CRPG Analyzer: A checklist for computer role-playing games

E6: your character(s) can manipulate and change the game world appropriate to the game's setting (-> e.g. pull levers, push buttons, open chests, hack computers …)

E7: the gameworld can affect your character(s) conditions or circumstances(-> e.g. weather, traps, closed doors, poisoned areas, …) in a way that you have to learn and adapt to overcome these challenges.

maybe:
E5: you can choose a path (-> there is at least some branching or backtracking)

What do you think?

First two sound fine, but in regard to E5 I'm not sure about backtracking if its use in a game is relatively limited. If you feel like you are on rails most of the time and may wander off only rarely, we usually call CRPGs like that linear (Zloth mentioned "basically linear" J-RPGs) — lots of story and character development, but very limited exploration:

JHFfUZ0.png


So I'd say we try to leave backtracking and pseudo-branching out of E5. Maybe we could add something like "it doesn't mostly feel like you are on rails" instead? The point is that linear CRPGs should fall out of the SH exploration category.


That said, it's important to remember that one shouldn't go out of their way to prove one of the points true. I'm sure in really abstract ways Pac Man or even Pong, in which you can role-play a ping pong paddle, could be made to fit. A little bit of common sense and gut feeling may help with remedying that. :)


edit: We should add "Linear" to our Genre tags. Would this suffice as a description?

Linear: Exploration options are very limited. It feels like you are on rails most of the time.

edit2: in your graphic you listed "Sim game". Perhaps we should add that as a tag too. Do you have a description?
 
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I'm not a Sim expert, but this should be fitting:

Simulation Game (short: Sim):
A Simulation Game tries to simulate "real life" activities in a sandbox game as accurately as possible. Most Sims have neither strictly defined goals nor predefined story paths.

Linear:
Exploration options are very limited. It feels like you are on rails most of the time.

-> the linear description is okay.
 
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Alright. I renamed two tag groups again. This is what it looks like at the moment:

Genre: CRPG, CRPG-ish, Non-CRPG, MMO
Subgenre: Adventure, Action, Linear, Sneaker, Dungeon Crawler, …

Genre tags are derived automatically from the MH/SH list and the multiplayer tag group. It works fairly well, but I'm not really happy about the "CRPG-ish" name as a Genre tag. Could we use different names, perhaps?

Like:
- "Pure CRPG" and CRPG (plus subgenres) — might sound too pretentious
- CRPG and "Light CRPG" — I wouldn't exactly call JRPGs "light"
- CRPG and Sub-CRPG — sounds like "subpar".. not good
- CRPG and CRPG-like — might sound too belittling
- CRPG and CRPG (plus subgenres) — too confusing…
- CRPG and Subgenre-CRPG — mm.. this could work, perhaps


Another question: Should we include something like"Budget" as another tag group, so we could distinguish between "AAA" and "Indie" and so on? If so, which tags could we use and what would be their traits?

I already added the "Rewards System" category from a few posts back.
 
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"CRPG derivative" might work, but it's too many syllables and technical sounding.

Also, "Open World" for a sub-genre tag would be good to add.
 
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CRPG-ish:

= Game with some RPG-elements.
(almost CRPG, near CRPG,…)


Budget, Indie, AAA is mixed up.

Funding model:
Indie,Crowdfunding,Publisher

Production value:
Budget, Mid Range, AAA
 
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Also, "Open World" for a sub-genre tag would be good to add.
Got a description to go with that? =) Is it different enough from Sandbox to make the distinction? I don't have much experience with those two, to be honest.

Funding model:
Indie,Crowdfunding,Publisher

Production value:
Budget, Mid Range, AAA
Sounds good. And I might sound like a broken record, but ... descriptions? :)
 
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Open world to me means there is none to little to movement, exploration, and interaction restrictions at the start (or near beginning) of the game.

Sandbox to me is more about freedom in character building. No classes, no restrictions in character development.

But these 2 categories may overlap, as well. But they aren't necessarily subsets, one of the other. There's certainly an intersection. And many open world games also have unrestricted character development. But there are exceptions. I think.
 
