skuphundaku
Economic devastator, Mk. 11
Initial proposal:
The "What is an RPG?" dilemma has existed ever since RPGs have been identified as a genre. Trying to list all possible combinations of design decisions and label each one individually is a fool's errand. In order to find a definitive answer to this problem, what is needed is to define what are the criteria used for classifying RPGs and then, for each criterion, decide what are the options. I would propose:
1. Perspective:
a) subjective (first person or over the shoulder third person)
b) objective ("isometric")
2. Number of player characters:
a) single player character
b) party-based
3. Timing
a) fully turn-based
b) turn-based combat and real-time exploration
c) real-time with pause
d) fully real-time
4. Focus
a) story-focused (focused on storytelling)
b) exploration-focused (focused on exploring the game world)
c) adventure-like (focused on non-combat interaction with the game world)
d) combat-focused (focused on combat interaction with the game world)
5. Game world type
a) open world
b) semi-open world
c) linear
6. Character system
a) classless
b) class-based
7. System type
a) probabilistic
b) deterministic
Starting from this, you notice that you already have 2x2x4x4x3x2x2=768 possible combinations, which means MUCH more possible sub-genres than anybody tried to define. If each option is considered a tag, then each game gets tagged appropriately and that is the end of it.
At that point, anybody could filter a list of games by the tags they're interested in and extract the information that they find relevant/useful
Only after all of this is done, people can give the familiar names to existing combinations of tags or create new names for newly identified popular combinations of tags.
Now, what I want with this thread is to refine this taxonomy so that we can create a database of games, tag them and use this as the definitive reference of the RPG genre.
UPDATE #1 (11/26/2012):
Given the received feedback, I updated the proposed taxonomy:
1. Non-combat perspective:
a) first person
b) over the shoulder third person
c) bird's eye view third person
d) perspective projection
e) parallel projection
f) top-down
2. Combat perspective:
a) first person
b) over the shoulder third person
c) bird's eye view third person
d) perspective projection
e) parallel projection
f) top-down
3. Non-combat camera:
a) fixed
b) adjustable
4. Combat camera:
a) fixed
b) adjustable
5. Non-combat timing
a) fully turn-based
c) real-time with pause
d) fully real-time
6. Combat timing
a) fully turn-based
c) real-time with pause
d) fully real-time
7. Non-combat/combat transition
a) seamless
b) perspective change
c) camera change
d) timing change
8. Number of player characters:
a) single controllable player character
b) single controllable player character and AI controlled party
c) fully controllable party
9. Focus
a) story-focused (focused on storytelling)
b) exploration-focused (focused on exploring the game world)
c) adventure-like (focused on non-combat interaction with the game world)
d) combat-focused (focused on combat interaction with the game world)
10. Game world type
a) open world
b) semi-open world
c) linear
11. Character system
a) classless
b) class-based
12. Character evolution mechanic
a) xp-based (you perform actions->you earn XP->you evolve your characters using XP)
b) use-based (Elder Scrolls/Dungeon Siege-like, you perform actions->the skills used to perform these actions increase)
c) item-based (you don't earn xp or increase skills by using them, but the player character evolves by acquiring new, more powerful items)
13. Skill learning mechanic
a) unconstrained (the player character can add new skills at will, the only requirement being mechanical, i.e. enough xp is available etc.)
b) constrained (the player character can't add new skills at will, needing to find various NPCs/items in the game world that can teach him new skills)
14. System type
a) probabilistic
b) deterministic
The "What is an RPG?" dilemma has existed ever since RPGs have been identified as a genre. Trying to list all possible combinations of design decisions and label each one individually is a fool's errand. In order to find a definitive answer to this problem, what is needed is to define what are the criteria used for classifying RPGs and then, for each criterion, decide what are the options. I would propose:
1. Perspective:
a) subjective (first person or over the shoulder third person)
b) objective ("isometric")
2. Number of player characters:
a) single player character
b) party-based
3. Timing
a) fully turn-based
b) turn-based combat and real-time exploration
c) real-time with pause
d) fully real-time
4. Focus
a) story-focused (focused on storytelling)
b) exploration-focused (focused on exploring the game world)
c) adventure-like (focused on non-combat interaction with the game world)
d) combat-focused (focused on combat interaction with the game world)
5. Game world type
a) open world
b) semi-open world
c) linear
6. Character system
a) classless
b) class-based
7. System type
a) probabilistic
b) deterministic
Starting from this, you notice that you already have 2x2x4x4x3x2x2=768 possible combinations, which means MUCH more possible sub-genres than anybody tried to define. If each option is considered a tag, then each game gets tagged appropriately and that is the end of it.
At that point, anybody could filter a list of games by the tags they're interested in and extract the information that they find relevant/useful
Only after all of this is done, people can give the familiar names to existing combinations of tags or create new names for newly identified popular combinations of tags.
Now, what I want with this thread is to refine this taxonomy so that we can create a database of games, tag them and use this as the definitive reference of the RPG genre.
UPDATE #1 (11/26/2012):
Given the received feedback, I updated the proposed taxonomy:
1. Non-combat perspective:
a) first person
b) over the shoulder third person
c) bird's eye view third person
d) perspective projection
e) parallel projection
f) top-down
2. Combat perspective:
a) first person
b) over the shoulder third person
c) bird's eye view third person
d) perspective projection
e) parallel projection
f) top-down
3. Non-combat camera:
a) fixed
b) adjustable
4. Combat camera:
a) fixed
b) adjustable
5. Non-combat timing
a) fully turn-based
c) real-time with pause
d) fully real-time
6. Combat timing
a) fully turn-based
c) real-time with pause
d) fully real-time
7. Non-combat/combat transition
a) seamless
b) perspective change
c) camera change
d) timing change
8. Number of player characters:
a) single controllable player character
b) single controllable player character and AI controlled party
c) fully controllable party
9. Focus
a) story-focused (focused on storytelling)
b) exploration-focused (focused on exploring the game world)
c) adventure-like (focused on non-combat interaction with the game world)
d) combat-focused (focused on combat interaction with the game world)
10. Game world type
a) open world
b) semi-open world
c) linear
11. Character system
a) classless
b) class-based
12. Character evolution mechanic
a) xp-based (you perform actions->you earn XP->you evolve your characters using XP)
b) use-based (Elder Scrolls/Dungeon Siege-like, you perform actions->the skills used to perform these actions increase)
c) item-based (you don't earn xp or increase skills by using them, but the player character evolves by acquiring new, more powerful items)
13. Skill learning mechanic
a) unconstrained (the player character can add new skills at will, the only requirement being mechanical, i.e. enough xp is available etc.)
b) constrained (the player character can't add new skills at will, needing to find various NPCs/items in the game world that can teach him new skills)
14. System type
a) probabilistic
b) deterministic