Information about Computer Role Playing Games
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Despite the vast spectrum of different features and game styles that exist in the CRPG genre, there are some common elements. Probably the most salient commonality is that of the avatar, with its quantized characteristics that evolve over the course of the game, and take the place of the gamer's own skill in determining game outcomes. Another common element in CRPGs is that they usually feature a well-developed fictional setting.
Gameplay elements strongly associated with CRPGs, such as statistical character development, have been widely adapted to other video game genres. For example, , an action game, uses resource statistics (abbreviated as "stats") to define a wide range of attributes including stamina, weapon proficiency, driving, lung capacity, and muscle tone, and uses numerous cutscenes and quests to advance the story. Warcraft III, a real-time strategy game, features heroes that can complete quests, obtain new equipment, and learn new abilities as they advance in level. Some players might say that what separates these from games traditionally termed CRPGs is the inclusion of material not normally considered part of CRPGs, more than the absence of content which often is. However, many CRPG fans would say that the exclusion of these games from the genre stems from a lack of decision in character advancement, one of the key aspects in most CRPGs.
Overview
CRPGs are originally derived from traditional role-playing games, especially Dungeons & Dragons, and use both the settings and game mechanics found in such games. The stories featured usually involve a group of characters (a party) who have joined forces in order to accomplish a mission or "quest". Along the way, the adventurers must face a great number of challenges and enemies (usually monsters inspired by fantasy, and, to a lesser extent, science fiction and classic mythology).Characters have a variety of attributes such as hit points. These attributes are traditionally displayed to the player on a status screen as a numeric value, instead of a simpler abstract graphical representation, such as the bars and meters favored by video games in general.
Character development
Players are allowed to choose how they want to improve their character's (or party's) performance in terms of attributes, skills, special abilities, and equipment. These improvements are given as rewards for overcoming challenges and achieving goals. The conditions that need to be met in order to earn these rewards may vary; some games are focused on defeating enemies, while others emphasize completion of the quests. The amount of freedom players are given when choosing what to improve also varies by game; some allow highly detailed and specialized customizations (known as "builds"), while others automate the process almost entirely. In many games, players are allowed to name and create the concept of their characters, as opposed to playing the role of a pre-defined protagonist. When creating a character from scratch, players might be able to choose their race. Players choose a character class or profession that defines the focus of their training in different aptitudes such as weapons mastery, social skills, spell-casting, and stealth. Some games allow characters to advance in more than one of these professions, but this usually carries some form of disadvantage in order to maintain game balance. Some games also allow the player to choose a "background" or "vignette" that defines the history of the character, prior to gameplay.Two different systems of rewarding the player characters for solving the tasks in the game can be set apart: the experience system (also known as the "level-based" system) and the training system (also known as the "skill-based" system). The former system, by far the most common, was inherited from traditional role-playing games and emphasizes receiving "experience points" by winning battles, performing class-specific activities, and completing quests, which are then "invested" by the player into the necessary skills. The second system is similar to the way the Basic Role-Playing system works. It was first used in CRPGs in Dungeon Master, and emphasizes developing the character's skills by using them - meaning that if a character wields a sword for some time, he or she will become proficient with it. This system was later used in the The Elder Scrolls series, as well as the Dungeon Siege series.
Both character development systems have their advantages and disadvantages. The experience system allows more flexibility and fairness in rewarding the completed tasks, but is generally unrealistic, since it is, for example, theoretically possible to develop a character's warrior skills without ever actually using them in game. The training system does not imply any reward for the completed quests, except a material one, assuming that the character trained his or her skills while working towards the set goals. However, such systems tend to over-simplification (as seen in Dungeon Siege) and are often considered a step away from classical CRPGs towards the action RPG genre. Many games, such as Oblivion (the Elder Scrolls), utilize both the training system and experience system.
