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What is a cRPG? 2014 edition

HiddenX

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new:
C3: Checks against character stats and/or character abilties/skills are necessary to make progress and finish the game

Definition of a CRPG (V1.00)

The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerised game can be defined 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 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 has 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 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 qualified with further tags and comments.
  • If all necessary Must Have and sufficient Should Have conditions are fulfilled there's no further discussion necessary => the game is a true CRPG.

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.


I. A CRPG is a computer game that fulfills these criterions:

Character Development
Describes ways to change or enhance your characters in order to increase their effectiveness in the game.
  • Must Have
    C1:
    you can control and roleplay one (=Avatar) or more (=Party) unique characters (-> not only uniform units)
    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, …)
    C3: Checks against character stats and/or character abilties/skills are necessary to make progress and finish the game
    C4: you can equip and enhance your characters with items you acquire
  • Should Have
    C5:
    you can create your characters
    C6: the player needs preplanning for the development of the character(s)
    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)

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.
    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.)
    E3: your character(s) can find information sources (-> e.g. NPCs, entities, objects that provide info)
  • Should Have
    E4:
    there are NPCs in the game
    E5: you can choose a path (-> there is at least some branching)
    E6: your character(s) can manipulate the game world in some way (-> e.g. pull levers, push buttons, open chests, …)
    E7: the gameworld can affect your character(s) (-> e.g. weather, traps, closed doors, poisoned areas, …)
    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, …)

Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them. (Hint: a game that doesn't fulfill theses conditions, but is strong in the categories
  • Must Have
    S1:
    your character(s) can get information from information sources (-> e.g. hints, goals, quests, skills, spells, training, …)
    S2: your character(s) can follow quests (-> there is at least one main quest)
    S3: your character(s) can progress through connected events and play their role
  • Should Have
    S4:
    the story is influenced by your decisions and your characters' actions and stats/abilities/skills.
    S5: your character(s) can interact with information sources (-> e.g. NPC conversation, riddle statue question, …)
    S6: your character(s) can make choices in those interactions
    S7: at least some of these choices have consequences
    S8: advancing in the story requires thinking of the player (-> e.g. irreversible choices, moral dilemma, riddles, …)


Combat
Describes how combat is influenced by 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, …)
    F2: Combat works with some random elements (game internal dice rolls)
    F3: Combat should provide some challenge (-> e.g. preparing, use of tactics or environment possible)

Hints:
  • A game that fulfills conditions in the categories Character and Exploration but not in Story could be a Dungeon Crawler or a Rogue-Like.
  • A game that fulfills conditions in the categories Exploration and Story but not in Character could be an Adventure game, a Strategy game or a Shooter.
  • A game that fulfills conditions in the categories Character and Story but not in Exploration could be a Sim game or a Linear CRPG.

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

  • Adventure-RPG: the main emphasis of the game are on Exploring and Story, less on Character Development
  • Rogue-like: the main emphasis of the game are on Exploring and Character Development, less on Story. Often features permanent death if a character dies and random generated levels.
  • Hack & Slash: many enemies, most of them easy to kill, respawning of enemies, much loot
  • J-RPG: Manga Style graphics, turn based combat, Eastern style CRPG
  • W-RPG: Western style CRPG
  • MMORPG: Many players are questing simultaneously online
  • Puzzle-RPG: the game's main emphasis are puzzles
  • Non-Combat: the game features no combat
  • Action: the combat is real time without pause
  • Strategic: additional troop (not your party) management available
  • Tactical: the game puts an emphasis on player tactical skill over character skill, often multiple squads (party splitting) are possible
  • Sneaker: combat is possible, avoiding it with stealth is better
  • Thief-like: combat is possible, avoiding it with stealth is better, thief-skills are essential (lock picking, ambush, hiding, sneaking,…)
  • Shooter: combat is mostly ranged and requires hand eye coordination and reflexes from the player
  • Sandbox: open environment where a lot of content is organized around simulation rather than story
  • Dungeon Crawler: closed environment where a lot of content is organized around dungeon interaction (traps, levers, buttons, teleports, riddles…) rather than story.
  • Fantasy
  • Historical
  • Modern
  • Post-apoc
  • Sci-fi
  • Steampunk
  • Technofantasy
  • Real World
  • Massive
  • Single + MP
  • Single-player
  • Co-Op
  • PvP
  • PvE
  • Real-time with pause: the real time combat can be paused any time
  • Real-time: the combat is real-time -> Action CRPG
  • Turn-based: the combat is turn-based
  • 1st-person
  • 3rd-person
  • Isometric
  • Top down
  • Floating camera: adds rotational control allowing full 3D navigation
  • Full control: full control over every party members action in combat
  • AI control: you only control part of the party directly, others are controlled by AI while they may accept general commands
  • subdued
  • realistic
  • whimsical
  • dazzling
1. Choice (13/13)

