Computer role-playing games (CRPGs), often shortened to simply (RPGs), are a type of computer and video games that use settings and game mechanics found in traditional role-playing games. The term "CRPG" is more often used when referring to titles made for personal computers, as opposed to console role-playing games (cRPGs). RPGs as a video game genre include a wide range of gameplay styles and engines.
Gameplay elements strongly associated with RPGs, such as statistical character development, have been widely adapted to other video game genres. For example, San Andreas, an action game, uses statistics (abbreviated as "stats") to keep track of stamina, weapon proficiency, driving, appearance, lung capacity, and muscularity. Warcraft III, a real-time strategy game, features heroes that can complete quests, obtain new equipment, and learn new abilities as they advance in level. However, neither game is considered a computer role-playing game.
Characters are represented by a variety of attributes such as hit points. These attributes are traditionally displayed as a numeric value to the player instead of a simpler abstract graphical representation, such as bars and meters, favored by video games in general.
Two different systems of rewarding the player characters for solving the tasks in the game can be set apart: the experience system (also known as the "level-based" system) and the training system (also known as the "skill-based" system). The former system, by far the most common, was inherited from traditional role-playing games and emphasizes receiving "experience points" by winning battles, performing class-specific activities, and completing quests, which are then "invested" by the player into the necessary skills. The second system was first introduced in Final Fantasy II, and emphasizes developing the character's skills by using them - meaning that if a character wields a sword for some time, he or she will become proficient with it. This system was later used in the The Elder Scrolls series, as well as the Dungeon Siege series.
Both character development systems have their advantages and disadvantages. The experience system allows more flexibility and fairness in rewarding the completed tasks, but is generally unrealistic, since it is, for example, theoretically possible to develop a character's warrior skills without ever actually using them in game. The training system does not imply any reward for the completed quests, except a material one, assuming that the character trained his or her skills while working towards the set goals. However, such systems tend to over-simplification (as seen in Dungeon Siege) and are often considered a step away from classical CRPGs towards the action RPG genre. Many games, such as Oblivion (Elder Scrolls) utilize both the training system and experience system.
In most computer role-playing games, character advancement does not affect the characterization of the player character. Torment and Fallout both stand as notable exceptions to this trend for their inclusion of complex quest structures and NPC behaviors that were altered depending on the player's choices, with Torment taking into account the player's predilection for law or order and Fallout introducing reputation-based traits such as "Child Killer" or "Gigolo." Other D&D-based games (including the Baldur's Gate and Knights of the Old Republic series) also offered many opportunities to shape the player's character, changing the nature of the game and and its NPC reactions.
Characters in CRPGs often travel long distances or navigate through complex and maze-like locations in order to accomplish their goals; thus, many use a system of maps to help the player navigate through the game world.
Since Akalabeth, these games feature characters moving on one or more maps. When the player-character in that game entered a dungeon or city, the view is changed form the map view to the player view. This representation is still used by Final Fantasy series and many other cRPGS. But since Ultima 6, many CRPGS now feature a player view also in travels, showing fully developed and complex landscapes, and only showing the map to help the player.
Some games feature maps that must be viewed on their own separate screen, while others feature an automap that is always visible during normal gameplay. These maps commonly keep track of a character's current location and important destinations. Although these maps generally make navigation easier for the player, some games limit the visibility of the map intentionally to provide additional challenge or more realism.
Some encounters in CRPGs are not random; they happen automatically when the player reaches a certain point in the story. These encounters are usually important events and may be foreshadowed in some way. The vast majority of these non-random encounters are "bosses", enemy characters of importance who are always more difficult to defeat than any common random encounter. Other scripted encounters may include unavoidable guards, characters seeking the player's attention, or incidents that are critical to the story. Like most video games, CRPGs often feature a climactic final encounter, after which the game soon reaches its conclusion.
Random encounters are no longer frequently used in modern CRPGs, with the exception of a few special cases like roguelikes.
Role-playing video games began in 1975 as an offshoot of early university mainframe computer text RPGs on PDP-10 and Unix-based computers, starting with Dungeon and graphical RPGs on the PLATO System, pedit5 and dnd, themselves inspired by traditional role-playing games. Other influences during this period were text adventures, Multiple-User Dungeons (MUDs) and roguelike games. Some of the first graphical CRPGs after pedit5 and dnd, were orthanc, avathar (later renamed avatar), oubliette, baradur, emprise, bnd, sorcery, moria, and dndworld, all of which were developed and became widely popular on PLATO during the latter 1970s, in large part due to PLATO's speed, fast graphics, nationwide network of terminals, and large number of players with access to those terminals. These were followed by (but did not always lead directly to) games on other platforms, such as Akalabeth (1980) (which gave rise to the well-known Ultima series), and Wizardry.
