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What is a cRPG? 2014 edition

Discussion in 'General RPG Discussion' started by HiddenX, Mar 3, 2014.

  1. Raapys Arcane

    Raapys
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    That's never been a core part of the genre though. The only core part throughout its entire history has been the thing I mentioned. And the stuff you mention does well in any genre; a shooter can quickly become a better game with some player choices and consequences. So too can strategy games, simulators, etc. Those are concept unrelated to genre as far as I'm concerned.
     
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  2. sser Arcane Cuck Developer

    sser
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    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. I feel like a lot of traditional elements of RPGs are getting blended into other genres though so it's no wonder we can't even define what they are anymore. But most games just take the numbers part of it - the "building a character" part - they rarely take the quests as a form of doing it.
     
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  3. hiver Guest

    hiver
    Drew

    mm-hmm, you almost got me there, good thinking... but you see, the success is never decided just by character skill.
    player skill plays a role, but even if you would minimize it to any single smallest "action" you (your character) can attempt - it is always also influenced by stats of equipment and by previous choices, like for example dialogue choices. - which are not always dependent on skills or stats.
    like for example, as far as dialogue choices are concerned, you can piss off an NPC or an ally just by choosing a specific dialogue line - which will make you fail some future choice or action. - regardless of your character skills and stats.
    It is one of the defining differences between TRUE RPGs and action-hybrid RPGs, yes.



    Raapys
    Yes it was, it is. Only in RPGs it is dependent on character skills and various stats and player choices. Unlike in other games.
    If there is no differences in content availability - then character skills and stats are useless. irrelevant.


    sser
    true.

    yet alone it is not enough. the effect of that progression must be felt in the gameworld for it to be meaningful.
    - in various ways, not just story wise. -
     
    Last edited by a moderator: Mar 4, 2014
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  4. NotAGolfer Arcane Patron

    NotAGolfer
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    And? Making these wrong choices is failing at player skill checks if you will. These player skills are not overridden by character skills, both complement each other, even if character skills might make those player skill challenges easier. If you reach the point where character skills really override player skills the game stops being fun and becomes a grind (enemies become trash mobs, sneaking past them becomes a braindead chore where you can just walk from A to B with the sneak-skill activated, etc.). A good example would be AoD with a pacifist build btw..

    The way you guys argue reminds me of Vince himself, who also thinks that because those player skills involved in Fallout are piss easy in the end it's okay to just scrap them altogether (like picking the right spot to use my repair skill on the town map) because we're all oh so hardcore and older games were oh so difficult (besides the difficulty to overcome bad interfaces) and that's what made them fun (okay, so where exactly is the difficulty in leveling up my specialized character build in AoD again?). Think again.
     
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  5. Lhynn Arcane

    Lhynn
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    Fuck you Drew you completely ninjaed me.

    Anyway, to make a good definition of an RPG we should just list features and core features that are in every rpg ever made, then work our way as far away from bioshock infinite as we possibly can. It doesnt matter how broad it is really, we are simply defining a genre.
     
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  6. HiddenX The Elder Spy Patron

    HiddenX
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    Ultima 7

    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 -> yes
      C2:
      you can progressively develop your characters' stats or abilities (=> e.g. through quests, exploration, conversation, combat, …) -> yes
      C3:
      you can equip and enhance your characters with items you acquire -> yes
    • Should Have
      C4:
      you can create your characters -> no - characters are predefined
      C5:
      character development requires careful thought and planning -> not really

    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 -> yes
      E2:
      you can find items that can be collected in an inventory (=> not only puzzle items) -> yes
      E3:
      you can find information sources (=> e.g. NPCs, entities, objects that provide info) -> yes, a lot
    • Should Have
      E4:
      there are NPCs in the game -> yes, many
      E5:
      you can choose a path (=> there is at least some branching) -> yes
      E6:
      you can manipulate the game world in some way (=> e.g. pull levers, push buttons, open chests, …) -> yes
      E7:
      the gameworld can affect your party (=> e.g. weather, traps, closed doors, poisoned areas, …) -> yes
      E8:
      you may have to think or plan to progress or overcome obstacles (=> e.g. unlock locked areas, repair bridges, dispel barriers, …) -> yes