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Open world game = freedom to explore in all directions.
Examples:Might & Magic, Wizardry 8, Gothic 2, etc.

Sandbox game = A game that can go on forever with no clear end goal, resetting dungeons, respawning, generated quests, etc.
Examples: Mount&Blade, Darklands, Pirates, Elite, S.T.A.L.K.E.R., etc.

Skyrim is an open world and sandbox game.
 
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Funding model:
Indie: self-funding independent person/group
Crowdfunding: funding with crowdfunding methods (Kickstarter, IndieGoGo,...)
Publisher: funding with the help of a Publisher

Production value:
Budget: Only a limited budget is available. < $250,000) (< 5 man-years)
Mid Range: $250,000-$500,000 (5-10 man-years)
High: $500,000 - $2,000,000 (10-40 man-years)
AAA: >$2,000,000 (> 40 man-years)
 
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Roger. Going to add those things. Some questions though:

Where would, say, Divinity: OS fit in the Funding model category? Indie + Crowdfunded? What if publishers have in-house development teams?

Is there an easy way to find out the budget of a game? It would be nice if all tag groups could be answered intuitively, but if not we should at least provide help in choosing. I guess one could identify low-budget, mid and high budget titles at a glance just by how they look, but as we know looks can be deceiving…

Is Diablo a Sandbox game? My gut says no, as there's always sort of an end goal, but what do you guys and gals say?
 
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Diablo is some kind of Rogue-like (much loot, generated dungeons, no story to speak of) for dummies.
 
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Good news, everyone!

Here's a beta version of our CRPG Analyzer:
[ http://www.rpgwatch.com/crpg-analyzer.html ]

Feel free to play around with it. It's not pretty, but functional. It has the following features:
  • Select game from our database, load and save your progress, if you are logged in.
  • Lets you add an optional short comment on every element
  • BB-Code generation at any time.

The data you put in can later potentially be used to find games by tags or compare games. I'm also thinking of adding the analysis to our game pages, including user comments.


I can of course change the default BB-Code template to better accomodate our usage (HiddenX usually does the MH/SH list without spoiler tags). I'm also going to put the current tag list in text-form so we can update our forum text file.
 
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Vampire - The Masquerade: Bloodlines


game-63.gif
Classification: CRPG
Subgenre: Action

Design: Dark, Low Fantasy, W-RPG
Theme: Vampires
Setting: Real World, Urban, Modern
Combat Style: Real-time
Reward System: Skill points
Play Style: Single-player
Point of View: 1st-person, 3rd-person
Camera: Tracking
Color Palette: Realistic
Control: Full Control
Voice Acting: Partially Voiced
Character Backstory: Selectable
Playtime: 20-40 hours
Funding model: Publisher