In most computer role-playing games, character advancement does not affect the characterization of the player character. and Fallout both stand as notable exceptions to this trend for their inclusion of complex quest structures and NPC behaviors that were altered depending on the player's choices, with Torment taking into account the player's predilection for order or chaos and Fallout introducing reputation-based traits such as "Protector of the Wastes", "Child Killer" or "Gigolo." Other D&D-based games (including the Baldur's Gate and Knights of the Old Republic series) also offered many opportunities to shape the player's character, changing the nature of the game and its NPC reactions.
Themes
There is a marked tendency for CRPGs to be set in a fictional high fantasy world, likely the result of cautious investment in new genres by the computer gaming industry, although there are numerous exceptions. Whereas traditional role-playing games have since diversified, fewer CRPGs feature elements from space opera, post-apocalyptic, alien and other science fiction themes. Few take place in historical or modern settings. Several notable exceptions to this trend are (steampunk), ("gothic punk"), Starflight (science fiction), Darklands (a blend of medieval German history and legend), Star Wars Galaxies (space opera) and Fallout (post-apocalyptic).Navigation
An important characteristic of a CRPG is freedom of movement. Most CRPGs allow the player to travel where he wants, putting few or no implemented restrictions of where the player can go, locked doors not withstanding. This makes exploration an important element to all CRPGs.Characters in CRPGs often travel long distances or navigate through complex and maze-like locations in order to accomplish their goals; thus, many use a system of maps to help the player navigate through the game's overworld and various areas accessible therein.
Since Akalabeth, these games feature characters moving on one or more maps. When the player-character in that game entered a dungeon or city, the view was often changed from a map view to a player view. This representation was also used by many console RPGs including the first nine Final Fantasy titles. But since Bard's Tale II, many CRPGS now feature a player view also in travels showing fully developed and complex landscapes, and only show the map to help the player. Ultima 6 and Ultima 7, on the other hand, used a "map" view (with a narrow field of vision) even in the dungeons. This system was also used in many console RPGs, such as the first seven Dragon Quest games.
Some games feature maps that must be viewed on their own separate screen, while others feature an automap that is always visible during normal gameplay. These maps commonly keep track of a character's current location and important destinations. Although these maps generally make navigation easier for the player, some games limit the visibility of the map intentionally to provide additional challenge or more realism.
Quest Structure
Computer role-playing games, more so than any other genre, are famous for having long and involved quests. In particular, many of the most famous and well-regarded CRPGs such as Fallout contain multiple quest solutions and nonlinear gameplay through branching plots and often multiple endings. Different character builds may approach quests differently, using diplomacy, violence, subterfuge, bribery, or a variety of other methods, often driven by character as opposed to player skill. Many quests in CRPGs are optional, allowing for freedom of choice in defining a character's goals and intentions. In some CRPGs, such as , choosing one path over another may have moral implications, potentially changing the alignment of the player. In some other CRPGs, such as or Geneforge, a set of quests may be mutually exclusive with another set, forcing the player to come to a decision on the possible long term effects. Such quests often affect the player's standing with a particular faction which may help or hinder the player. Thus the player's choices can have profound consequences later in the game.Encounters
The CRPG travel system usually uses a map view and a set of nodes that the player can traverse to. During travel, the player characters may wander around in dangerous places, such as enemy strongholds or the savage wilderness. In some games, these locations will spawn random encounters, usually when the characters are moving. A random encounter may be benign in nature, such as finding a friendly non-player character or a wandering merchant, or it may be hostile, such as being spotted by a group of enemies or walking into a trap. Encounters are more often hostile than benign. By encountering and defeating enemies, the group of characters may be rewarded with loot and experience points, just as in many of the simpler traditional fantasy RPGs. Participating in random encounters repeatedly for the sake of amassing these rewards is referred to as grinding. Enemy characters featured in random encounters rarely have any impact on the story. Some games, instead of using a traditional random encounter system, show wandering monsters on the screen before the player is forced to interact with them. This way, the player is able to better prepare for the encounter or avoid it altogether (if possible).Some encounters in CRPGs are not random; they happen automatically when the player reaches a certain point in the story. These encounters are usually important events and may be foreshadowed in some way. The vast majority of these non-random encounters are "bosses", enemy characters of importance who are always more difficult to defeat than any common random encounter. Other scripted encounters may include unavoidable guards, characters seeking the player's attention, or incidents that are critical to the story. Like most video games, CRPGs often feature a climactic final encounter, after which the game soon reaches its conclusion.
