|
Your donations keep RPGWatch running!
RPGWatch Forums » Games » General RPG » CRPG Analyzer: A checklist for computer role-playing games

Default CRPG Analyzer: A checklist for computer role-playing games

May 27th, 2013, 00:20
(NtH) you can choose allies, enemies
better:
(NtH) you can choose factions

new Immerson / Character
(NtH) you can create a background story for your character

lets split it like this:
(NtH) you can reasonably go where you want
(NtH) there are few artificial borders, rare level loading

(NtH) fleshed out dialog = dialog with multiple options in one conversation (Planescape Torment like) or word recognizing engine
Last edited by HiddenX; May 27th, 2013 at 00:36.
HiddenX is offline

HiddenX

HiddenX's Avatar
The Elder Spy
RPGWatch Team
Original Sin 1 & 2 Donor

#81

Join Date: Oct 2006
Location: NRW/Germany
Posts: 15,147
Mentioned: 123 Post(s)

Default 

May 27th, 2013, 08:13
Originally Posted by HiddenX View Post
I don't see the tag "Action CRPG" so negative - Gothic is one, too
Deus Ex would be an Action Sneaker CRPG.
Just saying there might be a discrepancy. Then again, you could say that 1) Diablo is an Action RPG by virtue of having realtime combat without pause and 2) it requires further commenting for not fulfilling the SH criteria. (—> Hack & Slash, for example).

Maybe put the combat tags after MH and before SH to make it clearer? Steps, then:

1. all MHs fulfilled —> game is a CRPG
2. additional tags
3. at least 1 SH not fulfilled —> comments needed
4. NtH / BtH —> determine "depth"
--
"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
Arhu is offline

Arhu

Arhu's Avatar
Feline Wizard
Administrator
RPGWatch Team
Original Sin 2 Donor

#82

Join Date: Aug 2006
Location: Germany
Posts: 3,356
Mentioned: 21 Post(s)

Default 

May 27th, 2013, 09:31
Some more possible tags, taken from our database:

(Genre)
Aventure-RPG
Hack & Slash
J-RPG
MMORPG
Puzzle-RPG
Roguelike

(Combat style)
Pausable Real-time
Real-time
Turn-based

(Multiplayer)
Massive
Single + MP
Single-player

(POV)
1st-person
3rd-person
Floating camera
Isometric

(Setting)
Fantasy
Historical
Modern
Post-apoc
Sci-fi
Steampunk
Technofantasy
--
"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
Arhu is offline

Arhu

Arhu's Avatar
Feline Wizard
Administrator
RPGWatch Team
Original Sin 2 Donor

#83

Join Date: Aug 2006
Location: Germany
Posts: 3,356
Mentioned: 21 Post(s)

Default 

May 27th, 2013, 10:58
Originally Posted by HiddenX View Post
I have the game - but haven't played it yet.

A simple story is still a story

Most older CRPGs have a main story/quest like this: find the 5 pieces of the legendary staff of X.
I think those RPGs where before my time.Anyway if you think so I will edit S1 to yes, so we can give FTL official CRPG seal of approval,and we can run it through NtH list.
Nameless one is offline

Nameless one

Nameless one's Avatar
Wizzard

#84

Join Date: May 2012
Location: Sto plains
Posts: 1,435
Mentioned: 0 Post(s)

Default 

May 27th, 2013, 11:13
Let's work with 3 lists then:

Definition (MH) and (SH)
Optional tags
Optional NtHs and BtH elements

Tag-List

(Genre)
(tag) Adventure-RPG: the main emphases of the game are on Exploring and Story, less on Character Development
(tag) Roguelike: the main emphases of the game are on Exploring and Character Development, less on Story
(tag) Hack & Slash: many enemies, most of them easy to kill, respawning of enemies, much loot
(tag) J-RPG: Manga Style graphics, turn based combat
(tag) MMORPG: Many players are questing simultaneously online
(tag) Puzzle-RPG: the game's main emphasis are puzzles


(Combat style)
(tag) Non Combat: the game features no combat
(tag) Action: the combat is real time without pause
(tag) Strategic: additional troop (not your party) management available
(tag) Tactical: multiple squads (party splitting) possible
(tag) Sneaker:combat is possible, avoiding it with stealth is better
(tag) Thief like:combat is possible, avoiding it with stealth is better, thief-skills are essential (lock picking, ambush, hiding, sneaking,…)
(tag) Pausable Real-time: the real time combat can be paused any time
(tag) Real-time:the combat is real-time -> Action CRPG
(tag) Turn-based: the combat is turn-based