I. Defining Features


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.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • MC1: You can control and role-play one or more unique characters (➙ avatar or party, not only uniform units.) Yes -- One main character.
  • MC2: You can progressively develop character stats or abilities (➙ e.g. through an in game value (usually exp. points) gained by quests, exploration, conversation, combat, ...) Yes -- You get skill points to distribute for completing quests.
  • MC3: You can equip items to enhance character stats or abilities Yes -- Limited, but at key points you can buy better armor.
  • MC4: Stat checks are required (➙ you need to develop your character in order to progress and finish the game) Yes -- Lots of meaningful skill choices!
2. 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.
  • ME1: You can find new locations Yes -- There are hubs, but within those you need to explore a lot.
  • ME2: You can find and collect items (➙ There is an inventory. There must be more item types than quest items, weapons, ammunition or consumable stat boosters) Yes -- Limited, but besides weapons/armor you can pick up some fluff items.
  • ME3: You can find information sources (➙ e.g. NPCs, entities, objects that provide info) Yes -- Very interesting NPCs to talk to.
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • MS1: You can get information from information sources (➙ e.g. hints, goals, quests, skills, spells, training, ...) Yes -- NPCs provide lots of background info.
  • MS2: You can follow quests (➙ there is at least one main quest) Yes -- Quests and intriguing missions abound.
  • MS3: You can progress through connected events while playing your character's role. Yes
Each core category and the auxiliary category Combat also have related Should Have conditions; 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.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • SC1: You can create your characters. Yes
  • SC2: Pre-planning is required for character development Yes
  • SC3: Tactical use of abilities is required (➙ primary means of problem solving, gameworld interaction and overcoming challenges. The player's physical coordination skills are secondary.) Yes
2. 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.
  • SE1: You can find NPCs (➙ non-player characters who you can interact with.) Yes
  • SE2: You can choose a path (➙ there is at least some branching.) Yes
  • SE3: You can interact with the game world (➙ e.g. you can pull levers, push buttons, open chests, hack computers, ... appropriate to the game's setting) Yes
  • SE4: The gameworld can affect your characters' conditions or circumstances such that you have to learn and adapt to overcome these challenges (➙ e.g. weather, traps, closed doors, poisoned areas, ...) Yes
  • SE5: Inaccessible areas can be reached due to character enhancements or by solving quests or puzzles (➙ e.g. unlock locked areas, overcome obstacles, repair bridges, dispel barriers, ...) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • SS1: You can interact with information sources (➙ e.g. NPC conversations, riddle statue questions, ...) Yes
  • SS2: You can make choices in those interactions. Yes
  • SS3: Some of those choices have consequences. Yes
  • SS4: Thinking is required in order to progress (➙ e.g. irreversible choices, moral dilemma, riddles, ...) Yes
  • SS5: The story is influenced by your decisions and your characters' actions and stats or abilities. Yes
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • SF1: Combat is influenced by character stats or abilities (➙ e.g. amount of damage, chance to hit, weapon access, ...) Yes
  • SF2: Combat involves random elements (➙ e.g. game internal dice rolls.) Yes
  • SF3: Combat provides some challenge (➙ e.g. requires preparation, use of tactics or environment.) Yes
Vampire - The Masquerade: Bloodlines is a CRPG.


II. CRPG Elements


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.