Random encounters are no longer frequently used in modern CRPGs, although randomly generated wandering monsters (shown on screen) remain common.
Combat
Almost every CRPG features combat as one of the main challenges to the player. A good portion of these games is spent avoiding, preparing for, or carrying out fights. Combat is usually carried out in either turn-based or real-time mode.In a classical turn-based system, only one character may act at a time; all other characters remain still, with a few exceptions that may involve the use of special abilities. The order in which the characters act is usually dependent on their attributes, such as speed or agility. This system rewards strategic planning more than tactical quickness. It also points to the fact that realism in games is a means to the end of immersion in the game world, not an end in itself. A turn-based system makes it possible, for example, to run into range of an opponent and kill him before he gets a chance to act, or duck out from behind hard cover, fire, and retreat back without an opponent being able to fire, which are of course both impossibilities. However, tactical possibilities have been created by this unreality that did not exist before; the player determines whether the loss of immersion in the reality of the game is worth the satisfaction gained from the development of the tactic and its successful execution.
In real-time mode, there are no turn restrictions and characters may act at any time. Action tends to be more frenetic though sometimes difficult to control. An example of a CRPG featuring real-time combat is Diablo. Many real-time CRPGs are classified as action RPGs.
A variant of this mode called "real-time with pause" allows the player to pause the game and issue orders to all characters under his/her control; when the game is unpaused, all characters follow the orders they were given. This system, abbreviated as RTwP, has been particularly popular in games designed by Bioware. The most famous RTwP engine is the Infinity Engine. A similar system can be found in the Final Fantasy series; time can be set to flow normally, or flow up until the start of the Player Characters' next available actions, or paused. When set to normal, it is identical to live action, with emphasis on quick decisions. Set to wait, it effectively has an autopause, and strategies can be contemplated.
Early Ultima games featured a semi-real time system: they were strictly turn-based, but if the player waited more than a second or so to issue a command, the game would automatically issue a pass command, allowing the monsters to take a turn while the PCs did nothing.
There is a further subdivision by the structure of the battle system; in many early games, such as Wizardry, monsters and the party are arrayed into ranks, and can only attack enemies in the front rank with melee weapons. Other games, such as most of the Ultima series, employed duplicates of the miniatures combat system traditionally used in pen-and-paper games. Here, icons representing the players and monsters would move around an arena modeled after the surrounding terrain, attacking any enemies that are sufficiently near.
History and chronology
These early Ultima and Wizardry games are perhaps the largest influence on the later console RPG games that are now popular. Many innovations of (1983) eventually became standards of almost all RPGs in both the console market (if somewhat simplified to fit the gamepad) and the personal computer market. Later Dungeon Master (1987) introduced realtime gameplay and several user-interface innovations, such as direct manipulation of objects and the environment with the mouse, to first-person CRPGs.
Criticisms
CRPGs often face criticism from players of traditional RPGs. A common reason for this is the fact that many CRPGs focus on combat and statistical character management instead of storytelling and thorough characterization. This trend is called powergaming. Players also criticise the fact that the player has limited, pre-programmed control over their digital avatar, rather than unlimited control of a character who may interact with any aspect of the game's world.These are common criticisms of simulated realities in general; indeed, these criticisms are also directed at players of older role-playing games. A virtual world might create the illusion of freedom in terms of choice and motion, but even in the most free-form CRPGs, a player's actions are limited by the amount of content that a game's designers are able to program. Narrativist RPG players, being used to having no such pre-defined limitations, find themselves unsatisfied with the experience provided in CRPGs.
