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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Mon Apr 07, 2003 6:48 pm    Post subject: game categories on RPGDX [quote]

I have to say, the categories on RPGDX make little to no sense to me. In particular:

  • To me, rogue-like is a style of gameplay, not a way of representing the game world. There are Angband varieties with graphics, are they not rogue-like? Diablo plays exactly like Angband, is it not a rogue-like?
  • The whole "adventure" category... To me, "adventure" means the Sierra or LucasArts adventure games. Outside the context of computer games, an "adventure" is more or less a "quest", and therefore describes almost all rpgs. I would classify Zelda as an action rpg. It's a traditional rpg except the combat is arcade-style instead of turn-based or "active time".
  • The defining characteristic of the "dungeon" category seems to be the first-person perspective. If that's the case, why call it "dungeon"? Wouldn't "first-person" be more accurate?
  • The stategy category: "Combat is usually depicted by hexagonal or grid combat fields and makes up at least 90% of the gameplay time. " First off, this describes a lot of games that I wouldn't call strategic. For ecample, rogue-likes. But more importantly, it excludes many games that involve real long-term strategy. For example, King of Dragon Pass is almost a pure strategy game (with minor rpg elements), but it involves very little combat.
  • "Traditional" seems to be a catch-all category, including most Japanese rpgs, most Western rpgs, and (ironically) all games that are too quirky to fit into any of the other categories. Nothing really wrong with that, but I have to wonder if it wouldn't make sense to subdivide it further, as it currently includes far more games than all the other categories combined.
  • On a more general note, it seems that there is a lot of overlap between the catagories. Where would a first-person Zelda clone with ASCII graphics go?
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MANDRAKE_yoinbk
Guest





PostPosted: Mon Apr 07, 2003 7:24 pm    Post subject: [quote]

Quote:

To me, rogue-like is a style of gameplay, not a way of representing the game world. There are Angband varieties with graphics, are they not rogue-like? Diablo plays exactly like Angband, is it not a rogue-like?


No, Daiblo is not "roguelike". This is a genre that is based on imatating rogue games. It goes back to rogue, Hack, Nethack, etc etc etc. This would be like syaing "text adventure games are just adventures without graphics". There is an obv diffrence.

Quote:

The whole "adventure" category... To me, "adventure" means the Sierra or LucasArts adventure games. Outside the context of computer games, an "adventure" is more or less a "quest", and therefore describes almost all rpgs. I would classify Zelda as an action rpg. It's a traditional rpg except the combat is arcade-style instead of turn-based or "active time".


Nope. Adventure games, even though they share a few games from history as RPG's as their roots, are not the same as RPG's. For example, play Ultima, or Dragon Warrior. Now play Kings Quest. What are teh diffrences? 1. No combat. None at all. 2. greater focus on puzzle solving. 3. Greater focus on Story lines. True, alot of modern RPG's are starting to incorprate Adventrue gaming schtuff (hell, FF7's engine is a direct rip off of the old Adventure Games "Alone in the Dark", and if it wasn't for the leveling up, the combat, the multiple part memebers, and some other RPG tidbits, I would classify FF7,8,9 as being adventure games...).

Zelda is not an RPG. Maybe later Zelda's contain more RPG influences, but the original zelda showed very little/nothing to with RPG's. RPG elements not found in Zelda: skill progression/levelling up, turn based combat (right, you could say it's an action RPG, but throwing in the word action does not nullify the fact that all RPG's that came out at the time had Turn-based battles),complex NPC interaction (we are talking about only Zelda 1 in this instance, Z2 and Z3 both had more RPG elements, and Z2 was a real clusterfuck of cross pollination, it had action, adventure, rpg, platform game and etc elements). Add in to the fact that the back of the box (which I own) for Zelda 1 calls it "Action Adventure" game. Which makes more sense, it has all of the puzzle solving intracracies that most Adventure games have, but with action combat.

Quote:

The defining characteristic of the "dungeon" category seems to be the first-person perspective. If that's the case, why call it "dungeon"? Wouldn't "first-person" be more accurate?


No. Almost all first person RPG's in that "style" is dungean based. Most of these games are imatations of Might and Magic, Wizards and Warriors, Swords and Serpents and Ultima Underworld.