Choice
  • You can name your characters. Yes
  • You can choose a gender. Yes
  • You can choose looks or voice. Yes
  • You can choose or create through play your own class, profession or race. Yes
  • You can choose traits, alignment or disposition. Yes
  • You can choose abilities. Yes
  • You can choose spells. Yes
  • You can modify primary stats. Yes
  • Lots of different equipment is available. Yes
  • Lots of different spells or abilities are available. Yes
  • Abilities can unlock or block others or branch. No
  • Character classes or development paths can be changed during the game. No
  • You can have pets as party members. No
Interdependence
  • (Story) Character stats can change NPC disposition towards the PC. Yes
  • (Story) Stats, abilities or spells can affect available dialogue options. Yes
  • (Story) Different classes and alignments offer noticeably different experiences (➙ high replayability.) Yes -- Very different experiences for different clans.
  • (Story) Unique items are in the game or can be made. Yes
  • (Exploration) Stats, abilities or spells can affect available paths through the game world. Yes
  • (Exploration) Stats, abilities or spells can affect the amount of things you can see, find or know in the world. Yes
Interactivity
  • You can create combos with spells or abilities. No
  • Your character's stats can be modified by using spells or abilities. Yes
  • Your character's afflictions can be cured by using spells or abilities. No
  • You can rest or sleep. No
  • Stats can limit in some way what you can equip or carry. No
  • You can control party members or pets like your main character. No
Immersion
  • You need to specialize (➙ can't have everything.) Yes
  • You can create or choose a background story for your character. Yes
  • You can tweak your character lots of times over the whole game. Yes
  • You can wear normal clothes, not only armor. Yes
  • Factions provide prizes for your deeds (➙ e.g. houses, medals, ranks, ...) No
  • Magic is in the game in some form. Yes
  • Your characters can be afflicted with negative status effects (➙ e.g. diseases, fatigue, etc.) Yes
  • Your characters can eat or drink. Yes
  • You understand how your character and quest fit within the overall game world. Yes
Choice
  • You can follow different paths to reach a goal. Yes
  • You can reasonably go where you want. Yes
  • You can return to previously visited locations. Yes
  • There are few artificial borders, rare level loading. No
  • There are interesting and helpful things to buy with your money (➙ e.g. trade for better equipment.) Yes
Interdependence
  • (Character) Char development choices can affect available paths through the game world. Yes
  • (Character) Char development choices can affect the amount of things you can see, find or know in the world. Yes
  • (Story) You can find and recruit new party members or tame pets. No
  • (Story) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Story) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) Yes
Interactivity
  • You can gain money. Yes
  • You can interact with items. Yes
  • You can break or destroy items. No
  • You can repair items. No
  • You can move items. No
  • You can combine or disaggregate items. No
  • You can gather pieces of flora or fauna for later use. No
  • You can craft or customize equipment, spells or items (➙ e.g. alchemy.) No
  • Inventory size is limited. Yes
Immersion
  • There is a place you can call home. Yes
  • You can explore lots of unique, beautiful and interesting locations. Yes
  • Locations can evolve or change (➙ e.g. town / destroyed town.) No
  • There are non-hostile creatures (➙ e.g. wildlife.) Yes
  • Types of creatures make sense in the area they are encountered in. Yes
  • Creatures are wandering persistently (➙ generally they don't randomly pop up) Yes
  • At least some encounters are random (➙ you don't always know what's coming.) No
  • Looting makes sense (➙ no shield on a dead wolf.) Yes
  • Items are thoroughly and interestingly described. No
  • Time is measured (➙ e.g. there is a day/night cycle.) No
  • Time affects the game world (➙ e.g. some things are only available at night.) No
  • The economy is balanced (➙ collecting money never becomes pointless.) Yes
  • There are realistic gameplay sound effects (➙ e.g. combat sounds) Yes
  • There are interesting and immersive background sound effects. Yes
Choice
  • You can reasonably do what you want when you want to do it (➙ quest order doesn't matter much.) Yes
  • Some quests depend on each other. Yes
  • Some quests rule others out. Yes
  • Quests can be solved in more than one way. Yes
  • You can join factions, though not all at the same time. Yes
  • You can make moral choices (or romance choices.) Yes
Interdependence
  • (Character) Character stats can change NPC disposition towards the PC. Yes
  • (Character) Char development choices can affect available dialogue options. Yes
  • (Character) Different classes and alignments offer noticeably different experiences (➙ high replayability.) Yes -- Very different experiences for different clans.
  • (Character) Unique items are in the game or can be made. Yes
  • (Exploration) You can find and recruit new party members or tame pets. No
  • (Exploration) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Exploration) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) Yes
Interactivity
  • Dialogue is fleshed out (➙ there are multiple options in one conversation.) Yes
  • There is more than one game ending. Yes
  • You can have conversations with party members or take care of pets. No
  • There are many side quests. Yes
  • State of the game changes in accordance with the player's actions. Yes
  • You can solve or create conflicts between factions. No
Immersion
  • Lore is provided (➙ context, faction rules, laws, history, ...) Yes
  • There are different factions (➙ races, groups, guilds.) Yes
  • NPCs or party members are well developed (➙ expansive background stories, etc.) Yes
  • NPCs or party members interact with each other. Yes
  • NPCs have schedules. No
  • There are surprises and twists. Yes
  • The storyline is character-driven (➙ character development within the narrative.) No
  • There is a proper ending or sense of closure. Yes
  • There are memorable antagonists. Yes
  • Your main character is defined. No
  • The game features fitting music (➙ atmosphere is enhanced.) Yes
Units
  • Combat can be avoided due to stats (➙ e.g. enemies flee) No
  • You can control at least six characters. No
  • Your characters are specialized (➙ different battlefield roles.) Yes
  • Enemies are specialized (➙ require different tactics.) Yes
  • Resource management is necessary. Yes
  • Units have multiple attack options. Yes
  • Delayed attacks are possible (➙ e.g. counterattacks, attacks of opportunity, etc.) Yes
  • Movement-focused special abilities are available. Yes
  • Units have multiple resistance options (➙ e.g. armor, elemental resistance, etc.) Yes
Environment
  • Combat can be avoided through sneaking or gameworld manipulation. Yes
  • You can get a good sense of space (➙ e.g. there is a grid.) No
  • Combat can start at variable distances. Yes
  • Directional facing plays a role (➙ e.g. more damage from behind, flanking.) No
  • Terrain is variable (➙ e.g. natural choke points, cover, combat bonuses.) No
  • Terrain can be manipulated (➙ e.g. you can create barriers.) No
  • There are elevation effects (➙ e.g. combat bonuses from higher grounds.) No
  • There can be zones or items on the battlefield that reward units who get there in time. No
  • There can be Zones of Danger on the battlefield (➙ e.g. environmental damage.) Yes
Scenarios
  • Combat can be avoided through dialogue. Yes
  • Combat can have different win scenarios (➙ e.g. keep NPC alive, defend town.) Yes
  • Combat can have side objectives aside from "win/loss". No
  • Characters don't die immediately but can be revived during combat. No
  • Decisions on the battlefield have character development consequences. No
  • There are memorable bosses. Yes
Roleplay Focus: Character : Exploration : Story = 0.78 : 0.68 : 0.84
Gameplay Focus: Choice : Interactivity : Immersion = 0.87 : 0.69 : 0.78
Combat Focus: Units : Environment : Scenarios = 0.80 : 0.40 : 0.57