  • You can name your characters.
  • You can choose a gender.
  • You can choose looks or voice.
  • You can choose or create through play your own class, profession or race.
  • You can choose traits, alignment or disposition.
  • You can choose abilities.
  • You can choose spells.
  • You can modify primary stats.
  • Lots of different equipment is available.
  • Lots of different spells or abilities are available.
  • Abilities can unlock or block others or branch.
  • Character classes or development paths can be changed during the game.
  • You can have pets as party members.
2. Interdependence (6/6)

  • (Story) Character stats can change NPC disposition towards the PC.
  • (Story) Stats, abilities or spells can affect available dialogue options.
  • (Story) Unique items are in the game or can be made.
  • (Exploration) Stats, abilities or spells can affect available paths through the game world.
  • (Exploration) Stats, abilities or spells can affect the amount of things you can see, find or know in the world.
  • (Combat) Combat can be avoided due to stats (-> e.g. enemies flee.)
3. Interactivity (6/6)

  • You can create combos with spells or abilities.
  • Your character's stats can be modified by using spells or abilities.
  • Your character's afflictions can be cured by using spells or abilities.
  • You can rest or sleep.
  • Stats can limit in some way what you can equip or carry.
  • You can control party members or pets like your main character.
4. Immersion (8/8)

  • You need to specialize (-> can't have everything.)
  • You can create or choose a background story for your character.
  • You can tweak your character lots of times over the whole game.
  • You can wear normal clothes, not only armor.
  • Factions provide prizes for your deeds (-> e.g. houses, medals, ranks, …)
  • Magic is in the game in some form.
  • Your characters can be afflicted with negative status effects (-> e.g. diseases, fatigue, etc.)
  • Your characters can eat or drink.
1. Choice (4/4)

  • You can follow different paths to reach a goal.
  • You can reasonably go where you want.
  • You can return to previously visited locations.
  • There are few artificial borders, rare level loading.
2. Interdependence (6/6)

  • (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.
  • (Story) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations.
  • (Story) You can visit and make use of social locations (-> e.g. taverns, inns, marketplaces).
  • (Combat) Combat can be avoided through sneaking or gameworld manipulation.
3. Interactivity (10/10)

  • You can collect items (-> there is an inventory.)
  • You can trade items for currency and better equipment.
  • You can interact with items.
  • You can break or destroy items.
  • You can repair items.
  • You can move items.
  • You can combine or disaggregate items.
  • You can gather pieces of flora or fauna for later use.
  • You can craft equipment, spells or items (e.g. alchemy).
  • Inventory size is limited.
4. Immersion (9/9)

  • There is a place you can call home.
  • You can explore lots of unique, beautiful and interesting locations.
  • Locations can evolve or change (-> e.g. town / destroyed town)
  • There are non-hostile creatures (-> e.g. wildlife)
  • Types of creatures make sense in the area they are encountered in.
  • Creatures are wandering persistently (-> no random encounters).
  • Looting makes sense (no shield on a dead wolf.)
  • Time is measured (-> e.g. there is a day/night cycle).
  • Time affects the game world (-> e.g. some things are only available at night).
1. Choice (6/6)

  • You can reasonably do what you want when you want to do it (-> quest order doesn't matter much.)
  • Some quests depend on each other.
  • Some quests rule others out.
  • Quests can be solved in more than one way.
  • You can join factions, though not all at the same time.
  • You can make moral choices (or romance choices).
2. Interdependence (7/7)