These early Ultima and Wizardry games are perhaps the largest influence on the later console RPG games that are now popular. Many innovations of Exodus (1983) eventually became standards of almost all RPGs in both the console market (if somewhat simplified to fit the gamepad) and the personal computer market. Later Dungeon Master (1987) introduced realtime gameplay and several user-interface innovations, such as direct manipulation of objects and the environment with the mouse, to first-person CRPGs.
For a chronology of the most influential, famous, or well-regarded computer role-playing games, see Chronology of computer role-playing games.
These are common criticisms of simulated realities in general; indeed, these criticisms are also directed at gamist and simulationist players of traditional role-playing games. A virtual world might create the illusion of freedom in terms of choice and motion, but even in the most free-form CRPGs, a player's actions are limited by the amount of content that a game's designers are able to program. Narrativist RPG players, being used to having no such pre-defined limitations, find themselves unsatisfied with the experience provided in CRPGs.
Many gamers feel that it is inaccurate to use the term "role-playing game" to describe games in which the characterization of the game characters is determined by the game designer rather than the players' portrayal of their roles. However, this is a criticism of the term rather than of the games themselves.
Although current technical limitations may not allow CRPGs to be as open-ended and free as traditional RPGs, numerous games allow for considerable variation in their content delivery. Many games also feature graphic engines designed to be easily modified by enthusiasts, who with their own variations and ideas may add new graphical content and build their own home-grown setting and stories. Some games such as The Masquerade - Redemption and Neverwinter Nights also feature built-in "storytelling" multiplayer modes which provide one player all the functions of a gamemaster. However, future developments in artificial intelligence may lead to the development of CRPGs which answer all the traditionalist criticisms.
Another major criticism of CRPGs is one inherited from their P&P roots-- that their typically strong emphasis on statistics and numbers for many facets of gameplay has diluted "role-playing" into "roll playing." In many cases, it's not clear where to draw the line between player choices and numerical determination. For instance, whether there should be a stat-based skill for information gathering has long been the subject of debate in the RPG community.
Lastly, an increasingly common criticism is that CRPGs have become too combat-oriented, with character progression being valued over character exposition, advanced graphical effects over well-written dialogue, and linear gameplay instead of the multiple solutions and choices and consequences seen in Of Steamworks and Magick Obscura and earlier CRPGs. In fact, a famous CRPG developer named Josh Sawyer went so far in an interview as to claim that there were no "pure" CRPG developers left anymore outside of small companies like Spiderweb Software after the collapse of Troika Games.
Occasionally, a distinction is made between console RPGs and those played on a personal computer (PC). In these cases, the abbreviation “cRPG” is used to refer solely to the console role-playing games. This distinction is made in part because most console RPGs are made by or follow significantly different RPG trends. Differences regarding interface and hardware capabilities are also important because of their impact on the way a game is experienced. In RPGs that have been made for both consoles and PCs (or ported later from one to the other), it is common to observe significant differences between both versions.
CRPGs which mainly feature complex, squad-based combat systems are known as Tactical RPGs, and may be abbreviated as “TRPGs”. Some prefer to call them “Strategic RPGs”, thus they may also be referred to as “SRPGs” instead. Tactical RPGs feature a strong emphasis on tactical combat, usually turn-based. This subgenre borders with Real-time tactics and Turn-based tactics, and some games are considered to belong to both the CRPG and Tactics genres, or be a hybrid between them. Jagged Alliance and Silent Storm are famous Turn-based strategy games that are also classified as part of the tactical RPG genre.
Many games commonly referred to as CRPGs, such as Diablo II or Dungeon Siege, are often described more specifically as Action RPGs. This subgenre tends to be faster-paced, more skill intensive and focused on combat, while lacking developed plot and dialogue. Sometimes Action RPGs are also referred to as hack and slashers.
Games that take significant elements from CRPGs and other genres, but don't have a genre name like "Action RPG" yet, are usually referred to as "hybrids." For instance, System Shock 2 and Deus Ex are two famous FPS/RPG hybrids. Warlord's Battlecry and Shadow Wars are RPG/RTS hybrids. Other games, such as Space Rangers 2: Rise of the Dominators, have so many different genres mixed together (i.e. CRPG, RTS, Elite-style trading simulation, TBS, text adventure, SHMUPS) that they defy any meaningful singular characterization. These games are usually simply referred to as multi-genre.
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