Quote:

The stategy category: "Combat is usually depicted by hexagonal or grid combat fields and makes up at least 90% of the gameplay time. " First off, this describes a lot of games that I wouldn't call strategic. For ecample, rogue-likes. But more importantly, it excludes many games that involve real long-term strategy. For example, King of Dragon Pass is almost a pure strategy game (with minor rpg elements), but it involves very little combat.


I agree with Bjorn's Description. You don't really make a clear point here.

Quote:

"Traditional" seems to be a catch-all category, including most Japanese rpgs, most Western rpgs, and (ironically) all games that are too quirky to fit into any of the other categories. Nothing really wrong with that, but I have to wonder if it wouldn't make sense to subdivide it further, as it currently includes far more games than all the other categories combined.


That's because alot of games going into "traditional" don't belong there. We can't enforce these genres in a draconion style. I would say traditional would be the console style Ultima inspired RPG style games. IE: Dragon Warrior, FF, Grandia, Grandia 2, etc. Those that have a very "classical" style gameplay, or "pure RPG" with very little hybrid elements.

Quote:

On a more general note, it seems that there is a lot of overlap between the catagories. Where would a first-person Zelda clone with ASCII graphics go?


First off, why? And secondly: action. It doesn't have Wizards and Warriors flavor, it doesn't go in Dungean. If it has ASCII graphics but doesn't play like a roguelike, then it's not a rogue like. OTOH, I'm assuming the zelda clone part is an action RPG part.
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Mon Apr 07, 2003 8:22 pm    Post subject: [quote]

MANDRAKE_yoinbk wrote:

No, Daiblo is not "roguelike". This is a genre that is based on imatating rogue games. It goes back to rogue, Hack, Nethack, etc etc etc. This would be like syaing "text adventure games are just adventures without graphics". There is an obv diffrence.


Diablo has the basic elements of roguelikes: a dungeon with monsters to kill, treasure to loot, and very little else.

Roguelikes have evolved quite a bit since the original Rogue.

Quote:

Nope. Adventure games, even though they share a few games from history as RPG's as their roots, are not the same as RPG's.


I'm not arguing that adventure games are rpgs.

Quote:

Zelda is not an RPG.


Then why have the "adventure" category at all?

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Maybe later Zelda's contain more RPG influences, but the original zelda showed very little/nothing to with RPG's.


About as much as Diablo, actually. Action-filled battles, becoming more powerful mostly through equipment, and very limited/abstracted "quests" and npcs interactions.

Quote:
Add in to the fact that the back of the box (which I own) for Zelda 1 calls it "Action Adventure" game. Which makes more sense, it has all of the puzzle solving intracracies that most Adventure games have, but with action combat.


Actually I see less adventure game influence than rpg influence in Zelda. The puzzle style is completely different. It's an "adventure" in the traditional sense that predates computer games.

Quote:
No. Almost all first person RPG's in that "style" is dungean based. Most of these games are imatations of Might and Magic, Wizards and Warriors, Swords and Serpents and Ultima Underworld.


Might & Magic IV and Dragon Warrior III had about the same distribution of outdoors and dungeon areas.

Quote:
I agree with Bjorn's Description. You don't really make a clear point here.


(Grid-based/turn-based) combat does not imply strategy. Strategy does not imply combat.


Last edited by Rainer Deyke on Tue Apr 08, 2003 12:46 am; edited 1 time in total
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Mon Apr 07, 2003 11:12 pm    Post subject: [quote]

Ok, let me first say thay I really like some discussion about this, because this categorizing of RPGs is not my specialty. I've been playing too few RPGs for that. In my news post I have clearly stated that I took the genres and their descriptions from the RPG Gold Compo 2003 website, for which I asked the author's permission. To me, that looked like an ok list of genres.

I can understand, however, that people will disagree on particularly how a genre is described and which genres should be present and which not. I have removed non-linear and compo-entry because they were clearly not genres but rather single attributes.

I'll comment on each current RPG style:

  • Traditional (77)
    Clearly overpopulated, I'm sure lot's of games in here will fit in one of the other categories though. I think FF-style sums up this one. I welcome suggestions to make the description more specific.

  • Action (12)
    In this case, it's all about focus. If a game has a strong combat and leveling up focus, preferably real-time, it's an action RPG. Diablo clearly enteres this category. Arguably, so do Roguelike RPGs, but because they are so entirely different (much more depth, more versatile, playing with keyboard, turn-based, etc.) I have made Roguelike a seperate RPG type.