(Exploration)
(tag) Sandbox: After a time intervall or event the gameworld is reset. (Enemy respawn, chest refilling, …)

The rest is self-explanatory

(Multiplayer)
(tag) Massive
(tag) Single + MP
(tag) Single-player

(POV)
(tag) 1st-person
(tag) 3rd-person
(tag) Floating camera
(tag) Isometric

(Setting)
(tag) Fantasy
(tag) Historical
(tag) Modern
(tag) Post-apoc
(tag) Sci-fi
(tag) Steampunk
(tag) Technofantasy
Last edited by HiddenX; May 27th, 2013 at 13:09.
HiddenX is offline

HiddenX

HiddenX's Avatar
The Elder Spy
RPGWatch Team
Original Sin 1 & 2 Donor

#85

Join Date: Oct 2006
Location: NRW/Germany
Posts: 15,147
Mentioned: 123 Post(s)

Default 

May 27th, 2013, 13:09
N.C02) (NtH) character can be customized during character creation
C4) (SH) you can create your party
—> the NtH is redundant now. "Party" implies more than one character. How about "C4) (SH) you can create and customize your character(s)"?


I reworked the NtH list a little. A few points were added, others rephrased to make them clearer. Please check. Interdependence points are now truly interdependent. Didn't do much with Combat (Meta) yet.


Nice-to-Have's (v0.7)

Character Development (13)
  • Choice (5)
    • N.C01) (NtH) can choose race, class or profession
    • N.C02) (NtH) can choose traits, alignment or disposition
    • N.C03) (NtH) can modify primary stats
    • N.C04) (NtH) can modify abilities
    • N.C05) (NtH) classes/paths are not fixed
  • Interdependence (4)
    • N.C06) (NtH) (Story) character stats can change NPC disposition towards the PC (=> e.g. reputation)
    • N.C07) (NtH) (Story) char development choices can affect available dialogue options
    • N.C08) (NtH) (Exploration) char development choices can affect available paths through the game world
    • N.C09) (NtH) (Exploration) char development choices can affect the amount of things you can see, find or know in the world
  • Interactivity (2)
    • N.C10) (NtH) can build equipment or items (e.g. alchemy)
    • N.C11) (NtH) unique items are in the game or can be made
  • Difficulty (1)
    • N.C12) (NtH) character development requires careful thought and planning
  • Immersion (1)
    • N.C13) (NtH) you can create or choose a background story for your character
Exploration (14)
  • Choice (3)
    • N.E04) (NtH) you can follow different paths to reach a goal
    • N.E03) (NtH) you can reasonably go where you want
    • N.E03) (NtH) there are few artificial borders, rare level loading
  • Interdependence (4)
    • N.C06) (NtH) (Character) char development choices can affect available paths through the game world
    • N.C06) (NtH) (Character) char development choices can affect the amount of things you can see, find or know in the world
    • N.E01) (NtH) (Story) you can find and recruit new party members
    • N.E07) (NtH) (Story) exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations
  • Interactivity (3)
    • N.E02) (NtH) you can directly interact with items
    • N.E02) (NtH) you can directly move items
    • N.E02) (NtH) you can directly combine or disaggregate items
  • Difficulty (1)
    • N.E15) (NtH) You may have to think or plan to progress or overcome obstacles
  • Immersion (3)
    • N.E05) (NtH) trading is balanced
    • N.E06) (NtH) looting makes sense (no shield on a dead wolf)
    • N.E09) (NtH) combat is balanced
Story (15)
  • Choice (4)
    • N.S04) (NtH) you can reasonably do what you want when you want to do it (=> quest order doesn't matter much)
    • N.S02) (NtH) you can choose factions
    • N.S06) (NtH) quests can be solved in more than one way
    • N.S08) (NtH) some quests rule others out (=> more than one walktrough is necessary to see all)
  • Interdependence (4)
    • N.C06) (NtH) (Character) character stats can change NPC disposition towards the PC
    • N.C07) (NtH) (Character) char development choices can affect available dialogue options
    • N.E01) (NtH) (Exploration) you can find and recruit new party members
    • N.E07) (NtH) (Exploration) exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations
  • Interactivity (2)
    • N.S05) (NtH) dialogue is fleshed out (=> there are multiple options in one conversation)
    • N.S09) (NtH) there is more than one game ending
  • Difficulty (1)
    • N.S01) (NtH) Advancing in the story requires thought (e.g. riddles)
  • Immersion (4)
    • N.S03) (NtH) lore is provided (=> predefined context, faction rules, laws, history, …)
    • N.S07) (NtH) some quests depend on each other
    • N.S12) (NtH) NPCs or party members interact with each other
    • N.S12) (NtH) NPCs have schedules
Combat (Meta)
  • N.E10) (NtH) combat works with multiple resistances (fire, ice, poison,…)
  • N.E11) (NtH) many different enemies with different tactics are in the gameworld
  • N.E12) (NtH) tactical combat options are available
  • N.E13) (NtH) enemy AI is good
  • N.E14) (NtH) combat free solutions are possible (bribe, flatter, intimidate…)