  • (Character) Character stats can change NPC disposition towards the PC.
  • (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).
  • (Combat) Combat can be avoided through dialogue.
3. Interactivity (6/6)

  • Dialogue is fleshed out (-> there are multiple options in one conversation).
  • There is more than one game ending.
  • You can have conversations with party members or take care of pets.
  • There are many side quests.
  • State of the game changes in accordance with the player's actions.
  • You can solve or create conflicts between factions.
4. Immersion (10/10)

  • Lore is provided (-> context, faction rules, laws, history, …)
  • There are different factions (races, groups, guilds).
  • NPCs or party members are well developed (-> expansive background stories, etc.)
  • NPCs or party members interact with each other.
  • NPCs have schedules.
  • There are surprises and twists.
  • The storyline is character-driven (-> character development within the narrative.)
  • There is a proper ending or sense of closure.
  • There are memorable antagonists.
  • Your main character is defined.
1. Character Development (9/9)

  • Combat can be avoided due to stats (-> e.g. enemies flee).
  • You can control at least six characters.
  • Your characters are specialized (-> different battlefield roles).
  • Enemies are specialized (-> require different tactics.)
  • Resource management is necessary.
  • Units have multiple attack options.
  • Delayed attacks are possible (-> counterattacks, attacks of opportunity, etc.)
  • Movement-focused special abilities are available.
  • Units have multiple resistance options (-> e.g. armor, elemental resistance, etc.)
2. Exploration (9/9)

  • Combat can be avoided through sneaking or gameworld manipulation.
  • You can get a good sense of space (-> e.g. there is a grid.)
  • Combat can start at variable distances.
  • Directional facing plays a role (-> e.g. more damage from behind, flanking).
  • Terrain is variable (-> e.g. natural choke points, cover, combat bonuses).
  • Terrain can be manipulated (-> e.g. you can create barriers).
  • There are elevation effects (-> e.g. combat bonuses from higher grounds.)
  • There can be zones or items on the battlefield that reward units who get there in time.
  • There can be Zones of Danger on the battlefield (-> e.g. environmental damage).
3. Story (6/6)

  • Combat can be avoided through dialogue.
  • Combat can have different win scenarios (-> e.g. keep NPC alive, defend town).
  • Combat can have side objectives aside from "win/loss".
  • Characters don't die immediately but can be revived during combat.
  • Decisions on the battlefield have character development consequences.
  • There are memorable bosses.
1. Interface

  • How often is gameplay interrupted with loading? (rarely, sometimes, often)
  • How would you rate the game's interface? (intuitive, clunky, …)
2. Difficulty

  • How difficult is the game? (easy, normal, hard)
  • Can difficulty be adjusted?
  • How balanced is trading? (good, not-so-good, bad)
  • How balanced is combat? (good, not-so-good, bad)
  • How much reloading is necessary to beat the game (little, some, much)
  • How good is the AI? (good, medium, bad)
  • How much handholing is there? (little, some, much)
3. Gameplay features

  • Are there Easter Eggs?
  • Are there minigames?
4. Exploration

  • Is Auto-Mapping available?
  • Is Fast Travelling available?
  • Are there quest markers?
  • Is there a quest compass?
  • How much realism is there? (little, balanced, much)
  • How much looting is in the game? (little, some, much)
5. Character Development

  • Are there useless skills?
  • How would you rate character progression? (fast, balanced, slow)
  • Is there auto-leveling of some sort?
6. Story

  • Does the story follow clichéd paths?
  • How linear is the game? (linear, network-like, non-linear)
  • How would you rate the suspense? (boring, gripping, fun, …)
  • Are there pre-selected options (choice is reduced)?
7. Combat

  • How much fighting is in the game? (little, some, much)
  • Grinding: Is filler combat necessary to develop your character?
 
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HiddenX

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Character Development - Exploration - Story - Combat

You should try playing a cRPG sometime.

:notsureifserious:

Must Have in the Character category:
C1:
you can control and roleplay one (=Avatar) or more (=Party) unique characters (-> not only uniform units)
 
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Bruma Hobo

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About Telengard...
E3: your character(s) can find information sources (-> e.g. NPCs, entities, objects that provide info) -> yes, the Inn, but nothing else
What? Does the "You spend the night. You feel better." message count as information?

