daikiraikimi wrote:
Thinking to the roots in TRPGs, I would say that only a specific "slice of the pie" of TRPGs has been represented in video games, but that doesn't mean that it always has to be that way. One could definitely make a game with differing mechanics, such as Amber RPGs "automatic combat resolution based on karma and rank", or simply a non-combat oriented game in any setting/system. (Solve issues diplomatically, etc.)
Eh, I think you’ll find they removed the dice so you can focus on the actual roleplaying. Removing a combat system in CRPGs without incorporating actual roleplaying elements into the game aren’t magically going to make games “combatless RPGs”, you’ll just have games of other genres. The way to evolve CRPGs is to continuously make inroads on incorporating
"freedom of choice" and not trying to make an “RPG without combat,” because that’s missing the point of why CRPGs are like that in the first place.
Academagia has combat situations resolved automatically depending on your skills and attributes. It’s generally considered a
sim.
Academagia also has problems you can resolve diplomatically using your characters skills and attributes… yet it’s still a
sim. And if you think about it, sims and RPGs are very closely related. What’s the difference between Tabletop RPGs and sims? The narrative. RPGs emphasise a narrative that’s created by the players whereas a sim need not have a narrative let alone a player created one. What’s the difference between COMPUTER RPGs and sims? I think you’ll find it’s very little. Traditionally CRPGs had little narrative, being little more than glorified dungeon crawlers. Basically if you dissolve the early CRPGs into its fundamental components, you’ll find it’s merely “players using their characters abilities to resolve combat situations through a system imitating combat.” That is all the the early CRPGs were.
Since that moment the CRPG genre have certainly added lots of elements. Narrative which is partially interactive, for example. That being said, if you include an interactive narrative yet take out the combat system of a game to make a “combat-less”
Mass Effect, can you still call such a game an CRPG? Well, Telltale Studios do partially interactive narratives, they have exploration, are they CRPGs? No. So early signs say the possibility of “CRPGs without combat” is not good. But are Telltale's games not considered CRPGs because they lack “stats” or is it because they lack "combat dependent on your characters abilities resolved through a combat system?"
Well, let’s take another game for example.
Tiger Woods golf, sim or CRPG? I think you’ll find it’s called a sports SIM, yes?
Academagia, sim or CRPG? Sim, right?
Long Live the Queen is a raising SIM.
Roommates is a dating SIM.
The Sims is obviously a SIM. Using skills and traits of your character (stats) to resolve situations are covered by the SIM genre, if the game allows you to use the skills and traits of your character to resolve a situation through the use of a combat system then your game is magically transformed into an RPG. You could call the CRPG a sub-genre of the Sim genre. A little weird yes, but that’s through developers only managing to simulate the combat system of tabletop wargames and yet called them RPGs. They aren’t true RPGs until they can allow players to significantly affect narratives and the world through the decisions of their character.
daikiraikimi wrote:
I think there would be resistance to labeling some of those with the video game "RPG" label, though, because, for example, a game where you make choices without combat/items/etc. (such as diplomatic choices) would more closely resemble what people generally think of as adventure games.
An adventure game has 3 elements; a narrative, exploration, and puzzles (logic puzzles, dialogue puzzles etc etc.) If it doesn't have those 3 elements then it's not an adventure game.
daikiraikimi wrote:
I think the real question would be "is the fact that we're making a game with combat important?" and "could we make this game without combat, and if we did would we lose anything important?" If you have made a game you like and are proud of, I think the genre labels for that game would be secondary.
Genre labels are only useful for customers. They provide nice, quick summaries of the gameplay experience you can expect to find within. Not much use to those wishing to create stuff. That being said, if someone wanted advice on what engine to use to create an RPG I'm automatically assuming it has a combat system.