the ONE thing that differentiates CRPGs from others in this genre is that there is an experience point system. (which means nothing more than a non-item based powerup)
Definition of a Traditional CRPG
Get off my lawn!
From a coding point of view, creating a nonlinear system would be an immense task, even if created with player-player interaction as the staple, such as Ultima Online. From a marketing point of view (for a single-player CRPG), I'm willing to stick my head out and say that some degree of linearity is necessary for the game to sell (to a viable market)...
How many people will play a game that gives you 20 choices of direction right from the start, with only hints of a story until hours of play into the game? (Well, lots ... but perhaps not enough)
If there wasn't a story, then your game is akin to SimCity, with no definite goal... but as soon as you include hard-coded goals, you restrict the game's replayability. Where should the compromise be struck?
And the ball is passed on...
White Fire
-fel
1) The player simply plays a role within the gaming world. Whether or not that role is pre-defined is irrelevant.
2) The cration of the role to be played is implicit in the playing of the role. A bit too confining a definition for my taste...
If we must come up with a form of computer game development semantics, I think the first definition of the two would be a much better one to use. It's is not as constraining to a particular type of game as the second and is just as correct an interpretation of RPG.
CRPG can be two very different things.
The majority of CRPGS which are considered
the "traditional" fare do include numbers
and statistics and whatnot. These,
however, do not necessarily a CRPG make.
Personally I feel it's one of those things
that can only be really defined by
comparison.
And if Zork is classified as a CRPG
(the emphasis on the C), then what is
an adventure game?
"Traditional CRPGs" would be Ultima, Wizardry and Bards Tale, if we go by just what "RPG"s have historically been.
The point of the conversation is really dealing with RPG being a misnomer as you dont really play a role. Its been quite well sumamrized as a shooter with experience points.
IMO, the term CRPG is here to stay for exactly what it means now and will just remain a misnomer.
-Geoff
I know this thread didn't start as a comparison of RPGs and CRPGs, but I figure I'll continue the digression...
Though a CRPG may have most of the trappings of a "True" RPG, most players of dice-and-paper RPGs resent the CRPGs because they are experientially VERY different. Sure, when playing a CRPG you're "playing a role" and even "gaining experience" to "develop your character", maybe even "making your own decisions" as you progress through the game...but it doesn't "feel" like an RPG.
And it's this "feel" I think that is the distinction. In a dice-and-paper RPG, the player is usually part of a small group with a dynamic that has evolved over time. Plus they are following a storyline that they have helped shape. Sure, the GM might have laid out the basic plot, but the players generate the story, the excitement.
In a CRPG, however, none of this is present. The player is either the only character, or has to keep track of 4-6 "player characters" that he rolled up for the game. There is no group dynamic. He controls the entire party. While there may be several plotlines available, he can only choose among them, not mix-and-match or even improvise his own. He can't accidentally stumble into the climax of the adventure and win through luck, clever use of skills, and sheer chutzpah.
And when there *are* multiple players, then it's usually the opposite extreme: The player is simply one of the "herd" of Great Warriors, Powerful Mages, and Infamous Thieves. Now he has interaction with other players, though it's on a very superficial level, but he's lost any semblance of a plot or story.
So, while it maybe be possible for a CRPG to match the "dictionary definition" of a traditional RPG, will there *ever* be a CRPG that can supply the "feel" of a traditional RPG? I doubt it.
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DavidRM
Samu Games
http://www.samugames.com
try define more specific concepts suchs as
games that fit in a specific class such as
CRPGs. I would suggest the following as
required for a game to call itself a CRPG:
1) The player must control at least one Alter Ego, Avatar, Character, etc.
2) The Character must advance in experience and aquire additional items or treasure.
3) There must be "Quests" to complete.
Any other ideas?
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Glen Martin
Dynamic Adventures Inc.
http://www.dynamicadventures.com
::ddnguyen wrote:::Perhaps the best way to define this genere::is to cite examples to which everyone can::agree is representivie of the group. Then::we can note similarites within them and::perhaps that will give us a good start: n a defintion. Here are my examples:[snip]::Zork[snip]:ghowland wrote::I dont remember anyone ever classifying:Zork as a CRPG, its always been an:adventure as long as I can remember it.
Which is what I was replying to.
--foo :P