S1: your character(s) can get information from information sources (-> e.g. hints, goals, quests, skills, spells, training, …) -> yes, learning spells
So, learning new spells as the PC levels up counts as gaining new information. Whatever you say, bro.

your character(s) can follow quests (-> there is at least one main quest) -> yes, but only one quest: survive
What kind of quest is that? :lol: Which games doesn't have quests like "survive", "get a higher score" or "have fun!" then?


Telengard is an early Action CRPG with real time combat, a dungeon crawler and rogue like with only minimal story elements and no NPC interaction.
Did you play a different version of Telengard perhaps? Last time I played it had timed turn based combat just like 2400 AD or Ultima III.



In any case, any definition that excludes activision's Alter Ego from the genre in so many ways is worthless in my opinion :fanboy:
 

HiddenX

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Unorus Janco

I played the C64 version. The original version features real time combat.
Story elements are weak and you can make a case that these conditions are not fulfilled.
Then Telengard is not a CRPG, but a Rogue-Like. Many game-analysts think of Rogue-Likes as a genre of its own. I tend to agree.



PS:
I don't know Alter Ego

a) Why do you think it's a cRPG?
b) What Must Have conditions are not fulfilled by the game?
 
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Bruma Hobo

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Telengard is a cRPG, like it or not.

Edit: About Alter Ego... Well, for starters, it has no combat, inventory nor exploration. Just read a LP or play it if you're interested.
 
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HiddenX

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Telengard is a cRPG, like it or not.

You can make a case for it or against it - my definition reflects that nicely - nothing will be changed in Def. 1.00 because of Telengard. :)

Okay - I added these hints into Def.: 1.0:

Hints:
  • A game that fulfills conditions in the categories Character and Exploration but not in Story could be a Dungeon Crawler or a Rogue-Like.
  • A game that fulfills conditions in the categories Exploration and Story but not in Character could be an Adventure game, a Strategy game or a Shooter.
  • A game that fulfills conditions in the categories Character and Story but not in Exploration could be a Sim game or a Linear CRPG.

JHFfUZ0.png



PS.:
Alter Ego
-> Combat is not a Must Have

-> No Exploration and no Inventory management? -> sounds more like a sim game than a CRPG.
 
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jagged-jimmy

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If:

world/quest/NPC interacton based on character archetype (either class or classless, but with mandatory skill development options) is missing

then:

not a cRPG

It's simple as that. Most of the games CODEX considers as best ever RPGs offer exactly that among other extra stuff. Games, which are missing that but offer your "Combat/Exploration/Whatever" are always some kind of hybrids, good for what it is games, etc, but NOT good cRPGs.
 

HiddenX

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If:

world/quest/NPC interacton based on character archetype (either class or classless, but with mandatory skill development options) is missing

then:

not a cRPG

It's simple as that. Most of the games CODEX considers as best ever RPGs offer exactly that among other extra stuff. Games, which are missing that but offer your "Combat/Exploration/Whatever" are always some kind of hybrids, good for what it is games, etc, but NOT good cRPGs.


This is exactly why these conditions are in the definition:

Must Have:
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, …)

C3: Checks against character stats and/or character abilties/skills are necessary to make progress and finish the game

Should Have:

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, …)

S4: the story is influenced by your decisions and your characters' actions and stats/abilities/skills.

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)

F1: Combat efficiency is in some way tied to character stats or abilities (-> e.g. amount of damage, chance to hit, weapon access, …)
 

jagged-jimmy

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Maybe you shoud be more precise here:
C2: you can progressively develop your characters' stats and/or abilities to allow world interaction / increase the number of interactive options with different outcomes
C3: Checks against character stats and/or character abilties/skills affect core gameplay (are core gameplay)

which is kind of the same thing on high level. I don't think you should go too much into detail (closed areas, problem solving, etc.).
Main point being: you interact with game mainly(only) through your characters abilities. And the game should provide options to do so.
 

HiddenX

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You are right for 95% of CRPGs out there.

But there are some games that only use stats (old dungeon crawlers for example) or newer games that only use abilities/skills (like Deus Ex, Farcry 3).
I don't want to exclude them automatically on these terms alone and so I used the term "stats and/or abilities" = some kind of character statistics.
 
