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What makes an RPG and what doesn't? Role-playing games are older than video gaming itself, but until recently, were not very popular in the United States. Now, due to the popularity of RPGs, there are still people who will classify just about any game as an RPG. These days, far too many games have the label "RPG" slapped onto them by players and the media. Many of these games are then played and enjoyed by gamers everywhere under the guise that the game is an "RPG". Then, when a game truly worthy of the "RPG" label is introduced, the gamers revolt against it en masse. The recent release of SaGa Frontier, combined with the negative gamer reaction, is proof we need better definitions of RPGs. I would like to take a stand on the issue and propose stricter definitions of the various kinds of RPGs. There are actually several groups within the main RPG cluster, as well as many games which I still see people classifying as RPGs which simply do not fit into the cluster. There are certain things to keep in mind when classifying possible RPGs: 1. Just because a game has swords and sorcery does not necessarily make it an RPG. Although most "traditional" RPGs have swords and sorcery as their key themes, that does not mean every game with swords and sorcery is an RPG. 2. Likewise, swords and sorcery is not necessarily a prerequisite for an RPG. There are plenty of RPGs out there which use "alternatives" to swords and sorcery. (Example: The Mother series uses baseball bats and psychic powers in its place.) 3. RPGs keep the real game and the battle interface separate from each other. Non-RPGs do not. 4. Due to number 3 above, there is no such thing as an "action RPG." With that said, here are the definitions proposed: (NOTE: I tried to cite the developers of the games below where I could, but I could always be wrong. In addition, there's a few games listed below which I have no idea who developed. If anyone could fill those holes for me, I'd appreciate it...) TRADITIONAL ROLE-PLAYING GAMES Traditional RPGs may have a linear or non-linear plot with at least one central objective which signifies the end of the game. In a linear plot, the player is required to get from point A to point B in order to progess within the game. In a non-linear plot, the player is allowed to explore the entire game without being told what the player is required to do next. In most traditional RPGs, players are allowed to create their own characters. A "party" in the traditional RPG is a group of player-defined characters. Characters have no story behind them, and hence, no "character development." Note that some RPGs do include pre-set characters, but the stories behind these characters is sketchy at best. Typically, though, pre-set characters appear in RPGs only as non-playable characters (NPCs). The battle engine is separate from the actual game play. During battle, the player can not directly control the characters, but instead commands them to perform basic operations. The success/failure rate of these operations depends on the character's ability to perform them, the enemy's statistics, and chance. Monsters in traditional RPGs are typically allowed to join the party. Some "wandering creatures" volunteer to join the party, while others must be summoned. Traditional RPGs have a plot, but have little to no developing storyline. Typically, the plot of a traditional RPG is the entire story; there are very few (if any) plot twists to a traditional RPG. Examples of traditional role-playing games:
INTERACTIVE STORY ROLE-PLAYING GAMES In sharp contrast to traditional role-playing elements, interactive story RPGs focus on telling the player a complex story. The story line follows a central group of characters who each fit into the story in some way or another. The interactive story RPG, then, focuses on a large story which tracks the development of each character. Because of the character development in each interactive story RPG, the characters are almost never defined by the user. The cast of characters is almost always completely defined by the game itself. Since the plot and characters are constantly being developed by the story, interactive story RPGs are required to be linear. Players progress through interactive story RPGs by doing exactly what the game requires them to do. Monsters are never summoned into the party; instead, a summoned monster may execute one attack before leaving. Interactive story RPGs are a rather new concept to the world of role playing, but already the most popular RPGs being produced at this time tend to be of the interactive story type. However, it is still important to distinguish this as a type of an RPG, not necessarily the only type. Examples of interactive story RPGs:
STRATEGY GAMES Strategy games are a sub-set of RPGs which focus entirely on battle strategy and tactics. Strategy games typically have a small group of "lead" characters, and are otherwise made up of large groups of generic characters. The lead characters can have a story behind them, but the generic characters do not. The plot of a strategy game can be either linear or non-linear. If the lead characters have a developing story behind them, then the plot is typically linear. If the lead characters do not develop storywise, then the plot is typically non-linear. The main difference between traditional RPGs and strategy games is the battle engine. Battles in strategy games involve commanding characters and objects, typically referred to as "units." The objective of each battle is often reported to the player prior to the battle, but in cases where it is not, the purpose of the battle is almost always to "defeat the enemy forces." Each unit has its own unique strengths and weaknesses in battle. The key to winning battles is to find effective ways to use each unit. Since the enemy forces are typically as strong as the player's, the outcome of the battle will almost always reside on the effective use of available units. Examples of strategy games:
ROGUE AND ROGUE-LIKE ADVENTURE GAMES These games are not RPGs, but are often mistaken for them. Rogue-like games involve the player creating a character and then entering a dungeon. Dungeons are randomly generated and are typically 16-20 floors deep. As the player decends deeper into the dungeon, the treasure encountered gets better, but the monsters also get more fierce. Combat takes place within the regular game, and is initiated when the player tries to move onto the same space as the enemy. Spells are learned by finding and reading books which teach the spell(s). Also available are staffs which can cast certain spells a limited amount of times. Some Rogue-like games have a "base town" where all shops and commerce take place. Others have shops integrated into the dungeon. Examples of Rogue-like adventure games:
ZELDA AND ZELDA-LIKE ADVENTURE GAMES These games are also commonly mistaken for RPGs, or are called "action RPGs." Actually, they are not RPGs in any way whatsoever. Adventure games are typically linear in some fashion, but become more non-linear as the player progresses with the plot. Adventure games may have magic, a party of characters, and some other RPG elements. What sets adventure games aside from RPGs, however, is how combat works. In adventure games, the player has full control over the character's actions. Battles do not take place separately from the actual game, but are part of the game itself. Combat instead involves using a directional pad to move the character around, and another button to attack. Examples of Zelda-like adventure games:
INTERACTIVE STORY ADVENTURE GAMES This kind of adventure game is nearly the same as the interactive story RPG definition, except for one thing: Interactive story adventure games have no battle engine. Instead, these games are typically loaded with puzzles to be solved in order to progress. It's still possible for the character(s) in the game to "die", but death only comes by incorrectly solving a puzzle, or by any "suicide" action the player may take. Examples of interactive story adventure games:
Closing thoughts: "Role playing" is sort of a vague description. Anyone can argue that the adventure games listed above are actually RPGs because the player "plays the role" of the character(s). While that may be true, none of the games originally given the RPG title were like that. Until recently, no one ever called any of the Legend of Zelda games "RPGs." (In Nintendo Power Magazine's second compilation of the NES game list, printed at least eight years ago, the Zelda series sat in the "Adventure" category.) As a result, far too much is being classified as an RPG these days. But with stricter definitions for RPGs, perhaps we can set the record straight. |
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