  • Strategy (3)
    From my point of view this type has tile-based, turn-based, party-based combat. I have played only one game of this type, but can't remember it's name. Combat would take long, after which a short journey was made on the world map and some dialogue, and then another round of combat. Improvements on the genre description are welcome.

    I think Roguelike doesn't go into this category mostly because there is no seperation between combat and the rest of the game and it's single person.

    What makes King of Dragon Pass a strategy RPG, when it involves little combat? I do not know the game.

  • Adventure (4)
    I have always wondered why people stated Zelda was not an RPG. When I played it, clearly I was playing the role of a little guy and needed to solve an interesting quest. It also looked like an RPG, with it's top-down tile-based graphics.

    But indeed, Zelda is rather action packed making it fit perfectly in the Action section. Maybe the description of Adventure RPGs should be adapted. I'm thinking of Adventure RPGs as RPGs that have linear gameplay, and focus on puzzle solving more than combat. In this way though, Zelda was indeed an Adventure RPG because it had many puzzles, even beating the bosses was always puzzle-like in that you had to find out how to deal damage, and because it had a linear story.

    So I guess the most important aspect missing in this genre is the puzzle aspect. And now that I think of it, the puzzle aspect may be inappropriate for the Traditional RPG description, as I don't recall Final Fantasy having much (or even any?) puzzles.

  • Engine (4)
    Not a genre, just something that could not find a better spot.

  • Dungeon (0)
    In this case, first-person is not strict enough for me because this type of RPG was clearly based on streight corridors and allowed only 90 degree turns. The Dungeon genre clearly falls under first-person though, so it might be a good idea to broaden this RPG type up a bit. On the other hand, if I think about other first person RPGs like Morrowind for example, that's clearly an action RPG because of it's focus on realtime combat.

  • Text based (0)
    Text adventures might not be really RPGs, but some have RPG elements like Zork, which allowed you to collect treasures, fight monsters and get injured. And I think Barok was working on a text based RPG... :-)

  • Roguelike (2)
    In my opinion, this one deserves a seperate category because it is so it's own style. Indeed, Diablo is heavily based on this type, but it has a totally different feal to it. While Diablo would go into Action, I don't agree with putting Roguelikes into Action.


I'm sorry for the long read...
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BigManJones
Scholar


Joined: 22 Mar 2003
Posts: 196

PostPosted: Tue Apr 08, 2003 1:37 am    Post subject: [quote]

I'll throw in my 2 cents...

Action rpg - Zelda (edit: and feyna's quest). There is action, puzzle solving, all in real time.

Console rpg - final fantasy, chrono-trigger, etc...

Computer rpg - everything else ;P
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Tue Apr 08, 2003 1:58 am    Post subject: [quote]

Bjørn wrote:

Traditional (77)
Clearly overpopulated, I'm sure lot's of games in here will fit in one of the other categories though. I think FF-style sums up this one. I welcome suggestions to make the description more specific.


If many of those games really fit into other categories, then the problem is probably in the description or naming of those other categories. One way to make this category less inclusive would be to rename it "console-style" or "Japanese-style'. However, I'm sure if that's a good idea. Having a catch-all category for games that don't fit anywhere else is nice.

Quote:
Action (12)
In this case, it's all about focus. If a game has a strong combat and leveling up focus, preferably real-time, it's an action RPG. Diablo clearly enteres this category. Arguably, so do Roguelike RPGs, but because they are so entirely different (much more depth, more versatile, playing with keyboard, turn-based, etc.) I have made Roguelike a seperate RPG type.


Personally I consider actions rpgs to be rpgs which require good reflexes to play. That automatically excludes most roguelikes. However, it includes Zelda. What about my own games Feyna's Quest and Lightslayer? I consider them action rpgs, but they're not strongly combat-focused and they have no leveling up at all. Maybe they should go under "adventure"? They're not really puzzle-focused either, although Feyna's Quest resembles Zelda in some respects.

Quote:
Strategy (3)
From my point of view this type has tile-based, turn-based, party-based combat. I have played only one game of this type, but can't remember it's name. Combat would take long, after which a short journey was made on the world map and some dialogue, and then another round of combat. Improvements on the genre description are welcome.


Many (most?) PC RPGs from the 90s have tile-based turn-based party-based combat, but they're really no more combat-focused (and only somewhat more strategy-focused) than Final Fantasy. If you want to include those games, you should probably rename the category and change the description to be more exclusive. Most PC gamers don't think of Ultima VI as a strategy RPG - to them, it's a traditional RPG.