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HiddenX

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:nocountryforshitposters:

Can I suggest politely that people that don't have any interest in discussing the topic "What is a CRPG" just leave this thread?
Analyzing genres is interesting and fun for some people, if you don't like it just ignore it and troll elsewhere.

Good article about CRPGs at Mud Wiki.

another interesting thesis with many short reviews of essential CRPGs can be found in: "The history and future of computer RPG development" from Mats Eriksson

In CRPGs the player assumes the role of one or several characters and feels some sort of emotional involvement with them.
A central aspect is the development of the character(s).
This development usually happens in levels, although some CRPGs use different systems of development.
Levels are gained by earning experience points from different actions performed.

Most CRPGs are set in some variant of a medieval high fantasy world setting, derived from the works of J.R.R. Tolkien. However, there are many games set in other kinds of alternate realities, such as a sci-fi world and settings featuring specific historic eras.

Most CRPGs have some emphasis on tactical combat and feature a set of character attributes or statistics on which the
combat is based.

CRPGs feature a narrative which unfolds as the player proceeds in the game, and this plot often involves interaction with non-player characters.

A common characteristic in CRPGs are different puzzles, riddles and mazes, though such elements are often present in games of other genres too, such as adventure games.
 
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HiddenX

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In his thesis "Combining Role Playing Game Constructs Toward Real Time Strategy Games" Bradford Allen Towle makes some good short descriptions for RTS games, Simulations and CRPGs:

Real Time Strategy (RTS)
This genre allows the player to command vast armies, whether in an ancient medieval, fantasy or futuristic setting.
This game will almost always incorporate resource management and gathering, base construction, and building armies.
The player must then make strategic choices as to where to spend the resources that have been gathered.

Simulation Games
Historically, this genre has included mostly flight simulators or other such programs that give the feel of manipulating a vehicle. More recently, a new type of game has emerged, which simulate a certain situation or place. The player does not have direct control of the characters, but can build or add things to the environment in order to change they way they act. Roller Coaster Tycoon and the ever popular Sims are good examples of this new style of simulation games.

Role Playing Games (RPG)
This genre focuses on an individual or a small party of individuals. In this genre, a party of characters must progress through the story and grow stronger (level up) in order to achieve victory over whatever foes assail them. Character customization, development and advancement are vital.


This one is very specific:
Design Patterns of Successful Role-Playing Games contains patterns gleaned from a study of many traditional and cutting-edge role-playing games.
Game Summaries of the source materials are also included. (272 pgs.)
 
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Doctor Sbaitso

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:nocountryforshitposters:

Can I suggest politely that people that don't have any interest in discussing the topic "What is a CRPG" just leave this thread?
Analyzing genres is interesting and fun for some people, if you don't like it just ignore it and troll elsewhere.

Good article about CRPGs at Mud Wiki.

another interesting thesis with many short reviews of essential CRPGs can be found in: "The history and future of computer RPG development" from Mats Eriksson

In CRPGs the player assumes the role of one or several characters and feels some sort of emotional involvement with them.
A central aspect is the development of the character(s).
This development usually happens in levels, although some CRPGs use different systems of development.
Levels are gained by earning experience points from different actions performed.

Most CRPGs are set in some variant of a medieval high fantasy world setting, derived from the works of J.R.R. Tolkien. However, there are many games set in other kinds of alternate realities, such as a sci-fi world and settings featuring specific historic eras.

Most CRPGs have some emphasis on tactical combat and feature a set of character attributes or statistics on which the
combat is based.

CRPGs feature a narrative which unfolds as the player proceeds in the game, and this plot often involves interaction with non-player characters.

A common characteristic in CRPGs are different puzzles, riddles and mazes, though such elements are often present in games of other genres too, such as adventure games.


This is the fucking codex. If you want safe harbor from trolls, you are in the wrong place.

min/max judgement/mental masturbation

:troll:
 
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HiddenX

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Doctor Sbaitso
This is the fucking codex. If you want safe harbor from trolls, you are in the wrong place.

min/max judgement/mental masturbation

This is the RPG Codex - the topic of this thread is interesting to a few people, here.
We already discussed a lot and reached a better understanding what critical CRPG elements are.
Some different points of view are established, but some consensus is reached, too.

