Cryomancer
Arcane
Barbie Dressing games like Diablo 3 and WoW where everyone at level cap is an clone and have his IQ/Muscle mass determined by their shoes, jacket, etc are IMO less RPG than survival games.
Cmon you have a brain, you can imagine that for yourself.
Also, dude, I just noticed you have like 1 gigamillion posts. No way I'm gonna waste my time discussing anything with a nolifer like you. How much shitposting do you have to do to get to that point... wtf seriously fucked up
2-4, and 7 are the same thing.
5-6, 8-9, and 11-12 are irrelevant.
Any game where your character has some numerical values that describe the extent of his proficiencies or the magnitude of his abilities is an RPG. Blammo!
Agreed, but there isn't any reason to try itemizing every conceivable character progression system. We're liable to miss something, or to exclude something that hasn't been thought of yet. Cutting to the core of the idea makes more sense to me.There are RPGs with "learn by doing" systems like Dungeon Master, that don't use levels, which the list must be inclusive of.
Also, the vast majority of RPGs distinguish stats from skills. In fact it's such a defining characteristic of the genre that a game without both features is very likely (but not certainly) not an RPG. There are very few exceptions to this heuristic on our Top 70.
They're window dressing. Very commonly seen window-dressing, but window dressing nonetheless. I can imagine RPGs that don't necessarily have those things.Inventory, exploration, puzzles, NPC interaction, and quests are hardly irrelevant...they are bread-and-butter RPG elements.
RPGCodex is an rpg, because you have stats like post count and make choices about what shitposts to make
2. Statistics which define character(s) abilities are subject to change throughout the game
4. Character(s) accrue experience which can be spent or result in gaining levels or abilities
7. Character(s) gain levels throughout the game which result in some form of mechanical change (not just a change in character title, or description)
2-4, and 7 are the same thing.
And all squares are rectangles. No point going more narrow unless you want to define subgenres.2 is the general condition with or without xp/level, but 4 is the specific condition of a game using EXP system, and 7 is the specific condition of using level system.
For example, FF8 use the level system, and can play at a fixed level, say 10, with the extensive use of Card ability.
Unreal World doesnt use level system but use a (hidden and disguised) form of exp system that display as abilities.
They are not exactly the same thing. By express this aspect of a game in three different kind of conditions, we do increase the weight of this aspect (stat change, xp, level).
Satisfy in all 12I kinda like the CRPG addict's definition, but has a few gaps
1. There must be some form of character development, which might include increases in hit points, spell points, experience, levels, attributes, or skills. Basically, the character has to get intrinsically stronger and tougher as you play the game. Improvements in inventory do not count.
Ditto2. Combat effectiveness (including accuracy and damage) must be dependent to some degree on character attributes. Again, these could include standard Dungeons & Dragons-style characteristics, like strength and dexterity, or a skill-based system as in Skyrim. Combat effectiveness based solely on inventory or player dexterity with a controller does not count.
3. Characters in the game must have flexible inventories that are not based around solving puzzles. Characters should find some variety of weapons, armor, potions, and magic items during the game, and the player should be able to choose what the character wields and when he uses various items.
To me, an RPG is like a chair. You know it when you see it. The problem is that, unlike a chair, what an RPG is is subjective.
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