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I think Roguelike doesn't go into this category mostly because there is no seperation between combat and the rest of the game and it's single person.


Ultima VI had very loose separation between combat and the rest of the game: there was a combat mode, but the player could turn it on or off at will, and it didn't affect monster behavior. This is actually fairly standard for PC RPGs (as opposed to console RPGs).

Quote:
What makes King of Dragon Pass a strategy RPG, when it involves little combat? I do not know the game.


King of Dragon Pass is mostly a strategy game with a few RPG elements thrown in. You play as a clan competing against other clans for political power. The game is mostly about politics and leadership. The RPG elements enter at two levels. First, you can manage the ruling circle of your clan like a party in a RPG. Second, acting "in character" (i.e. having your clan act out the personality you gave it) is important to winning the game.

While it's not really a RPG, it reflects what I think of as a strategy RPG: long term strategic decision making, resource management, diplomacy, leadership, control over a large number of people.

Quote:
Adventure (4)
But indeed, Zelda is rather action packed making it fit perfectly in the Action section. Maybe the description of Adventure RPGs should be adapted. I'm thinking of Adventure RPGs as RPGs that have linear gameplay, and focus on puzzle solving more than combat. In this way though, Zelda was indeed an Adventure RPG because it had many puzzles, even beating the bosses was always puzzle-like in that you had to find out how to deal damage, and because it had a linear story.


"Puzzles" seems to me more like a single aspect of a game than a whole sub-genre. Ultima VI had puzzles, Ravenloft: The Stone Prophet had puzzles, but neither one resembles Zelda in the least. If the focus of this category is to be puzzles, I would make this explicit in the description and change the name to "puzzle rpgs".

However, I would still place Zelda in the action category. Maybe it's just me, but I found the combat in Zelda more challenging than the puzzles (where the latter wasn't just annoying and illogical).

Quote:
Dungeon (0)
In this case, first-person is not strict enough for me because this type of RPG was clearly based on streight corridors and allowed only 90 degree turns. The Dungeon genre clearly falls under first-person though, so it might be a good idea to broaden this RPG type up a bit. On the other hand, if I think about other first person RPGs like Morrowind for example, that's clearly an action RPG because of it's focus on realtime combat.


There's a large continuum between Might&Magic IV and Morrowind. Eye of the Beholder had real-time combat but block-based movement. Ravenloft: The Stone Prophet let you switch between block-based movement and smooth movement. Might&Magic VI has a full 3D world, smooth movement, real-time (but not truly action-oriented) combat, and an option to switch to turn-based combat. I don't see any clear diving line, so I would just make a single category for all first-person rpgs (if they deserve their own category at all).

Regardless, the name is nondescriptive. I had no idea that "dungeon" meant a certain type of first-person rpg until I read the description.

Quote:
Text based (0)
Text adventures might not be really RPGs, but some have RPG elements like Zork, which allowed you to collect treasures, fight monsters and get injured. And I think Barok was working on a text based RPG... :-)


Actually there are a number of real text-based rpgs, separate from text adventures. MUDs might fit in here, although as persistant-world multiplayer games they proibably deserve their own category.

Quote:
Roguelike (2)
In my opinion, this one deserves a seperate category because it is so it's own style. Indeed, Diablo is heavily based on this type, but it has a totally different feal to it. While Diablo would go into Action, I don't agree with putting Roguelikes into Action.


What about Utumno? Angband engine, graphical (Diablo-style) interface. I guess the question is moot, since the Utumno project never got anywhere. Still, there are many graphical front-ends for rogue-likes. I would at least expand this category to include turn-based graphical roguelikes.
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mandrake*rpgdx
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PostPosted: Tue Apr 08, 2003 1:17 pm    Post subject: [quote]

Quote:

Diablo has the basic elements of roguelikes: a dungeon with monsters to kill, treasure to loot, and very little else.

Roguelikes have evolved quite a bit since the original Rogue.


Under that classification, almost all RPG's can be considered roguelikes. I agree with Bjorn's description. The way I look at it is this, if I feel like playing a roguelike game, i download Nethack, etc. If I feel like playing an action RPG, I play Diablo or Secret of Mana. That's just the way I veiw things.

Quote:

Then why have the "adventure" category at all?