——————————

I'd like to propose making the "Difficulty" Nice-to-Have a Should-Have. What do you guys think?

Character Development:
(SH) character development requires careful thought and planning

Exploration:
(SH) You may have to think or plan to progress or overcome obstacles

Story:
(SH) Advancing in the story requires thought (e.g. riddles)
Attached Files
File Type: txt nth-07.txt (5.4 KB, 3 views)
--
"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
Arhu is offline

Arhu

Arhu's Avatar
Feline Wizard
Administrator
RPGWatch Team
Original Sin 2 Donor

#86

Join Date: Aug 2006
Location: Germany
Posts: 3,356
Mentioned: 21 Post(s)

Default 

May 27th, 2013, 13:21
I'd like to propose making the "Difficulty" Nice-to-Have a Should-Have. What do you guys think?

Character Development:
(SH) character development requires careful thought and planning

Exploration:
(SH) You may have to think or plan to progress or overcome obstacles, unlock locked areas …

Story:
(SH) Advancing in the story requires thought (riddles, irreversible choices,…)
(slightly modified)

I like all - I vote for (Should Have), but maybe this is just my personal preference ?

NtH-list looks good - I'm missing the ugly (BtH)-thingies

PS:
C4) (SH) you can create and customize your character(s)"?
sounds good.


Interesting old vote


quoting myself from this old thread from crpgnut:

List CRPG ingredients by their importance to you


for cooking a rpg u need

00) making choices with consequences
01) character development / many stats with an impact on the game
02) finding / buying / selling lots of different equipment (unique items, rare items)
03) a good nonlinear story - interesting main quest
04) great challenging dungeons / locked doors / chests / traps
05) riddles / hard too find secrets, items / mysteries
06) lots of fun, humor
07) cool spells
08) lots of conversation, conversation options to solve quests and avoid combat
09) (round based) interesting challenging combat with many options
10) interesting NPCs with a background
11) NPCs with a schedule
12) fantasy world with conflicts to solve
13) different races (groups, guilds) with various occupations
14) chance of winning prizes, medals, houses, ranks …
15) deadly cool arch-enemies
16) making weapons and spells
17) many (not necessary) side-quests
18) much world interaction / manipulation
19) eastereggs
20) free world, setting borders with harder to beat enemies and hard to find items (keys), only.
21) good (non breakable) economy model
22) many different groups with different goals -> choose your friends and enemies
23) for party crpgs: interesting (funny) dialogs with your partners
24) surprises and twists, more than one story path
have we covered all this stuff ?
Last edited by HiddenX; May 27th, 2013 at 13:42.
HiddenX is offline

HiddenX

HiddenX's Avatar
The Elder Spy
RPGWatch Team
Original Sin 1 & 2 Donor

#87

Join Date: Oct 2006
Location: NRW/Germany
Posts: 15,147
Mentioned: 123 Post(s)

Default 

May 27th, 2013, 15:22
Originally Posted by HiddenX View Post
have we covered all this stuff ?
Not all… comments on missing candidates:

02) (..) [lots of] different equipment — not in, I think
04) great challenging dungeons / locked doors / chests / traps — indirectly in?
06) lots of fun, humor — subjective? "emotional" could be an aspect..
07) cool spells — we don't say anything about magic etc. so far
08) (..) conversation options to (..) avoid combat — indirectly in? ("you can follow different paths to reach a goal")
09) (round based) interesting challenging combat with many options — we'll think of more things in combat
10) interesting NPCs with a background — not in yet
12) fantasy world with conflicts to solve — not really in? how to describe it?
13) different races (groups, guilds) with various occupations — => we have "you can choose factions", could add "there are factions"
14) chance of winning prizes, medals, houses, ranks … — ?
15) deadly cool arch-enemies — not in —> story? subjective?
16) making weapons and spells — in for weapons, no magic yet
17) many (not necessary) side-quests — we sort of imply in various places that they are there
19) eastereggs — not in.
23) for party crpgs: interesting (funny) dialogs with your partners — not in. partly related to "NPCs or party members interact with each other"
24) surprises and twists (..) — we don't say anything about the structure of the story


