Console role-playing games (often abbreviated RPGs or cRPGs with a lowercase c) are a subtype of electronic role-playing games that are played on video game consoles, such as the SNES, PS2, or the Xbox. The term also applies to role-playing video games on handheld video game systems such as the Game Boy Advance and PSP.
A computer role-playing game (CRPG) may be marked as a "console-style RPG" by the gaming community if its gameplay and design philosophy is similar to that of most console role-playing games. Examples of such games that actively pursued an Eastern style of RPGs include Anachronox and Septerra Core.
Console role-playing games are occasionally abbreviated as CRPGs, although it a common distinction to use the lowercase c for consoles and an uppercase C for abbreviating computer role-playing games. The categorization between console and computer role-playing games is sometimes ambiguous for cross-platform games such as the Knights of the Old Republic series.
Prime examples of the cRPG genre are the Final Fantasy series, the Ys, Dragon Warrior, Star Ocean, Grandia, Tales RPG Series, and the Xenosaga series.
In cRPGs, overall character power is often represented by a number called a "level." As characters gain experience, they may gain levels, enabling them to attain greater attributes, abilities, and spells. Often in the process of gaining these levels, characters will gain more useful types of equipment, such as weapons and armor. Equipment and experience points are usually given as reward for overcoming challenges, usually in combat.
Typically, at the beginning of a cRPG, the player does not generate the character or make decisions on his/her nature or background, instead opting to step in the shoes of a predesigned character that will be led and identified with for the rest of the game. Additionally, cRPGs are rarely derived from traditional role-playing game systems, such as the d20 System or GURPS, instead relying on their own simplified versions of character and interaction systems. Both cRPGs and CRPGs however usually rely on numbers and statistics to drive these systems.
Attributes commonly represented as statistics in console RPGs include Hit Points, Magic Points, Strength, Defense, Speed, among others.
Few games in the genre offer branching plots, though some titles such as Final Fantasy VII and Tales of Symphonia do feature alternate storylines depending on the player's conversational choices to characters in his party. Chrono Trigger was notable for offering a multitude of decidedly different endings.
Console RPG plots tend to resemble anime or manga adventures, often colorful and bright with light-hearted, self-identifiable characters. The storyline in these games usually involves an epic battle between the forces of good and evil, with the player's characters fighting on the side good to avert an apocalypse.
The bulk of most cRPG gameplay is in combat with AI monsters. Traditionally, most games feature turn-based battles, though several series do feature real-time fighting, such as the Seiken Densetsu and Namco Tales series. Active Time Battle and Conditional Turn-Based Battle System are examples of popular turn-based systems. There are other hybrid battle systems where the player can affect the outcome of battle through reflex timing, such as the Paper Mario and Shadow Hearts games.
Combat in cRPGs is heavily abstracted in comparison to most video games. Player actions in turn-based games, such as attack or defend, are chosen through a series of menus. The results of battle are regulated through statistical probabilities based on the characters of the opponents, such as a sword's strength level rolling against the armor class of an enemy monster.
The majority of battles in traditional cRPGs are generated from random encounters. In modern titles, combats are increasingly becoming scripted with persistent monsters other than the requisite boss monsters.
Console RPGs are famous for their inclusion of "minigames," usually small puzzle or arcade games embedded within the main game itself to provide brief diversions and moments of relief from the main plot. Minigames may also be used to advance the plot or complete a quest. In Knights of the Old Republic II: The Sith Lords, the protagonist may free a Twi'lek slave by winning a game of Pazaak, while in Superstar Saga, the player must score in a Yoshi's Cookie-inspired crate pushing game to clear an area.
The target audience of most cRPGs is fairly young; consequently most interactive portions are straightforward (i.e. push the button or find the key), and combat generally is not difficult. Notably, early games such as Dragon Warrior forced the player to grind their character levels up to progress, as a simplistic method of applied game difficulty. However, later in the development of the cRPG genre, games have often balanced these easy segments with the inclusion of optional and challenging boss battles and puzzles to appease more seasoned gamers. Some examples include the battle with Emerald Weapon from Final Fantasy VII and the Crossbone Island challenge from Golden Sun. In these cases, the battles are typically more challenging than the game's true storyline-based ending.
Dragon Quest and Final Fantasy both borrowed heavily from Ultima. For example, leveling up and saving must be done by speaking to the king in Dragon Quest, and in order to rest and get healed, the characters must visit the king (Dragon Quest) or stay the night at an inn (both games). The games are played in a top-down perspective, much like the Ultima games, as well. The combat style in Dragon Quest was borrowed from another series from the personal computer market, the Wizardry games. Dragon Quest's medieval setting was also remarkably reminiscent of Ultima. Dragon Quest did not reach America until 1989, when it was released as Dragon Warrior, the first NES RPG and thus one of the major influences of early cRPG development.
The next major revolution came in the early 1990s, which saw the rise of CD-ROMs and next generation consoles. The implications for RPGs were enormous-- longer, more involved quests, better audio, and full motion video. The explosion of Final Fantasy VII's sales and the ascendance of the Play Station were proof of this and represented the dawning of a new era of RPGs. Backed by a clever marketing campaign, Final Fantasy VII brought the first taste of cRPGs to many of the uninitiated in 1997. After that year, cRPGs, previously a niche genre, skyrocketed in popularity.
In 1997, a new Internet fad began. Influenced by console RPGs, a large group of young programmers and aficionados began creating and sharing independent CRPG games, based mostly on the gameplay and style of the older SNES and Sega Genesis games. The majority of such games owe to simplistic software development kits such as the Japanese RPG Maker series.
The best-selling cRPG series worldwide is Pokémon. It has sold over 91 million units across 11 different titles as of 2004. The second and third best-selling series worldwide are Square Enix's Final Fantasy and Dragon Quest, respectively. As of 2006, Final Fantasy has sold 63 million units, while Dragon Warrior has sold over 40 million units, as announced by the company during its E3 conference.
Some CRPG players argue that it is inappropriate to call cRPGs “role-playing games” because of the inability to influence the outcome of a story. More generally, frequent criticisms of console RPGs are that they involve little skill, are too abstract or unrealistic, or do not offer strong gameplay. This debate does not apply to hack and slashers such as Baldur's Gate: Dark Alliance and Dungeon Siege, which share the same qualities across platforms.
For a more in-depth analysis of the East-West divide on the development of computer and console RPGs, see Cultural differences in computer and console role-playing games.
Computer and video role-playing games | Computer and video game genres
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