Because, due to the cross-hybernasation of games (alot taking in adventure gaming and RPG elements), alot of people see zelda as an RPG. As well as adventure games as being RPG's. This is a community site, and therefore, responds to the needs of the community. Originally I didn't have adventure games as a n option. People complained, so I added it.

Quote:

Actually I see less adventure game influence than rpg influence in Zelda. The puzzle style is completely different. It's an "adventure" in the traditional sense that predates computer games.


Not really, if you look at King's Quest, Hero's Quest, etc (the original Seirra Online games, which kick-started the graphical adventure games, as well as the old skool text adventure games), you can see a large influence in dealing with the concepts of exploration, finding items, using items to open paths and continue onward, etc. If you would remove the combat from Zelda, it would play like a basic adventure game.

Zelda 2 OTOH, (as well as Castelvania 2) both have classical RPG influences. Of course they also have equal smatterings of platform game influences as well.


Quote:

I'll throw in my 2 cents...

Action rpg - Zelda (edit: and feyna's quest). There is action, puzzle solving, all in real time.


And i disagree. I say Zelda is action adventure, and so Bjorn's placing it in adventure makes a lot of sense. Read the back of any box for a zelda game pre-N64 (i say pre, because I own no zelda games for the N64), they all say "action adventure". Not RPG.

Quote:

Console rpg - final fantasy, chrono-trigger, etc...


ehrm, and what about Legend of Mana and Secret of Mana? These are console RPG's, but also action RPG's.

Quote:

Computer rpg - everything else ;


Makes no sense to me to limit everything this much.

Quote:

If many of those games really fit into other categories, then the problem is probably in the description or naming of those other categories. One way to make this category less inclusive would be to rename it "console-style" or "Japanese-style'. However, I'm sure if that's a good idea. Having a catch-all category for games that don't fit anywhere else is nice.


And what about the Ultima games before 6? These games played a large part in influencing how consoel RPG's played/looked/felt, and it is obv from the get go. I mean, you use tents/rest to heal (and also stay the night at inn's), combat is on a diffrent map, game involves top-down tile based map exploration of a large world (where you get to to driave a boat/horse around/etc), you talk to town folk in order to figure out what to do next, you talk to the king to level up (and return to the king when you die...*cough cough Dragon Warrior ripped this off cough cough*), I could go on and on. Obv, though, only a few Ultima's were ported to consoles, and ultima-style RPG's....aren't exactly RPG's.


Quote:

Personally I consider actions rpgs to be rpgs which require good reflexes to play. That automatically excludes most roguelikes. However, it includes Zelda. What about my own games Feyna's Quest and Lightslayer? I consider them action rpgs, but they're not strongly combat-focused and they have no leveling up at all. Maybe they should go under "adventure"? They're not really puzzle-focused either, although Feyna's Quest resembles Zelda in some respects


well, if you don't mind me asking, then, were are the RPG elements? Why do these games really need the label RPG attatched to them? From your description, it sounds like these games have little to no RPG in them.

Quote:

Many (most?) PC RPGs from the 90s have tile-based turn-based party-based combat, but they're really no more combat-focused (and only somewhat more strategy-focused) than Final Fantasy. If you want to include those games, you should probably rename the category and change the description to be more exclusive. Most PC gamers don't think of Ultima VI as a strategy RPG - to them, it's a traditional RPG.


I've played U6, and see no reason why it should be a strat RPG. It has no strategic combat, it has no hex/grids, combat is not main part of gameplay (it's there, for certian, but no more than random encounters in an FF rpg). Just because it's on the same map does not mean it's strategic. Chrono Trigger had battles on the same map, and it's not strategic. I see nothing in Bjorn's description to warrent you to claim that U6 would somehow be included in this catagory.

The rest- well- all i can say is what is the point of all this? Hmmm? WHy are you arguing? Do you have too much freetime on your hands? Do you enjoy arguing for the sake of arguing itself? I personally agree with everything Bjorn has said, and find the new genres to fit very well. A genre is jsut that, a genre. All good games break the genre mold and cannot "really" be stuck into one genre or another. Genre is jsut a way of catagorising things so it would make it easier for people to find a game to play, it seperates and makes things more simplistic and easier to browse.

I see no real reason to argue any of these points, and find it in bad taste you doing so.
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papillon
Fluffy Bunny of Doom


Joined: 09 Mar 2003
Posts: 16

PostPosted: Tue Apr 08, 2003 1:21 pm    Post subject: [quote]

I'll join the party and say what *I* thought the categories meant when I joined up to the site, and why I put my game in what, apparently, may not be a great category for it...