    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, …) -> yes
      S2:
      you can follow quests (=> there is at least one main quest) -> yes (many)
      S3: you can progress through connected events (= Story) -> yes
    • Should Have
      S4:
      the story is influenced more or less by your actions -> yes
      S5:
      you can interact with information sources (=> e.g. NPC conversation, riddle statue question, …) -> yes
      S6:
      you can make choices in those interactions -> yes
      S7:
      your choices have consequences -> yes
      S8:
      advancing in the story requires thought (=> e.g. irreversible choices, moral dilemma, riddles, …) -> yes

    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, …) -> yes
      F2:
      Combat works with some random elements (game internal dice rolls) -> yes
      F3:
      Combat should be challenging (=> e.g. preparing, use of tactics or environment possible) -> no

    Ultima 7 features all Must Haves => it is a CRPG -> surprise :)
    The Should Haves C4, C5 and F3 are not fulfilled.

    So the CRPG must be qualified with a tag which is is easy in case of Ultima 7:
    Ultima 7 is an Adventure CRPG, character development and combat are the weaker sides of the game. The game shines with quests, story, exploration, riddles and choices with consequences.
     
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  7. Midair Learned

    Midair
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    HiddenX, all you are doing is listing elements of strategy games or adventure games. Accept that rpgs are a hybrid genre and the definition is much simpler. We know what strategy games are and what adventure games are so we can simply say that an rpg is a half-breed containing significant amounts of both genres.

    At first something might not sound like a strategy element, but replace "character" with "unit" or "development" with "building" and you see the mechanics are the same.
     
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  8. Raapys Arcane

    Raapys
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    I don't know about that. To me, the core concept of RPG, whether cRPG, tabletop or something else, has always been virtual characters and combat.
     
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  9. Kron Arcane

    Kron
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    Ultimately, it does not matter what makes a game an RPG.
    What does matter instead, is that the game has a consistent personality, soul, and mood. To be an inspired creation, just like with any other kind of game.

    A certain game might have all the features to classify as an RPG; but if it is derivative and uninspired, then it is pretty much without value to me.

    EDIT: Which is why I am probably uninterested in most the AWESOME Shitstarter RPGs.
     
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  10. HiddenX The Elder Spy Patron

    HiddenX
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    I accepted this long ago :)

    [​IMG]
     
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  11. Excidium P. banal

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    Are you seriously this dumb?
     
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  12. Whiran Magister

    Whiran
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    Here you go HiddenX, using your system, you clearly believe that Titanfall is an RPG.

    Titanfall

    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 -> yes
      C2:
      you can progressively develop your characters' stats or abilities (=> e.g. through quests, exploration, conversation, combat, …) -> yes
      C3:
      you can equip and enhance your characters with items you acquire -> yes
    • Should Have
      C4:
      you can create your characters -> yes - you can pick what abilities you want, your avatar, and what initial gear choices
      C5:
      character development requires careful thought and planning -> yes - the choices you make decide how you will play the game

    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 -> yes
      E2:
      you can find items that can be collected in an inventory (=> not only puzzle items) -> yes
      E3:
      you can find information sources (=> e.g. NPCs, entities, objects that provide info) -> yes, a lot
    • Should Have
      E4:
      there are NPCs in the game -> yes, many
      E5:
      you can choose a path (=> there is at least some branching) -> yes, open world
      E6:
      you can manipulate the game world in some way (=> e.g. pull levers, push buttons, open chests, …) -> yes, many ways
      E7:
      the gameworld can affect your party (=> e.g. weather, traps, closed doors, poisoned areas, …) -> yes
      E8:
      you may have to think or plan to progress or overcome obstacles (=> e.g. unlock locked areas, repair bridges, dispel barriers, …) -> yes

    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, …) -> yes, NPCs inform you of what's going on
      S2:
      you can follow quests (=> there is at least one main quest) -> yes - there is a main quest and many subquests to complete it
      S3:[/B] you can progress through connected events (= Story) -> yes - capturing and defending one stronghold leads to the next
    • Should Have
      S4:
      the story is influenced more or less by your actions -> yes
      S5:
      you can interact with information sources (=> e.g. NPC conversation, riddle statue question, …) -> yes
      S6:
      you can make choices in those interactions -> yes
      S7:
      your choices have consequences -> yes
      S8:
      advancing in the story requires thought (=> e.g. irreversible choices, moral dilemma, riddles, …) -> yes

    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, …) -> yes
      F2:
      Combat works with some random elements (game internal dice rolls) -> yes
      F3:
      Combat should be challenging (=> e.g. preparing, use of tactics or environment possible) -> yes

    Titanfall features all Must Haves => it is a CRPG -> surprise :)
    All of The Should Haves are fulfilled. Titanfall is the best CRPG ever! (according to HiddenX)
     
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  13. set Cipher

    set
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    Mainstream Industry Definition:

    Any game that has "perks", "levels" and "drops" AND/OR any game that has "choices" and "deep story".

