Jasede
Arcane
- Joined
- Jan 4, 2005
- Messages
- 24,793
Wow, from HiddenX thread:
http://www.rpgwatch.com/forums/showpost.php?p=1061211120&postcount=235
Seems the watch has been working this problem for some time, interesting.
Edit: Yes that's an excellent criteria they have, and I believe HiddenX did most of the work.
Definition of a CRPG (V0.94)
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 Must Have (MH) elements fulfilled to achieve 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 a related Should Have (SH)sub list, the reviewer should make a comment if a sub list item is not fulfilled. Should one or more (SH) not be fulfilled the game is most likely a special CRPG (see Tags) or a CRPG light.
If all (SH) are fulfilled too 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 one or more characters
C2: you can progressively develop your characters' stats or abilities (=> e.g. through quests, exploration, conversation, combat, …)
C3: you can equip and enhance your characters with items you acquire- Should Have
C4: you can create your characters
C5: character development requires careful thought and planning
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: by exploring the gameworld you can find new locations
E2: you can find items that can be collected in an inventory (=> not only puzzle items)
E3: you 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: you can manipulate the game world in some way (=> e.g. pull levers, push buttons, open chests, …)
E7: the gameworld can affect your party (=> e.g. weather, traps, closed doors, poisoned areas, …)
E8: you may have to think or plan to progress or overcome obstacles (=> e.g. unlock locked areas, 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.
- Must Have
S1: you can get info from information sources (=> e.g. hints, goals, quests, skills, spells, training, …)
S2: you can follow quests (=> there is at least one main quest)
S3: you can progress through connected events (= Story)- Should Have
S4: the story is influenced more or less by your actions
S5: you can interact with information sources (=> e.g. NPC conversation, riddle statue question, …)
S6: you can make choices in those interactions
S7: your choices have consequences
S8: advancing in the story requires thought (=> 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 be challenging (=> e.g. preparing, use of tactics or environment possible)
I had some help at the Watch and from some Codex friends as well. Here's an article about the CRPG Analyzer - a checklist (NOT a definition) for CRPGs with some explanations.
Try the interactive checklist here (made by Arhu). Start with part I, II & III. The rest is optional info.
The Watch has outdone us brothers. Look at the autism of this tool:
http://www.rpgwatch.com/crpg-analyzer.html
fixed that for you