1. Traditional

"typical console RPG" is a broad phrase, but suitable. Turn-based combat, possibly a party system, probably towns where you can talk to people and buy things, character-leveling, big overland maps...

2. Action

Pretty much anything with real-time combat in it. This includes Zelda as well as Diablo.

3. Strategy

Toughie to define, but I figured this one as any game where the player had to consider a broader scale than just the one little character going about the quest. If you're playing a king, for instance, and have to decide how many knights to hire and how much to pay them before going to the battle sequences where you get to play out the combat and see how well your decisions play out, that's strategy. This is why I stuck Charm School in the strategy department, because when the game is finished, the *point* of the game is much more about your choices and how they affect the girls' outcomes in the end than it is about the dungeon crawling with the individual girls. Elsewhere I refer to the game as a Sim/Action/RPG which I think gets the point across a little better, but there isn't a Sim category here. :)

4. Adventure

Puzzle-solving. Less linear in terms of story as well as character advancement - an adventure-RPG game is less likely to have a strict leveling system. Zelda only just verges on this category. Much better example would be the Sierra Hero's Quest / Quest for Glory games. (Some of which had realtime combat, but one had a "strategy mode" for battles that I much appreciated.) You could be playing one of three (later four) basic character types, and within those types you might have different skills, so puzzles *needed* multiple solutions. And I still enjoy replaying them with different characters. :) Many of the great computer RPG games of recent times are best classed here as well... Fallout, Torment, Baldur's Gate, Neverwinter Nights, they all have *some* puzzle-solving elements and some flexibility to go along with it.

As for the rest, Roguelike and text-based are clear enough, but I wouldn't know what 'dungeon' meant from just seeing the headline. Had to read the description for that.
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Tue Apr 08, 2003 5:01 pm    Post subject: [quote]

Quote:
Not really, if you look at King's Quest, Hero's Quest, etc (the original Seirra Online games, which kick-started the graphical adventure games, as well as the old skool text adventure games), you can see a large influence in dealing with the concepts of exploration, finding items, using items to open paths and continue onward, etc. If you would remove the combat from Zelda, it would play like a basic adventure game.


The same could be said about any RPG. Diablo without combat is a (very bad) adventure game. Final Fantasy without combat is a (very bad) adventure game.

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And i disagree. I say Zelda is action adventure, and so Bjorn's placing it in adventure makes a lot of sense. Read the back of any box for a zelda game pre-N64 (i say pre, because I own no zelda games for the N64), they all say "action adventure". Not RPG.


I think "action rpg" describes Zelda better than "action adventure". For one thing, you can buy equipment, which has always been an RPG element. For another, the game is not strongly tied to a linear storyline.

Quote:

And what about the Ultima games before 6? These games played a large part in influencing how consoel RPG's played/looked/felt, and it is obv from the get go. I mean, you use tents/rest to heal (and also stay the night at inn's), combat is on a diffrent map, game involves top-down tile based map exploration of a large world (where you get to to driave a boat/horse around/etc), you talk to town folk in order to figure out what to do next, you talk to the king to level up (and return to the king when you die...*cough cough Dragon Warrior ripped this off cough cough*), I could go on and on. Obv, though, only a few Ultima's were ported to consoles, and ultima-style RPG's....aren't exactly RPG's.


Good point. Although the earlier Ultimas had first-person block-based dungeons, which would make them categories for the "dungeon" category.

Quote:
well, if you don't mind me asking, then, were are the RPG elements? Why do these games really need the label RPG attatched to them? From your description, it sounds like these games have little to no RPG in them.


See above re: Zelda. You can buy equipment. You can interact with npcs. You can grow stronger (through better equipment and spells).

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I've played U6, and see no reason why it should be a strat RPG.


There was a strategic dimension to combat in Ultima VI, and combat took place on a regular tile-based grid. However, I agree that Ultima cannot really described as a "strategic rpg". The question is, does it belong in the (overcrowded) traditional category, or should it be separated? And are there really enough strategic rpgs (by the current definition) to warrant their own category?

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The rest- well- all i can say is what is the point of all this? Hmmm? WHy are you arguing?

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I see no real reason to argue any of these points, and find it in bad taste you doing so.