AN4RCHID
An RPG is just a game wherein the core gameplay is focused on developing a character or characters.

Midair
An rpg is a hybrid combining elements of adventure games and strategy games. The first rpg was invented by modifying a strategy game so that players engaged in a cooperative adventure.
edit: So as not to allow too many exceptions, both adventure and strategy elements must be present in significant quantity.

Lerk
With that out of the way, for me a "real" CRPG has to contain:

Character/Party building and development
Equipment & Loot
Attribute based interaction (whether you're trying to bribe a guard, or break open a chest)
Turn based combat
Exploration of environment
A framing narrative
Choices with consequences

CRPGS had their roots in PnP games, they were originally computer simulations of tabletop dungeon crawls where the CPU and RAM took the place of the DM; Gold Box and Bard's Tale series are good examples of this type of game. Any game which relies on real-time input to affect an in-game action isn't, to me, a CRPG. Much as I love EOB, Ultima etc. I don't consider them CRPGS; so the age of a game isn't necessarily an indicator.

The first game I played that contains all the criteria above was Pools of Radiance (though that's by no means the first game I played that might be considered an RPG, that was a game by Origin called Times of Lore)

The last game I played that largely satisfied my above requirements completely was...TOEE, I guess? M&M X came very close but it was very linear, so there was no C&C to speak of.

It seems to me that for some, all you need are a few "old school trappings" like levels and inventory and suddenly, it's an RPG. "Playing the role" of Commander Shepard, Geralt of Rivia, or the Avatar doesn't make the game an RPG though, because those characters are pre-defined. An RPG allows me to create my own characters. not play someone else's.

Jaesun
A cRPG is a video game that attempts to simulate a Pen and Paper session of a Pen and Paper Rule System.

mondblut
An RPG is a computer game which imitates the experience of sitting around a table playing D&D reasonably well. End of story.

hiver
An RPG is a game that limits and opens paths through its content depending on:
Primary: differences in the character build.
and Secondary: player choices between those and in game choices.

This is achieved through skills, dialogue choices, different stats and gameplay choices.

Both primary and secondary features like this must be present and play off each other, influencing each other - while the differences in strength of influence between these primary and secondary core features is what determines whether the game is TRUE tm RPG or some kind of action or hybrid RPG.

Lhynn
Well, only core features a cRPG has to have is character development as a core feature and character skills overriding player skills. So thats what one is, if it lacks the first one its not an rpg, if it lacks the second one its an ARPG.

Raapys
RPG: The success of a character's action is decided by that character's skill.

sser
Moreso than any other game, I feel like RPGs have the strongest feeling of character progression. Like you start small and build your way up via quests in the gameworld.

set
Real Definition:

1. Degrees of freedom: Players are supposed to be put in the "shoes" of the avatar they are "playing". Their avatar has choices that are true to that role and the player has the freedom to make them, right or wrong. The inability for a player to make a logical solution to a story-based problem is a critical failure of any RPG. RPGs have high degrees of freedom.
2. "Real world": The world is "real". It is simulated through mechanics like "perks", "levels" and "drops" (or other mechanics in general, as complex or real-like as the kinds you'd find in a game like Dwarf Fortress). The world has consistent rules that are understood by the players that live the universe of the game's narrative. The mechanics described above are meant to simulate the growth of character and advancement of story and conflict. The inability for an RPG to simulate "realness" to a sufficient degree is a critical failure of that RPG.
3. Personal: RPGs are personal stories that are concerned with the personalities, relationships and growths of the player and the characters of the game. RPGs are "social" games (this doesn't mean they are multiplayer, just concerned with society and relationships).

Not all RPGs yet adhere to 1) and 2) but I think my definition is sufficiently simple and inclusive, while clearly showing games like Bioshock Infinite aren't RPGs (their mechanics don't simulate anything and there is no player agency).

