most of your points are redundant and already contained in the others... well, you're obviously a storyfag, which is ok, but it seems to me like you mix up elements that are actually critical to rpgs as a genre with elements that make up good storyfag games (of any genre) and start attributing them to rpgs since those are the kinds of rpgs you like.U7 features exploration, world interaction, c&c, quests, subquests, puzzles, secrets, stories & lore, unique items, party development ...
these are all CRPG elements IMHO.
This is bullshit in the context of videogames, much like most attempts at CRPG definitionEasier: Ken Rolston. He says there are 4 main pillars of RPG gaming.
1. Narrative
2. Advancement
3. Exploration
4. Combat
If a game has those 4 elements, then it's an RPG. Easy enough.
Ken Rolston. He says there are 4 main pillars of RPG gaming.
Rolston went on to be the lead creative visionary for Kingdoms of Amalur: Reckoning
and was also lead designer for The Elder Scrolls IV: Oblivion
I know who Ken Rolston is. He also did design for Paranoia. Which doesn't really matter - that definition is wrong, and you could find a load of videogames that fit the bill but aren't CRPGs.Excidium - No offense, but I trust the designer of Morrowind more than you.
Is it me or you've just described Baldurs' Gate?Imagine some generic RTS, giving us combat. Uncovering the map to find bigger and smaller goodies is exploration. Upgradable units, research and tech trees supply advancement. Mission briefings, recaps and endings are the narrative structure.
Oh shit, generic RTS games are RPGs now!
It doesn't really help anything with how vague it is.
That list of criteria already falls apart on theIt doesn't really help anything with how vague it is.
Look at the more refined version and try it - it just works for the majority of CRPGs out there.
C1 you can control one or more characters
All CRPGs feature this one.
the imaginary game you describe is very close to a CRPG...
Is it me or you've just described Baldurs' Gate?
Didn't you people do any research before coming up with that list? There's plenty of RPGs where statistical character development is non-existant or close to non-existant to the point of it not being a defining aspect of the genre, most obvious example would be Traveller.Excidium
C2: you can progressively develop your characters' stats or abilities (=> e.g. through quests, exploration, conversation, combat, …)
Show me a CRPG in which you can't develop stats or abilities of your chars...
i can get down behind the one by adams with the exception that "quests" is just a fancy word for tasks and most non-abstract games are inherently task-driven, so it is in no shape or form something so unique to rpgs that it needs pointing out and that what separates character growth in power and abilities in rpgs from character growth in power and abilities in non-rpg games (like buying better and more diverse weapons for your mech or shoot'em up starship or upgrading your car engine while adding some weapons) are, y'know, the rpg mechanics of the game. but yeah, advancement is somewhat important and contained automatically in mechanics of the rpg variety, although not critical to rpgs (even if fantasy castle was all about it). so if i am not mistaken he defines rpgs roughly the same as i do.In the book "Fundamentals of Game Design" by Ernest Adams you can find the following short definition of CRPGs:
A role playing game is one in which the player controls one or more characters, typically designed by the player, and guides them through a series of quests managed by the computer. Victory consists of completing theses quests. Character growth in power and abilities is a key feature of the genre. Typical challenges include tactical combat, logistics, economic growth, exploration and puzzle solving. Physical coordination challenges are rare except in RPG-action hybrids.
Easier: Ken Rolston. He says there are 4 main pillars of RPG gaming.
1. Narrative
2. Advancement
3. Exploration
4. Combat
If a game has those 4 elements, then it's an RPG. Easy enough.
More refined: RPGWatch Definition
Before players may begin a new game, a party of adventurers must be created. A pre-generated party is available for quick entry into the game,[7] but players may also create new party members. The character creation process begins with the player being presented with basic character profiles possessing randomly generated attributes. The player has the option to accept the displayed character or "re-roll" to generate a new profile with another set of attributes. An accepted character is enrolled in a military career, chosen by the player from the Army, Navy, Marines, Scouts or Merchants. The player guides the character through consecutive four-year terms to obtain training in various skills and earn service benefits such as retirement pay. The longer characters remain in the service, the more skills and benefits they are able to acquire, but they do so at the risk of diminished attributes due to old age or injury, or even death. When a character retires or "musters out", he or she is added to the pool of available adventurers from which a party is chosen by the player to begin the game.[8][3] If a character is killed during the course of the game, the player may recruit a new party member in some planetary spaceports.[2]
C1 you can control one or more characters
All CRPGs feature this one.