III. Fun Features


1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • FC1: Are there useless skills? No -- Every skill is useful in some way.
  • FC2: How would you rate character progression? Balanced
  • FC3: Is there auto-leveling of some sort? No
  • FC4: Is the character advancement process satisfying and rewarding? Yes
  • FC5: Is the magic system (if included) well-balanced? N/a
2. 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.
  • FE1: Is Auto-Mapping available? Yes
  • FE2: Is Fast Travelling available? No
  • FE3: Are there quest markers? No
  • FE4: Is there a quest compass? No
  • FE5: How much realism is there? Balanced
  • FE6: How much looting is in the game? Little
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • FS1: Does the story follow cliched paths? No
  • FS2: How linear is the game? Network-like
  • FS3: How would you rate the suspense? Gripping
  • FS4: Are there pre-selected options? (➙ Choice is reduced.) No
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • FF1: How much fighting is in the game? Some
  • FF2: Grinding: Is filler combat necessary to develop your character? No
5. Interface

  • FX1: How often is gameplay interrupted with loading? Sometimes
  • FX2: How would you rate the game's interface? Intuitive
  • FX3: Is it easy to understand and evaluate how items compare to each other? (➙ e.g. which weapon does the most damage?) Yes
6. Difficulty

  • FD1: How difficult is the game? (➙ normal = challenging without being exasperating) Normal
  • FD2: Can difficulty be adjusted? Yes
  • FD3: How balanced is trading? Good
  • FD4: How much reloading is necessary to beat the game? Some
  • FD5: How good is the AI? Medium
  • FD6: How much handholding is there? Little
7. Gameplay Features

  • FG1: Are there Easter Eggs? Yes
  • FG2: Are there minigames? No
  • FG3: How is the overall pacing? (➙ good: game is not over too quickly, neither does it drag) Good
This fact sheet was created using CRPG Analyzer 1.02 Beta.
 
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I'm not sure the budget adds anything positive. Nowadays you can do more with 500k than you could with 2M a couple of years back - and 500k in the US is nothing while the same amount in Poland is a lot. It's the sort of data which potentially misleads unless there's half a page of context is given.
 
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I'm not sure the budget adds anything positive. Nowadays you can do more with 500k than you could with 2M a couple of years back - and 500k in the US is nothing while the same amount in Poland is a lot. It's the sort of data which potentially misleads unless there's half a page of context is given.
I tend to agree, which is why I only included the funding model. It's also pretty hard to answer what the budget was for a given game ...
 
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Well done, Arhu!

Your CRPG-Analyzer user interface is easy to handle.
 