Many gamers feel that it is inaccurate to use the term "role-playing game" to describe games in which the characterization of the game characters is determined by the game designer rather than the players' portrayal of their roles. However, this is a criticism of the term rather than of the games themselves.
Although current technical limitations may not allow CRPGs to be as open-ended and free as traditional RPGs, numerous games allow for considerable variation in their content delivery. Many games also feature graphic engines designed to be easily modified by enthusiasts, who with their own variations and ideas may add new graphical content and build their own home-grown setting and stories. Some games such as and Neverwinter Nights also feature built-in "storytelling" multiplayer modes which provide one player all the functions of a gamemaster. However, future developments in artificial intelligence may lead to the development of CRPGs which answer all the traditionalist criticisms.
Another major criticism of CRPGs is one inherited from their roots in early, combat-focused role-playing games — that their typically strong emphasis on statistics and numbers for many facets of gameplay has diluted "role-playing" into "roll playing." In many cases, it's not clear where to draw the line between player choices and numerical determination. For instance, whether there should be a stat-based skill for information gathering has long been the subject of debate in the RPG community.
Variant terminology
Because traditional role-playing games predate them, computer RPGs were given the abbreviation “CRPG” as they increased in popularity to avoid confusing the two. In Japan, however, video game RPGs became widely popular first, so the term “RPG” (in the Latin alphabet) is used for them primarily, while the original versions are given the retronym “PRPG”. Outside Japan, console RPGs are frequently referred to as “JRPGs”, and computer RPGs are sometimes referred to as Western role-playing games (WRPGs[2]).CRPGs which mainly feature complex, squad-based combat systems are known as Tactical RPGs, and may be abbreviated as “TRPGs”. Some prefer to call them “Strategic RPGs”, thus they may also be referred to as “SRPGs” instead. Tactical RPGs feature a strong emphasis on tactical combat, usually turn-based. This subgenre borders with Real-time tactics and Turn-based tactics, and some games are considered to belong to both the CRPG and Tactics genres, or be a hybrid between them. Jagged Alliance and Silent Storm are famous Turn-based strategy games that are also classified as part of the tactical RPG genre.
Many games commonly referred to as CRPGs, such as Diablo II or Dungeon Siege, are often described more specifically as Action RPGs. This subgenre tends to be faster-paced, more skill intensive and focused on combat, while lacking developed plot and dialogue. Sometimes Action RPGs are also referred to as hack and slashers.
Games that take significant elements from CRPGs and other genres, but don't have a genre name like "Action RPG" yet, are usually referred to as "hybrids." For instance, System Shock 2 and Deus Ex are two famous FPS/RPG hybrids. Warlord's Battlecry and are RPG/RTS hybrids. Other games, such as Space Rangers 2: Rise of the Dominators, have so many different genres mixed together (i.e. CRPG, RTS, Elite-style trading simulation, TBS, text adventure, SHMUPS) that they defy any meaningful singular characterization. These games are usually simply referred to as multi-genre.
Furthermore, any CRPG developed by an amateur developer is usually referred to as an Indie ("Independent") role-playing game. Popular Indie role-playing games include Avernum and Geneforge. Indie role-playing games are not a distinct subgenre but their small budgets usually have a dramatic effect on the game design.
Differences between PC RPGs and Console RPGs
List of companies
Below is a list of game developers who specialize in or have created notable computer role-playing games.
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Prominent designers
- Brian Fargo
- Chris Taylor
- Chris Avellone
- David W. Bradley
- James Ohlen
- Jason D. Anderson
- Josh Sawyer
- Julian Lefay
- Leonard Boyarsky
- Richard Garriott
- Timothy Cain
See also
- Adventure game
- MMORPG
- MUD
- Roguelike
- Tactical role-playing game
- Console role-playing game
- Turn-based strategy
- RPG Maker
- Simulation game
- List of computer role-playing games
- Cultural differences in computer and console role-playing games
References
1. ^ CRPG - The Online Dictionary.. Retrieved on 2006-08-09.