(All) Traditional RPGs go to great lengths to consturct mechanics so players can simulate the difficult of all things from hash slinging to basket weaving.
(Most) Traditional RPGs go to to great lengths to construct stories that evoke emotion or reflect some idea of reality.
(All) Traditional RPGs are done in groups of people and it's a highly social kind of game, thus 3) holds that any video game RPG should reflect this inspection of social roles and social play.

Videogameified versions are no different, thus any so-called RPG follows 1) for sure and 2) to some extent. 3) to the least extent, but still to a barest minimum even among very old crpgs.

Cassidy
A genuine attempt at emulating tabletop RPGs where the tactical use of character skills is the primary means of problem solving and overcoming challenges rather than twitch gaming, and not all mentioned characters must necessarily have explicitly shown stats.

AMG
RPG is a game with stats, items and dialogues.

whitepony
Replayability is one of the most important attributes of the genre IMO. If replaying the same game with a different type of character feels like playing a different game, then its a clear sighn of a good RPG.

Infinitron
"CRPGs" don't actually exist. Only RPG elements exist. What the RPG Codex typically calls "real RPGs" or "oldschool RPGs" are actually just isometric tactical combat games with RPG elements. The fact that the genre of game known as "CRPGs", at one point in their history, became strongly associated with isometric tactical combat is nothing more than happenstance.

Onholyservicebound
For me an RPG is when the game reacts to the character(role) I play in a meaningful way. Of course that's really just what I'd consider RPG mechanics, some games can have the mechanics and not be RPGs, because the focus is clearly on another genre and the rest is an afterthought.
This can be in and out of character creation, combat or story, if it can be applied to all of those things it's probably the kind of CRPG I'd be interested in playing.

undecaf
There needs to be a role to be played, obviously, and for a role to exist, there needs to be a narrative of some sort (which could really be anything - from Lil' Jimmies 3 hours of home-alone-time after school before the parents come home from work, to being a gust of wind sent down to earth by Aiolos, to Jackies trip to the mall, to a party of adventurers searching for a lost treasure; or anything, really). A point, purpose and trappings for the role to be played.

There needs to be a set of rules that govern the role (and gameplay through that role). This could be a set of attributes, a set of skills/abilities, or a combination of those -- it doesn't matter which, as long as they serve the game by letting that role be expressed through them within the confines of the setting and design. (And of course, since it is roleplaying, the role should take precedence in the player initiated attempts at the tasks that the rules govern.)

The player needs to have a say on what kind of role he plays (within the confines of the set up and the rules) and freedom of approach and expression of that role in different ways to as large quantity as needed (or possible - if it's science boy, combat boy, stealth boy; so be it, but variety of ways is the key); and there needs to be a specific response, a reaction, from the game to the way of approach or expression (reactivity). This also governs character building/progression. The design may dictate that the progression stops at character creation (eg. in the case of Lil' Jimmie from above, where there really is no need to have larger scale progressive features due to the timeframe the game takes place in; just roll or manually assign the set of required stats), the core element is that the character you create dictates the ways you can (more or less) successfully approach the gameplay; on the flip side, if the game provides the player with a premade character, there needs to be some form of ability progression to let the player develop the role. Both can be had, and it would likely make a better game, but only one or the other is really necessary depending on the design.

So, in some obscure fucked up way, you could say that the definition lies in the term itself; there's the role (the playable character in the narrative), the game (the rules of engagement as descrbed above; working as they do in a PnP set up as much as possible), and roleplaying (playing the role in the narrative by the rules). And those are really the only things you need; there's no need for a huge list of singular features some of whose status as definitive elements is questionable at best (eg. if the game doesn't require inventory or exploration of land, there need not be those).
 

crufty

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recommend expanding combat to conflict, so as to include kinetic (combat) and verbal (dialog) resolution of conflict

Combat Conflict Resolution
Describes how conflict is resolved by elements of Character Development, Exploration and Story.
  • Should Have
    F1:
    Conflict resolution is a function with variable inputs (NPC/PC stats & abilities) and random inputs (die rolls)
    F2: Conflict scenarios should be appropriate to setting and theme, including combat & dialog, and PC decision making options
 

Ranselknulf

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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Steve gets a Kidney but I don't even get a tag.
Holy Shit! Codex hasn't defeated HiddenX yet?

I salute your steadfast commitment to defining RPG. :salute:
 
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