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I. King's Bounty: Dark Side


game-690.gif



II. Defining Features


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.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • MC1: You can control and role-play one or more unique characters (➙ avatar or party, not only uniform units.) Yes — One Avatar
  • MC2: You can progressively develop your characters' stats or abilities (➙ e.g. through an in game value (usually exp. points) gained by quests, exploration, conversation, combat, …) Yes
  • MC3: Checks against character stats and/or character abilities/skills are necessary to make progress and finish the game. Yes
  • MC4: You can equip and enhance your characters with items you acquire. Yes
2. 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.
  • ME1: Your character(s) can interact with the gameworld and find new locations by exploring. Yes
  • ME2: 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
  • ME3: Your character(s) can find information sources (➙ e.g. NPCs, entities, objects that provide info.) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • MS1: Your character(s) can get information from information sources (➙ e.g. hints, goals, quests, skills, spells, training, …) Yes
  • MS2: Your character(s) can follow quests (➙ there is at least one main quest.) Yes
  • MS3: Your character(s) can progress through connected events and play their role. Yes
Each core category and the auxiliary category Combat also have related Should Have conditions; 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.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • SC1: You can create your characters. No — You can choose from 3 pre-created characters
  • SC2: The player needs pre-planning for the development of the character(s). Yes
  • SC3: 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.) Yes — The use of tactical combat skills is essential to progress in the game
2. 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.
  • SE1: There are NPCs in the game. Yes
  • SE2: You can choose a path (➙ there is at least some branching.) Yes — You can explore freely - you need to fight for maps to advance further
  • SE3: Your character(s) can manipulate and change the game world appropriate to the game's setting (➙ e.g. pull levers, push buttons, open chests, hack computers …) Yes
  • SE4: The gameworld can affect your character(s) conditions or circumstances in a way that you have to learn and adapt to overcome these challenges (➙ e.g. weather, traps, closed doors, poisoned areas, …) Yes — Only a few closeds areas, traps only on the battle-screen
  • SE5: 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 — There are a few closed areas that can be opened by solving quests
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • SS1: The story is influenced by your decisions and your characters' actions and stats/abilities/skills. Yes
  • SS2: Your character(s) can interact with information sources (➙ e.g. NPC conversation, riddle statue question, …) Yes
  • SS3: Your character(s) can make choices in those interactions Yes
  • SS4: At least some of these choices have consequences. Yes
  • SS5: Advancing in the story requires thinking on part of the player (➙ e.g. irreversible choices, moral dilemma, riddles, …) Yes
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • SF1: Combat efficiency is in some way tied to character stats or abilities (➙ e.g. amount of damage, chance to hit, weapon access, …) Yes
  • SF2: Combat works with some random elements (➙ game internal dice rolls.) Yes
  • SF3: Combat should provide some challenge (➙ e.g. preparing, use of tactics or environment possible.) Yes
King's Bounty: Dark Side belongs to a CRPG Subgenre. See tags below.


III. Tags


Tags are computer game tags that qualify the CRPG label even further.

Classification:
Subgenre: Tactical, Strategy
Setting: Alternate World
Design: Steampunk
Theme: Fables/Fairy Tale
Combat Style: Turn-based
Reward System: Experience
Multiplayer: Single-player
Point of View: Isometric
Color Palette: Whimsical
Control: Full Control
Voice Acting: Text Only
Character Backstory: Selectable
Playtime: Over 60 hours
Funding model: Publisher



IV. Elements


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.