I am trying to get a better understanding of the reasoning behind the current categories, as well as offer my own perspective for how they could be improved. Discussions about categorization can turn tedious, but they can also lead to greater understanding of the underlying principles of what makes up a rpg and how others perceive them. I think the better question is why are you arguing, if you find it in bad taste?
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mandrake*rpgdx
Guest





PostPosted: Tue Apr 08, 2003 5:37 pm    Post subject: [quote]

not arguing- defending what i think is a good choice by bjorn.

Quote:

I think "action rpg" describes Zelda better than "action adventure". For one thing, you can buy equipment, which has always been an RPG element. For another, the game is not strongly tied to a linear storyline


Ummm...I haven't played the N64 zeldas, but neither Zelda 1,2 or 3 had a linear story line. All fo them pretty much had it were you could explore and do whatever you want whenever you want. In 2 and 3, sure NPC interaction was higher than 1 (2 way more so than 3, 3 had very basic, if any at all interaction). I can take the buying items comment, that is a very "RPG" thing...

Zelda to me is a very bad example for any genre since all fo the games of Zelda that I have played borrow from so many diffrent types of games. It's true hodge-podge of genre, bits of puzzle solving, exploration, buying items, npc-interaction, platform game style items, unique ways of exploration and non-linear stories....it's just a genre unto itself that borrows from practically everything with nearly god like level design.
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Tue Apr 08, 2003 6:51 pm    Post subject: [quote]

mandrake*rpgdx wrote:

Ummm...I haven't played the N64 zeldas, but neither Zelda 1,2 or 3 had a linear story line.


That was actually my point. RPGs (in the Ultima tradition) are much less linear than adventure games (in the Sierra/LucasArts tradition). Therefore non-linearity is a property of RPGs, although it's much less present in console RPGs.

Quote:
Zelda to me is a very bad example for any genre since all fo the games of Zelda that I have played borrow from so many diffrent types of games. It's true hodge-podge of genre, bits of puzzle solving, exploration, buying items, npc-interaction, platform game style items, unique ways of exploration and non-linear stories....it's just a genre unto itself that borrows from practically everything with nearly god like level design.


Actually I consider this mixing of elements to be characteristic of the RPG genre. Look at the mini-games in the Final Fantasy series. RPGs are about playing a role (or, in party-based games, multiple roles through multiple characters) and basically doing whatever your character(s) would do. By contrast, other game genres (strategy, action, puzzle, adventure, etc.) are focused on a single action, with all other aspects of the main character's life abtracted away or revealed through static cutscenes.
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mandrake*rpgdx
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PostPosted: Tue Apr 08, 2003 7:25 pm    Post subject: [quote]

Quote:

Actually I consider this mixing of elements to be characteristic of the RPG genre. Look at the mini-games in the Final Fantasy series. RPGs are about playing a role (or, in party-based games, multiple roles through multiple characters) and basically doing whatever your character(s) would do. By contrast, other game genres (strategy, action, puzzle, adventure, etc.) are focused on a single action, with all other aspects of the main character's life abtracted away or revealed through static cutscenes.


I don't agree with this...name one RPG other than Ultima 4 where your actions (as a player) and the world's response to them....are based on a character trait/personality of the character....I can't think of any really. It's not really getting into a role any much more than I'm playing the role of Mario in a mario game.

And the FF-mini games are really a bad example. For one, I despise mini games, and for another it's not really something that every RPG has. Genre mixing is not a requirement of an RPG....but then this is going to digress into the classical what is an RPG debate that is really, really old, and frankly, very boring.
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Tue Apr 08, 2003 8:19 pm    Post subject: [quote]

mandrake*rpgdx wrote:

I don't agree with this...name one RPG other than Ultima 4 where your actions (as a player) and the world's response to them....are based on a character trait/personality of the character....I can't think of any really. It's not really getting into a role any much more than I'm playing the role of Mario in a mario game.


Planescape: Torment. Castle Marrach.

Quote:
Genre mixing is not a requirement of an RPG....but then this is going to digress into the classical what is an RPG debate that is really, really old, and frankly, very boring.


I'll just mention that even in the traditional RPG the player has to perform a variety of actions (combat, buying equipment, talking to npcs) and leave it at that.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Tue Apr 08, 2003 9:14 pm    Post subject: [quote]

Mandrake mentionined that my descriptions/choices are ok but I'd like to stress that they're not mine. Please take into account I merely took them from the Gold Compo 2003 site because I thought that would be a good idea. Now I'm not blaming the author in question (Nekrophidius) because I think he has done a great job on describing the different types of RPGs in general.

