triCritical
Erudite
I guess it all depends on how one person defines a CRPG? I mean one way of going through this would be defining some rules that determine what you thing makes a good CRPG. And depending on much in common a particular title has in common with those rules would determine if its a CRPG. I was shocked to hear that some people from this site don't consider ToEE, or Wiz8 CRPG's, but I guess we are all entitled to their own opinions.
Here are some of my rules.
1) The character that is being played is no way affected by the physical limitations of the character playing the game or the interface at which the character is being played through.
In other words, I am not worse in combat because I can only bench press 180 lbs, or because I can't click fast enough. Same things goes for intelligence and all other abilties and skills.
2) A player should not be a manager, instead the mind being the physical body of the character.
Hence, the more control over the character the better. Tell them where to walk, and how to walk. In other words, no fucking and queue's while the character does things the way Bio programmers hand intended him to do it.
3) There should be a great deal of choice in how the character chooses to progress through the game, and in how to create a character.
Basically non-linearity and character freedom all the way. None of this training crap, the more I swing the better I get. The reason is that this in itself can be argued a limitation of the interface. I kill, or let live who I want to let live.
These, IMO, are the most important rules for me on whether or not something feels like a good CRPG. Obviously, I have yet to play too many CRPG's that realy fit under all three rules. One of the reason I love Fallout so much.
Here are some of my rules.
1) The character that is being played is no way affected by the physical limitations of the character playing the game or the interface at which the character is being played through.
In other words, I am not worse in combat because I can only bench press 180 lbs, or because I can't click fast enough. Same things goes for intelligence and all other abilties and skills.
2) A player should not be a manager, instead the mind being the physical body of the character.
Hence, the more control over the character the better. Tell them where to walk, and how to walk. In other words, no fucking and queue's while the character does things the way Bio programmers hand intended him to do it.
3) There should be a great deal of choice in how the character chooses to progress through the game, and in how to create a character.
Basically non-linearity and character freedom all the way. None of this training crap, the more I swing the better I get. The reason is that this in itself can be argued a limitation of the interface. I kill, or let live who I want to let live.
These, IMO, are the most important rules for me on whether or not something feels like a good CRPG. Obviously, I have yet to play too many CRPG's that realy fit under all three rules. One of the reason I love Fallout so much.