What types of rpg are there




















Most RPGs are set in a fictional world with traditional fantasy or sci-fi elements that are incorporated into the game mechanics. In classic tabletop RPGs, a set of clear rules defined how characters could interact with the environment.

Usually characters had to roll a die to determine whether their attempt at a certain action such as striking an enemy or scaling a wall was successful. Video game RPGs started out very similar to paper-and-pen games, but the dices were substituted by automated rolls performed behind the screen.

Combat was handled with interactive menus, and could occur either in a turn-based or real-time fashion. Modern games, however, introduced many hybrid variants that significantly broadened the genre. Games mostly focused on the combat aspects rather than the narrative ones. Battles usually occur in real-time, and the player frequently control a single character rather than a party. Games where battles take place on a map and character units are deployed against opponents.

Character and party development are more important than battle choices since stronger, higher-leveled enemies tend to overwhelm underdeveloped parties. Games where the emphasis is no the narrative rather than on the action elements which are usually lighter.

The player must advance through the story by collecting certain items and special weapons, meeting key NPCs, or performing important tasks. These are multiplayer games where large amounts real-life players from interact over a shared world in what is essentially an endless RPG. The popularity of the role-playing concept — becoming someone else, somewhere else — assures that many more variations on the theme have yet to emerge. Avoid open worlds; for some reason, that's something that a lot of hack 'n slash games tried, and it never worked very well.

Sacred is an example. The main reason is most certainly that the player doesn't want to lose time running around, and also wants to have an easy way to simply restart a dungeon in order to go farm that boss again and again. I know it sounds cool to say "We have an open world hack 'n slash", but in reality, the only thing it will do is make you lose a massive amount of time and resources production-wise, and dilute the main foci of your game: character evolution. In any case, you will never be a Skyrim or Fallout , so you will never satisfy the players looking for freedom.

Trust me -- don't do it. Character Progression is your keyword; never forget it. The main experience is Narrative.

The main experience is Sandbox. Dark Souls. The main experience is hardcore Dungeon Crawler. Kingdoms of Amalur: Reckoning. The main experience seems to not be properly defined. So all those games have completely different goals for their main experience, and as such would appeal to different type of players, but still they all have been described as action RPGs.

That's an issue because action RPG is not a real subgenre; instead, it's simply the current marketing slang for "it is cool to play it on consoles. For the consumer to buy a game simply because it's called an action RPG and end up with an experience that he might not enjoy. Ever heard someone say, "I bought The Witcher , but it's boring -- there's too much dialog! They wanted awesome narration, deep character evolution, and pure action, or maybe more freedom.

The Elder Scrolls V: Skyrim. Of course, there is no doubt that this trend started because marketing needed a way to market "RPGs that are cool to play with a pad. And as the trend grows, we can safely expect that in a couple years if that's not the case already every RPG will be an action RPG, making the label basically useless. If you are a developer, don't simply describe your game as an "action RPG," and if you are a consumer, don't simply buy a game because it is called an action RPG; try to understand what the core experience in it is, and see if that's what you want.

The type of combat you have in an RPG does not define your core experience; combat is only a support for that core experience, which is either: story, sandbox, or character evolution. So now you have your main experience nailed. You know what you are aiming for. Now what? Here is what I suggest: Define your experience in detail. What I described above are only high level guidelines, but there are multiple variations. For example, like I said above, the narrative RPG genre can be sub-divided again between the games where you can create your character Mass Effect and the others where you cannot The Witcher.

Make sure that everyone in the team is clear about the type of RPG you are making and what the main experience is; this will put everyone on the same page, and ensure that you get feedback and suggestions that are aimed toward that experience. For example this should avoid suggestions like, "What about adding this and this from Diablo? When you're ready, use the breadcrumbs technique. What I call the "breadcrumbs technique" is basically representing your main experience, as a trail that the player will want to follow -- like a trail of pebbles or breadcrumbs.

If we take the example of a narrative RPG that means that you narrative never stops. Party chatter, cutscenes, dialog, events, etc. The player should be following your narration continually, never giving him a rest. One of the best and recent examples of this is Mass Effect 3; in that game, there is always something happening, narrative-wise. If you are on a mission, every single room of an area will have something to keep you interested: a console with some info, a quick party chat, a point of view, an event like something exploding, or a ship landing, a cutscene, etc.

You go from narrative breadcrumb to narrative breadcrumb, then to a big breadcrumb -- a milestone, like the end of a mission, or a huge event in the story. It is a narrative rollercoaster, and when it stops, that's only because you finished the game. In a Dungeon Crawler that means ensuring that your character and loot progression is permanent, that there is always something to upgrade, often. New shoes, new pants, slightly better shoes -- wow, a massive upgrade for my sword!

Your loot system and random number generator needs most of your attention; they generate a big part of your breadcrumbs and should be carefully tweaked, and that's far from simple to do. Of course the character evolution itself -- levels, skills, feats, attributes, stats, etc. The Ninja class also usually begins with lower defensive stats than other classes, but offset that by being higher rated in lock picking, sneak attacks, and speed. The Assassin class is best utilized by players who prefer a more cautious, yet chaotic, style of gameplay.

If you see yourself as more of a Bruce Lee, this is probably your go-to class. Subclasses for the Assassin role could include the Monk, who typically specializes in martial arts over other skill sets. This class is the magical member of the group. The most skilled in the arcane arts, Mages are generally typified by their lack of traditional weaponry, foregoing steel in favor of fire, ice, and other spell use.

Mages usually wear the weakest of armor, many times clad in nothing but robes, but can also cast shield, healing, and regeneration spells. Think Gandalf from Lord of the Rings. The Archer class is typically a woodsman style character, skilled with a bow and arrow. This character set is also typically the most likely of the character classes to have a companion, such as a dog or other beast.

While Archers are most reliant on their incredible long-range skill to inflict damage, they can also be useful at close range, as most have some skill with short-range weapons. This character set is a good choice for the aspiring Robin Hood. The Berserker class favors might above all else, including safety. In lore across many universes, this rpg character exists as a behemoth that employs focused rage as a method of delivering devastating blows.

Descending from Norse mythology, the Berserker was rumored to be able to shapeshift into a bear at-will to defeat its enemies. They were respected, but also appropriately feared. Modern rpg roles put this class in a glass-cannon position. What that means, is that the Berserker is designed to get up close, quickly, and deal as much insane burst damage as possible with moderate sustained damage in between.

Their HP growth stats are often much higher to compensate for the necessity of close range, but weakness of armor class.

Always near the top of the damage charts for melee classes, the Berserker excels in supporting a main tank in burning a single target. The type of player that picks and levels a Cleric type is the very definition of morally sound. These people should be worshipped as gods by all of the lesser DPS types. While technically a subclass of mage, they are critical to a diverse party.

Many games, especially older jrps, place a lot of the Cleric into a healer. This was always an issue because Cleric specialize buffing, de-buffing, cleansing, crowd control, and mesmerize a form of long term mob group control. Often, the decision between healing and buffing was fight altering.

Realizing this, game developers created an entire role dedicated to individuals wanting to be the best people alive. Healers and tanks always get the credit, but the real heroes are the ones turning hard mode into My Little Pony: Friendship is Magic.

Just how useful are they? A good Clericcan single-handedly turn a fight around, in almost any game they exist in. This subclass, descending from a mage and warrior respectively, is dedicated to the blight and death arts. In games where they have their own unique identities, these classes excel at spreading disease and debuffs, while also contributing respectable DPS numbers.



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