not only uniform units) - yes
C2: you can progressively develop your characters' stats and/or abilities (-> e.g. through an in game value (usually exp. points) gained by quests, exploration, conversation, combat, …) - yes
C3: Checks against character stats and/or character abilities/skills are necessary to make progress and finish the game - yes
C4: you can equip and enhance your characters with items you acquire - yes - Should Have
C5: you can create your characters - no
C6: the player needs preplanning for the development of the character(s) - yes
C7: the primary means of problem solving, gameworld interaction and overcoming challenges is the tactical use of character/party skills/abilities (-> the player's physical coordination skills are secondary) - a weak yes (some minor player coordination is needed)
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: your character(s) can interact with the gameworld and find new locations by exploring. - yes
E2: your character(s) can find items that can be collected in an inventory (-> there have to be more item types than quest items, weapons, ammunition and consumable stat boosters.) - yes
E3: your character(s) 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 (you can join one of 3 factions)
E6: your character(s) can manipulate the game world in some way (-> e.g. pull levers, push buttons, open chests, …) - yes
E7: the gameworld can affect your character(s) (-> e.g. weather, traps, closed doors, poisoned areas, …) - yes
E8: there are initially inaccessible areas in the gameworld that can only be reached by enhancing your characters' abilities, solving quests or puzzles (-> e.g. unlock locked areas, overcome obstacles, repair bridges, dispel barriers, …) - yes
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: your character(s) can get information from information sources (-> e.g. hints, goals, quests, skills, spells, training, …) - yes
S2: your character(s) can follow quests (-> there is at least one main quest) - yes
S3: your character(s) can progress through connected events and play their role - yes - Should Have
S4: the story is influenced by your decisions and your characters' actions and stats/abilities/skills. - yes
S5: your character(s) can interact with information sources (-> e.g. NPC conversation, riddle statue question, …) - yes
S6: your character(s) can make choices in those interactions - yes
S7: at least some of these choices have consequences - yes
S8: advancing in the story requires thinking of the player (-> e.g. irreversible choices, moral dilemma, riddles, …) - yes
Describes how combat (or more general: conflict resolving) corresponds with 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 (bigger stats allows you to carry better weapons, special skills give combat advantages)
F2: Combat works with some random elements (game internal dice rolls) - maybe
F3: Combat should provide some challenge (-> e.g. preparing, use of tactics or environment possible) - yes
The CRPG Analyzer checklist shows that ELEX is very strong in the categories Exploration, Story and Combat and nearly complete in the category Character Development.
The only thing missing is the possibility to create a character from scratch. You play a predefined character, but you can build him to your tastes through the game.
ELEX is a true RPG!
Last edited by HiddenX; November 4th, 2017 at 22:54.
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