    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.
     
    Last edited: Mar 4, 2014
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  14. hiver Guest

    hiver
    Just think about it... these things were the most early RPGs consisted off, and it is one of the core defining features, but even in combat centric RPGs (where dialogue doesnt play any important role) - the content(combat) is limited by character skills and stats + equipment stats.
    And we cant just count those early RPGs alone.

    I think my definition is simple enough, yet it encompasses all the core features, C&C being one of them, not the only one.

    while hidenX list is a good overview of many different secondary features that are used to present these core features in gameplay.
     
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  15. Coyote Prestigious Gentleman Arcane

    Coyote
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    You sunk my destroyer!
     
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  16. HiddenX The Elder Spy Patron

    HiddenX
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    Whiran
    I don't know Titanfall only older Call of Duties.

    And these games missing a lot in the exploration category E1, E5 in Story S6,S7,S8 , and character building C1,C4,C5, so what?
     
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  17. Whiran Magister

    Whiran
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    Using your system I just proved, by your criteria, that Titanfall is an RPG under your classification.

    If you're okay with that, that's great. It's your system after all.

    I don't agree that Titanfall is an RPG but you think it's one. To each their own.
     
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  18. set Cipher

    set
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    BioWare did say CoD is a lot like an RPGs so it could be true yano? i mean it was bioware that said it and they made bg2
     
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  19. HiddenX The Elder Spy Patron

    HiddenX
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    Whiran
    Shooters like Farcry 3 are very close to the CRPG genre. I have no problem with that.

    If Titanfall features all these elements it is certainly a game many CRPG fans would enjoy.

    I could build in a kill switch for Action Shooters in the definition:

    Must Have or Should Have under Combat:
    Combat outcome doesn't have something to do with the players physical abilties (hand eye coordination)
     
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  20. hiver Guest

    hiver
    Oh boy...

    I think my definition would stand to such scrutiny.

    As far as i can see and deduce, it provides not only the clear definition of core features that work together in ways unique to RPGs, but can be also used to differentiate between several main different kinds of RPGs.

    like this:

    [​IMG]

    Specific Character vs Player skill importance corresponding to main kinds of cRPGs.
     
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  21. set Cipher

    set
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    Skyrim requires player skill? The absence of "character skill" does not imply the presence of any required "player skill".

    Skyrim requires neither, which is why it is not a good game.
     
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  22. Midair Learned

    Midair
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    From HiddenX's diagram, story + exploration = adventure game.
    And character development = strategy game. Why? because you have separated the story element, leaving characters as equivalent to units in a strategy game.

    That is why I am saying you do not need to define elements of rpgs, as they are only elements of strategy games and adventure games and we already know what those genres are. An rpg is defined by the hybridization of these two genres. Any game that contains significant elements of both is an rpg.

    This is clear in the history of the genre with D&D being the mechanics of a war game modified to support a collaborative adventure.
     
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  23. HiddenX The Elder Spy Patron

    HiddenX
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    hiver
    I prefer this diagram - it shows the dependencies between the main CRPG categories Character Development, Exploration, Story and Combat.

    [​IMG]
     
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  24. HiddenX The Elder Spy Patron

    HiddenX
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    I agree with you (to some degree)

    (I) I could define necessary elements for strategy/tactical combat games
    (II) I could define necessary elements for adventure games

    And then say: If all of (I) and all of (II) is fulfilled you have a CRPG.

    I don't do this because I'm mainly interested in CRPGs :)
    (I) + (II) = CRPG is a bit too simple nowadays.
    I had to use even more abstract wording (chars = units etc.) to fit for all genres.
     
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  25. hiver Guest

    hiver
    You talkin to me?

    :hmmm:

    whoa man... :lol:

    btw, my illustration is purposefully limited only on showing relations between strenght of character skill vs player skill.
    it doesnt contain the rest of my definition.
     
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