More:
- you can choose the character's gender
- you can circumvent too easy fights: monsters flee (King's Bounty) or there's a quick-fight option (Realms of Arkania) or …

There are more little tidbits in the thread you linked to, reading is going to take a while.
--
"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
Arhu is offline

Arhu

Arhu's Avatar
Feline Wizard
Administrator
RPGWatch Team
Original Sin 2 Donor

#88

Join Date: Aug 2006
Location: Germany
Posts: 3,356
Mentioned: 21 Post(s)

Default 

May 28th, 2013, 16:09
Whew. I skimmed through the other thread and filtered out some more NtHs. Since the list has gotten rather large, I'm going to use spoiler tags now. Need another set of eyes to look over everything again (HiddenX? )

Didn't touch the Combat and BtH sections yet.

Spoiler – III. (Optional) Nice-to-Have elements (v0.8)

Spoiler – IV. (Optional) Bad-to-Have Elements (v0.8)


Originally Posted by HiddenX View Post
(slightly modified) [difficulty should-have's]

I like all - I vote for (Should Have), but maybe this is just my personal preference ?
Well, I vote for it too, so why not just add it in. And maybe change S5) to "(SH) you can have conversations with NPCs"…


04) great challenging dungeons / locked doors / chests / traps
—> is in Difficulty (Exploration / Story)

06) lots of fun, humor
—> too sujective

12) fantasy world with conflicts to solve — not really in? how to describe it?
14) chance of winning prizes, medals, houses, ranks … — ?
15) deadly cool arch-enemies — not in —> story? subjective?
19) eastereggs — not in.
Not sure what to do with these.


Some more possible candidates for Bad-to-Have's, taken from the other thread:
bad:
- clichéd clearcut good/evil alternatives
- linear storyline
- reloading barriers (have to reload often) with no alternative solutions
- constant loading, bad interface
- railroading (compass)
- bad AI
- too much realism?
- lawnmowing to get experience
- useless skills?
- too many throwaway-items
- no feeling of progress within a reasonable timeframe
- over the top drama?
--
"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
Arhu is offline

Arhu

Arhu's Avatar
Feline Wizard
Administrator
RPGWatch Team
Original Sin 2 Donor

#89

Join Date: Aug 2006
Location: Germany
Posts: 3,356
Mentioned: 21 Post(s)

Default 

May 28th, 2013, 16:25
Do you guys have this as word or PDF questionnaire? I'll consider referencing this in my upcoming conquistador review.
GhanBuriGhan is offline

GhanBuriGhan

GhanBuriGhan's Avatar
Wose extraordinaire
Original Sin Donor

#90

Join Date: Oct 2006
Posts: 3,508
Mentioned: 1 Post(s)

Default 

May 28th, 2013, 17:07
@Arhu - great work with the (NtH)-list

Definition of a CRPG (V0.81)

A CRPG is a computer game that fulfills these criterions:

(MH) = Must Have: these criterions have to be fulfilled, if not the game is no CRPG
(SH) = Should Have: these criterions have to be fulfilled too, if not you have to qualify the CRPG. Example: CRPG, no interactive story (=Sandbox CRPG)
(NtH) = Nice to Have: omitted here, still in discussion, just for further info
(Tag) - The CRPG gets additional qualifiers

Character Development
C1) (MH) you can control one or more characters (=party)
C2) (MH) you can develop your party (stats and/or skills,…) by solving quests and other game actions like exploration, conversation, combat…
C3) (MH) you can equip and enhance your characters with items you acquire

C4) (SH) you can create your characters
C5) (SH) character development requires careful thought and planning

Exploration
E1) (MH) by exploring the gameworld you can find new locations
E2) (MH) you can find items
E3) (MH) you can find NPCs

E4) (SH) you can manipulate the gameworld in some way (levers, buttons,…)
E5) (SH) the gameworld can affect your party (weather, traps, closed doors, …)
E6) (SH) you may have to think or plan to progress or overcome obstacles, unlock locked areas …

Story
S1) (MH) you can progress through a story
S2) (MH) you can interact with NPCs
S3) (MH) you can follow quests (at least one main quest)

