“I can’t stress enough how often I’d hear a retail rep declare a genre/style/look was dead with zero supporting data.”
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It’s games like the original baldur’s gate and stuff. I think a clear defining thing is that you have a zoomed out perspective and you click where to move
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Kings quest didn’t have character progression or choices to be made (at least in the ones I played). That’s pretty core to qualify as an rpg
Some of the KQ games had choices, but no character progression (one of the last ones if I recall, but it sucked). The QFG games had character progression and more choices than most RPGs.
I mean one could argue that you do play a role in them, but I don’t think they fit the general definition of a role playing game.
Think their genre is graphical adventure game (as opposed to a text-based adventure game). Can’t recall if any of the KQ games have mouse support, but in that case they’re point-and-click adventure games.
Roleplaying games I think imply a bit more agency for the player, usually manifested in the ability to tackle problems in multiple ways, like maybe talk your way through something instead of a battle. Etc. I seem to recall the Kings Quest games were fairly linear.
The Quest For Glory games are a real genre-bender there, but one could say an RPG is defined by a feel and not just a specific subset of the RPG mechanics.
Did they have a leveling system, class system and virtual dice rolls (explicit or implicit)? If they did, then yes, they were CRPG-s.
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So XCOM is a CRPG?
Why even ask this?
You can call it a Tactical RPG in some sense, although I can’t remember more Role-Playing components than any other strategy have.
They are nightmares
The combat has to be turn-based or it becomes an ARPG like Diablo/Dungeon Siege/Titan Quest/Torchlight
Most of the CRPGs are RTWP rather than turn based though. Though I personally prefer turn based.
Although under the hood they were still turn based. The turns just kept on running unless you paused. I recently started BG2 and set it to automatically pause after every turn, which effectively made it turn based.
Contrast this with Diablo, which also had turns under the hood but they are abstracted so far away as to be almost meaningless. I think people speaking about this even use frames as the timing reference instead of turns.
There’s a really big difference, the tactic of having whoever has aggro run away while everyone else shoots projectiles doesn’t work at all in an actually turn based system.
RTWP = Real-Time with Pause, in case you were confused like me
Like Club Penguin.
Close, but that’s a CMMOPRPG
Found the bard.