Choice
  • You can name your characters. Yes
  • You can choose a gender. No
  • You can choose looks or voice. Yes — 3 pre-created characters
  • You can choose or create through play your own class, profession or race. No
  • You can choose traits, alignment or disposition. No
  • You can choose abilities. Yes
  • You can choose spells. Yes
  • You can modify primary stats. Yes
  • Lots of different equipment is available. Yes
  • Lots of different spells or abilities are available. Yes
  • Abilities can unlock or block others or branch. No
  • Character classes or development paths can be changed during the game. No
  • You can have pets as party members. Yes — ähh - slaves :)
Interdependence
  • (Story) Character stats can change NPC disposition towards the PC. No
  • (Story) Stats, abilities or spells can affect available dialogue options. No
  • (Story) Unique items are in the game or can be made. Yes
  • (Exploration) Stats, abilities or spells can affect available paths through the game world. No
  • (Exploration) Stats, abilities or spells can affect the amount of things you can see, find or know in the world. Yes
Interactivity
  • You can create combos with spells or abilities. No
  • Your character's stats can be modified by using spells or abilities. Yes
  • Your character's afflictions can be cured by using spells or abilities. Yes
  • You can rest or sleep. No
  • Stats can limit in some way what you can equip or carry. No
  • You can control party members or pets like your main character. No
Immersion
  • You need to specialize (➙ can't have everything.) Yes
  • You can create or choose a background story for your character. Yes — out of 3
  • You can tweak your character lots of times over the whole game. Yes
  • You can wear normal clothes, not only armor. No
  • Factions provide prizes for your deeds (➙ e.g. houses, medals, ranks, …) No
  • Magic is in the game in some form. Yes
  • Your characters can be afflicted with negative status effects (➙ e.g. diseases, fatigue, etc.) No — Only during combat
  • Your characters can eat or drink. Yes
Choice
  • You can follow different paths to reach a goal. Yes
  • You can reasonably go where you want. Yes
  • You can return to previously visited locations. Yes
  • There are few artificial borders, rare level loading. Yes
Interdependence
  • (Character) Char development choices can affect available paths through the game world.
  • (Character) Char development choices can affect the amount of things you can see, find or know in the world.
  • (Story) You can find and recruit new party members or tame pets. Yes — You can hire uniform units
  • (Story) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Story) You can visit and make use of social locations (=> e.g. taverns, inns, marketplaces). Yes
Interactivity
  • You can collect items (➙ there is an inventory.) Yes
  • You can trade items for currency and better equipment. Yes
  • You can interact with items. Yes
  • You can break or destroy items. No
  • You can repair items. No
  • You can move items. No
  • You can combine or disaggregate items. Yes — You can enhance some items by "fighting their gremlins"
  • You can gather pieces of flora or fauna for later use. Yes
  • You can craft equipment, spells or items (➙ e.g. alchemy.) No
  • Inventory size is limited. No
Immersion
  • There is a place you can call home. No
  • You can explore lots of unique, beautiful and interesting locations. Yes
  • Locations can evolve or change (➙ e.g. town / destroyed town.) Yes
  • There are non-hostile creatures (➙ e.g. wildlife.) Yes
  • Types of creatures make sense in the area they are encountered in. Yes
  • Creatures are wandering persistently (➙ no random encounters.) Yes
  • Looting makes sense (➙ no shield on a dead wolf.) Yes
  • Time is measured (➙ e.g. there is a day/night cycle.) No
  • Time affects the game world (➙ e.g. some things are only available at night.) No
Choice
  • You can reasonably do what you want when you want to do it (➙ quest order doesn't matter much.) Yes
  • Some quests depend on each other. Yes
  • Some quests rule others out. No
  • Quests can be solved in more than one way. No
  • You can join factions, though not all at the same time. No
  • You can make moral choices (or romance choices.) Yes
Interdependence
  • (Character) Character stats can change NPC disposition towards the PC. No
  • (Character) Char development choices can affect available dialogue options.
  • (Character) Unique items are in the game or can be made.
  • (Exploration) You can find and recruit new party members or tame pets.
  • (Exploration) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations.
  • (Exploration) You can visit and make use of social locations (=> e.g. taverns, inns, marketplaces).
Interactivity
  • Dialogue is fleshed out (➙ there are multiple options in one conversation.) No
  • There is more than one game ending. No
  • You can have conversations with party members or take care of pets. Yes
  • There are many side quests. Yes
  • State of the game changes in accordance with the player's actions. Yes
  • You can solve or create conflicts between factions. Yes
Immersion
  • Lore is provided (➙ context, faction rules, laws, history, …) Yes
  • There are different factions (➙ races, groups, guilds.) Yes
  • NPCs or party members are well developed (➙ expansive background stories, etc.) No
  • NPCs or party members interact with each other. No
  • NPCs have schedules. No
  • There are surprises and twists. Yes
  • The storyline is character-driven (➙ character development within the narrative.) No
  • There is a proper ending or sense of closure. Yes
  • There are memorable antagonists. Yes
  • Your main character is defined. Yes
Character Development
  • Combat can be avoided due to stats (➙ e.g. enemies flee) No
  • You can control at least six characters. No — you command troops
  • Your characters are specialized (➙ different battlefield roles.) Yes
  • Enemies are specialized (➙ require different tactics.) Yes
  • Resource management is necessary. Yes
  • Units have multiple attack options. Yes
  • Delayed attacks are possible (➙ e.g. counterattacks, attacks of opportunity, etc.) Yes
  • Movement-focused special abilities are available. Yes
  • Units have multiple resistance options (➙ e.g. armor, elemental resistance, etc.) Yes
Exploration
  • Combat can be avoided through sneaking or gameworld manipulation. No
  • You can get a good sense of space (➙ e.g. there is a grid.) Yes — in combat
  • Combat can start at variable distances. No
  • Directional facing plays a role (➙ e.g. more damage from behind, flanking.) No
  • Terrain is variable (➙ e.g. natural choke points, cover, combat bonuses.) No
  • Terrain can be manipulated (➙ e.g. you can create barriers.) No
  • There are elevation effects (➙ e.g. combat bonuses from higher grounds.) No
  • There can be zones or items on the battlefield that reward units who get there in time. Yes
  • There can be Zones of Danger on the battlefield (➙ e.g. environmental damage.) Yes
Story
  • Combat can be avoided through dialogue. No
  • Combat can have different win scenarios (➙ e.g. keep NPC alive, defend town.) No
  • Combat can have side objectives aside from "win/loss". No
  • Characters don't die immediately but can be revived during combat. No
  • Decisions on the battlefield have character development consequences. No
  • There are memorable bosses. Yes