S4) (SH) the story is influenced more or less by your actions
S5) (SH) you can have conversations with NPCs
S6) (SH) you can make choices in those conversations and/or in the story
S7) (SH) your choices have consequences
S8) (SH) advancing in the story requires thought (riddles, irreversible choices,…)

Combat
F1) (SH) Combat efficiency (e.g. amount of damage, chance to hit, weapon access…) is in some way tied to character stats
F2) (SH) Combat should be challenging (preparing, use of tactics and/or environment possible)

______
F=Fight

Spoiler – Tag List (V0.81)
Last edited by HiddenX; May 29th, 2013 at 19:23. Reason: S4 and GhanBuriGhan comments
HiddenX is offline

HiddenX

HiddenX's Avatar
The Elder Spy
RPGWatch Team
Original Sin 1 & 2 Donor

#91

Join Date: Oct 2006
Location: NRW/Germany
Posts: 15,147
Mentioned: 123 Post(s)

Default 

May 28th, 2013, 17:26
@Arhu
fantasy world with conflicts to solve — not really in? how to describe it?

Story
(NtH) The gameworld features factions with different interests, goals
(NtH) you can join factions
(NtH) you can solve/create conflicts between factions

chance of winning prizes, medals, houses, ranks … — ?

Characacter development / Story
(NtH) factions provide prizes for your deeds (houses, medals, ranks…)

Story
Immersion
(NtH) challenging boss-monsters and/or cool arch-enemies are in the game

Fun
(NtH) easter-eggs are in the game


On more (BtH)

Combat / Character Development

(BtH) Grinding: filler combat is necessary to develop your character



@GhanBuriGhan
no .doc-file - should I make one ?
Last edited by HiddenX; May 28th, 2013 at 17:55.
HiddenX is offline

HiddenX

HiddenX's Avatar
The Elder Spy
RPGWatch Team
Original Sin 1 & 2 Donor

#92

Join Date: Oct 2006
Location: NRW/Germany
Posts: 15,147
Mentioned: 123 Post(s)

Default 

May 28th, 2013, 17:30
Would just be easier for me than copying it all together… [/lazy]
GhanBuriGhan is offline

GhanBuriGhan

GhanBuriGhan's Avatar
Wose extraordinaire
Original Sin Donor

#93

Join Date: Oct 2006
Posts: 3,508
Mentioned: 1 Post(s)

Default 

May 28th, 2013, 17:36
Word Document:

Def. CRPG V0.8
Attached Files
File Type: doc Definition_CRPG_V08.doc (30.5 KB, 5 views)
Last edited by HiddenX; May 28th, 2013 at 17:53.
HiddenX is offline

HiddenX

HiddenX's Avatar
The Elder Spy
RPGWatch Team
Original Sin 1 & 2 Donor

#94

Join Date: Oct 2006
Location: NRW/Germany
Posts: 15,147
Mentioned: 123 Post(s)

Default 

May 29th, 2013, 07:44
Originally Posted by HiddenX View Post
S4) (SH) the story is interactive
S5) (SH) you can have conversations with NPCs
S6) (SH) you can make choices in those conversations and/or in the story
S7) (SH) your choices have consequences
Might be worth mentioning what is meant by "interactive"; different people can understand it differently. In that the original wording was probably better: "[the story] is influenced more or less by your actions".

IIRC S4 was introduced to address sandbox games like GTA and Saints Row.

(Combat style)
Non Combat, Action, Strategic, Tactical, Sneaker, Thief like
I'd keep these in "Genre", since they are commonly used as such.
--
"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
Arhu is offline

Arhu

Arhu's Avatar
Feline Wizard
Administrator
RPGWatch Team
Original Sin 2 Donor

#95

Join Date: Aug 2006
Location: Germany
Posts: 3,356
Mentioned: 21 Post(s)

Default 

May 29th, 2013, 09:07
Originally Posted by HiddenX View Post
Word Document:

Def. CRPG V0.8
Thank you!

After trying to Fill this out I wanted to comment on the following:

Combat
F1) (SH) Combat should be challenging (preparing, use of tactics and/or environment possible) yes
I think a MH here would be "Combat efficiency (e.g. damage, to-hit, weapon access) is in some way tied to character stats"


Tactical: multiple squads (party splitting) possible
- isn't that very narrow? I always thought of tactical RPG as any game but mostly TB) that puts an emphasis on player tactical skill over character skill.
- a useful tag for combat would maybe be (tag) "full control" full control over every party members action in combat vs. (tag) "AI control" - You only control part of the party directly, other are controlled by AI although they may accept general commands.