The problem, I think, is that we're trying to be too specific. There's too much mixing of RPG elements in all kind of different ways which makes that some RPGs won't fit into any of our current categories and others will fit in multiple.

If the above is really the problem (confirm or deny if you wish), then the solution is reducing the number of genres. I'm thinking about taking it back to how we started, though still without the non-linear and compo entry categories. That would make the list papillon has been describing (a very helpfull post): Traditional, Action, Strategy and Adventure. Now all we have to do is write up description so that any RPG has a 'best fit' as clear as possible, and no category is an obvious 'catch all'. I think we should be describing the focus of the game. Let's try some descriptions out (comments welcome):

  • Traditional
    papillon wrote:
    "typical console RPG" is a broad phrase, but suitable. Turn-based combat, possibly a party system, probably towns where you can talk to people and buy things, character-leveling, big overland maps...

    I would like to add that turn-based combat can be continues-time using charge bars too. A problem might be (but doesn't have to be) that this category will still be the catch-all category.

  • Action
    papillon wrote:
    Pretty much anything with real-time combat in it. This includes Zelda as well as Diablo.

    But I would like to add that non-realtime games can fall into this category too. I'm thinking about most roguelikes, which are indeed action based: story, puzzles and strategic combat are secondary if at all present.

    About the discussion about Zelda being Action or Adventure... I think it's a great mix of both elements and it would be really up to the author to choose what type he thinks most fitting. Both would be a fine choice in my opinion.

  • Strategy
    Again, I agree mostly with papillon here. In my opinion, strategy RPGs offer something extra in the combat department like fighting with parties, turn and grid-based. Or indeed, offering some kind of preparation to the combat in which you need to make strategic judgement on what equipment will be most appropriate or how many extra mercenaries to hire. It could also be that you added RTS elements or mixed RTS with RPG, like Warcraft III.

  • Adventure
    Again... you know the drill. :-)
    Adventures have a strong focus on story and playing a certain predefined character (or multiple). LucasArts type games (but with RPG elements added) would fit here but indeed Baldurs Gate as well. While Baldurs Gate has pretty strategic combat, in my opinion it's adventure elements are stronger.

There are at least a few things I haven't mentioned. One of them is non-linearity, which I think will fit in any of the above categories. Another is ASCII graphics, an ASCII game could fit any of the above genres as well. A Dungeon RPG would fit at least into either Action or Adventure, depending on the focus.

So what do you think, I would like any additional comments about this before trying to write up the final descriptions. Suggestions for descriptions are welcome as well.
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Jihgfed Pumpkinhead
Stephen Hawking


Joined: 21 Jan 2003
Posts: 259
Location: Toronto, Canada

PostPosted: Tue Apr 08, 2003 9:15 pm    Post subject: A really crazy idea but I like it [quote]

     Can't we just wait and see how the categories as they stand fill up? If we find one of them to be popular, it's a keeper, and if one of them stays relatively empty for a long time, junk it. I mean, the purpose of the genres is to make it easier to find a game you might like, not the imposition of some rigid academic formulae.
Mandrake wrote:
clusterfuck

and I'd just like to say that that's really a lovely word. Rolls off the tongue.
     What about an "Other" category? I understand that you don't want an Other category drawing things which legitimately belong somewhere else, but, well, the default Traditional category is rather bloated, and that would be one way to clean it up a bit.

               ---- EDIT ---

     Well, if I were doing it, I'd be looking at categorizing the games based more on target-audience than on some abstract game-mechanics. What I'd do is (keep in mind that it's been established that I'm insane) set up a few (3) continua, with things like serious/light-hearted, epic/short, action/strategy. So you could set your slider-bar for each one, press "search/enter/whatever", and get all the games which most closely match what you're looking for; if you want a short, fun, button-masher, you go high on the serious/lighthearted and epic/short sliders, and low on the action/strategy.
     Just an idea; one problem would be getting all the designers to set values like this for games they've posted, particularly if they don't frequent the place any more; another problem is that it's difficult for someone who wants to at least glance at every game on the site, and is using the genres more for logical classification than selection purposes (though there's nothing that says we can't keep genres, too). I do think this way might be nice, though, for those who just wander into the site; they should be able to find a game which suits them a lot easier (I think).
     I do realize it's rather unusual (I don't think I've seen anything like it, at least), but is it really crazy and unfeasable?
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