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by Andrew Ross To begin with, what makes an RPG an RPG? Video game RPGs' origins are the P&P (pen and paper) RPGs, and because of this I feel that true experience growth and development is a must for an RPG. By experience growth, I mean characters who earn experience points by fighting other characters and thereby build their attributes. This represents that the character has learned something from his experience with the other character. In my opinion, there are 3 subgenres of RPGs. The first is the traditional RPG, which has experience growth and menu-based combat. This can be turn-based (Wild Arms) or feature active time battles (Final Fantasy IV-VII). The second subgenre is the action RPG, a normal RPG that drops the menu-based combat. Instead, battles occur in real time (Secre of Mana). The third RPG subgenre is the strategy RPG. Once again, the subgenre is based on the battle system. The focus is on strategic movement on the battle field, but there is still experience growth. There is one more genre that is sometimes confused with RPGs. This is the adventure genre. An adventure game is basically an epic action game. There is usually a strong back story. There is also usually growth not by experience points, but by items such as weapons, life containers, and armor. The adventure genre usually has a lot of action with plenty of puzzle elements. How does all this apply to the Zelda series? Let's look at each Zelda seperately.
What genre will Zelda: The Ocarina of Time fall under? Judging by the screen shots, it looks as if it's an adventure game. I have seen the traditional Zelda hearts in the screen shots, a pretty clear indication of an item-based character growth system. |
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