(tag) Sandbox: After a time interval or an event the gameworld is reset. (Enemy respawn, chest refilling …)
- that is not my definition of sandbox. To me a sandbox is an open environment where a lot of content is organized around simulation rather than story, it has nothing to do with respawning.

Mulitplayer: Maybe add tags for coop and PvP?

(tag) Floating camera
- it is unclear to me what is meant by that, or how you distinguish it from isometric / 3rd person. Also is isometric meant in the original, narrow definition or just in the modern sense 3/4 form above.
Also there should be one for top down, maybe?
GhanBuriGhan is offline

GhanBuriGhan

GhanBuriGhan's Avatar
Wose extraordinaire
Original Sin Donor

#96

Join Date: Oct 2006
Posts: 3,508
Mentioned: 1 Post(s)

Default 

May 29th, 2013, 09:31
Originally Posted by GhanBuriGhan View Post
Combat
(..)
I think a MH here would be "Combat efficiency (e.g. damage, to-hit, weapon access) is in some way tied to character stats"
Sounds good to me. We decided against MHs for combat originally, since we also want to include theoretical non-combat RPGs. I guess we could put "If there is combat" in front of it …
--
"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
Arhu is offline

Arhu

Arhu's Avatar
Feline Wizard
Administrator
RPGWatch Team
Original Sin 2 Donor

#97

Join Date: Aug 2006
Location: Germany
Posts: 3,356
Mentioned: 21 Post(s)

Default 

May 29th, 2013, 09:44
@GhanBuriGhan & Arhu

"Combat efficiency (e.g. damage, to-hit, weapon access) is in some way tied to character stats"
-> I make it a (SH)

all comments implemented in V0.81 (see above or appendix)

PS:
Maybe some native english speakers should read the definition carefully and hammer out some quirky, wrong sounding outmoded formulations.
Attached Files
File Type: doc Definition_CRPG_V081.doc (27.5 KB, 4 views)
Last edited by HiddenX; May 29th, 2013 at 12:38.
HiddenX is offline

HiddenX

HiddenX's Avatar
The Elder Spy
RPGWatch Team
Original Sin 1 & 2 Donor

#98

Join Date: Oct 2006
Location: NRW/Germany
Posts: 15,147
Mentioned: 123 Post(s)

Default 

May 29th, 2013, 12:19
I fleshed out the (NtH) Combat category and the BtH list and integrated the last comments.

Most of the combat points I shamelessly took from 12 ways to improve turn-based RPG combat systems and 6 more ways to (..), others I took from the CRPG ingredients thread.

The article says "turn-based", but I figure those points are universal for interesting, challenging combat in CRPGs. Almost all points relate to one of the three main categories.

Spoiler – III. (Optional) Nice-to-Have elements (v0.81)

Spoiler – IV. (Optional) Bad-to-Have Elements (v0.81)


Originally Posted by HiddenX View Post
all comments implemented in V0.81 (see above or appendix)
… maybe move turnbased, TBwP and real-time back to "combat style"? Those aren't genres, I'd say.
--
"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; May 29th, 2013 at 12:29.
Arhu is offline

Arhu

Arhu's Avatar
Feline Wizard
Administrator
RPGWatch Team
Original Sin 2 Donor

#99

Join Date: Aug 2006
Location: Germany
Posts: 3,356
Mentioned: 21 Post(s)

Default 

May 29th, 2013, 12:33
okay ->

We are getting closer to a 1.0 release

Maybe we should send it to Larian - last minute requirement specification for
Divinity: Original Sin
Last edited by HiddenX; May 29th, 2013 at 13:34.
HiddenX is offline

HiddenX

HiddenX's Avatar
The Elder Spy
RPGWatch Team
Original Sin 1 & 2 Donor

#100

Join Date: Oct 2006
Location: NRW/Germany
Posts: 15,147
Mentioned: 123 Post(s)

Tags
crpg analyzer, crpg genre, what is a crpg, what is an rpg
RPGWatch Forums » Games » General RPG » CRPG Analyzer: A checklist for computer role-playing games
Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT +2. The time now is 05:44.
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2022, vBulletin Solutions Inc.
vBulletin Security provided by DragonByte Security (Pro) - vBulletin Mods & Addons Copyright © 2022 DragonByte Technologies Ltd.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2022 DragonByte Technologies Ltd.
Copyright by RPGWatch