V. Fun Features


1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • FC1: Are there useless skills? No
  • FC2: How would you rate character progression? Balanced
  • FC3: Is there auto-leveling of some sort? No
2. 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.
  • FE1: Is Auto-Mapping available? Yes
  • FE2: Is Fast Travelling available? Yes
  • FE3: Are there quest markers? Yes — But only in the party's sight not on the map
  • FE4: Is there a quest compass? No
  • FE5: How much realism is there? Little
  • FE6: How much looting is in the game? Little
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • FS1: Does the story follow clichéd paths? No — you play a bad guy/gal
  • FS2: How linear is the game? Non-linear
  • FS3: How would you rate the suspense? Ok
  • FS4: Are there pre-selected options? (➙ Choice is reduced.) Yes
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • FF1: How much fighting is in the game? Much
  • FF2: Grinding: Is filler combat necessary to develop your character? Yes — Combat is most of the fun
5. Interface

  • FX1: How often is gameplay interrupted with loading? Rarely
  • FX2: How would you rate the game's interface? Intuitive
6. Difficulty

  • FD1: How difficult is the game? Normal
  • FD2: Can difficulty be adjusted? Yes
  • FD3: How balanced is trading? Not-so-good — you get too much gold
  • FD4: How much reloading is necessary to beat the game? Little
  • FD5: How good is the AI? Good
  • FD6: How much handholding is there? Little
7. Gameplay Features

  • FG1: Are there Easter Eggs? Yes
  • FG2: Are there minigames? No
 
Joined
Oct 18, 2006
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Awesome. :) I spotted a few small bugs.. will try and see if I can catch them.
Anything amiss? Maybe we could use a "Conclusion" field ...
 
Joined
Aug 30, 2006
Messages
3,486
A few bugs:

Multiplayer: Single-player should be:

Play-Style: Single-player

the word Cliche is written %&$!

A conclusion can be added by hand, but an optional field within the Analyzer would be nice, too.

Some volunteers to try this?
 
Joined
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Messages
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