2. ^ WRPG - The Online Dictionary.. Retrieved on 2006-08-09.
2. ^ WRPG - The Online Dictionary.. Retrieved on 2006-08-09.
External links
- Gamasutra history of computer RPGs
role-playing video game is a video game which uses the game mechanics and/or settings of non-electronic role-playing games. This can refer to:
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computer role-playing game (CRPG) genre began in the mid-1970s, inspired by role-playing games such as Dungeons & Dragons. A predominantly occidental genre, much as the console role-playing game was dominated by the Japanese, CRPGs gained in popularity during the 1980s to
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tactical role-playing game (abbreviated as TRPG; sometimes referred to as strategy role-playing game or SRPG) is a type of video game which incorporates elements of traditional computer or console role-playing games, and tactical wargames.
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action role-playing game or action RPG is a type of computer and console role-playing game which requires quick action or reflexes from the player. So-called "Diablo clones" and other hack and slash games are also part of this genre (see History).
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Western RPG (also known as the Computer RPG) and Eastern RPG (also known as the Console RPG). Each follows a general pattern in terms of art style, storyline, and game mechanics.
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video game is a game that involves interaction with a user interface to generate visual feedback on a video device.
The word video in video game traditionally refers to a raster display device.
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The word video in video game traditionally refers to a raster display device.
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role-playing game (RPG; often roleplaying game) is a game in which the participants assume the roles of fictional characters and collaboratively create or follow stories.
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Dungeons & Dragons (abbreviated as D&D or DnD) is a tabletop fantasy role-playing game (RPG) originally designed by E. Gary Gygax and Dave Arneson, and first published in 1974 by the Gygax-owned company Tactical Studies Rules, Inc. (TSR).
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The AVATAR protocol (Advanced Video Attribute Terminal Assembler and Recreator) is a system of escape sequences occasionally used on Bulletin Board Systems (BBSes).
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A statistic (or stat) in role-playing games is a piece of data which represents a particular aspect of a fictional character. That piece of data is usually a (unitless) integer or, in some cases, a set of dice.
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In fiction, the setting of a story is the time and location in which it takes place. Broadly speaking, the setting provides the main backdrop for the story. Sometimes setting is referred to as milieu
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Action games could be considered the video game equivalent of action movies. Action games typically feature violent physical force, especially shooting, as their main interactive feature. Beat 'em up, Shoot 'em up and platform game are all subcategories of the action game genre.
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For the film and television narrative technique, see .
A cut scene or cutscene is a sequence in a video game over which the player has no control, often breaking up the gameplay and used to advance the plot, present character development,
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A real-time strategy (RTS) video game is one that is distinctly not turn-based. The phrase real-time is used to distinguish such games within the broader genre of strategic wargames, which has a longer history both inside and outside of video gaming.
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role-playing game (RPG; often roleplaying game) is a game in which the participants assume the roles of fictional characters and collaboratively create or follow stories.
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Dungeons & Dragons (abbreviated as D&D or DnD) is a tabletop fantasy role-playing game (RPG) originally designed by E. Gary Gygax and Dave Arneson, and first published in 1974 by the Gygax-owned company Tactical Studies Rules, Inc. (TSR).
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A quest in a gaming context, especially in MMORPGs, is generally a task or series of tasks, which a player or group of players may complete in order to gain a reward. Rewards may include experience points, loot, spells, in-game currency, faction hits, access to new rooms or areas,
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An attribute is a piece of data (a “statistic”) that describes to what extent a fictional character in a role-playing game possesses a specific natural, in-born characteristic common to all characters in the game.
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Health is a gameplay mechanism, used in various forms of role-playing and video games to give a value to characters, enemies, NPCs, and objects related to death and/or the defeat of the player, enemies, or NPCs, or the destruction and/or ruination of the object.
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