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I'm in the concept stage of developing and designing my current project (one map challenge) and I was thinking of making it not quite fit the RPG genre; for example, having minimal combat; which got me thinking. What elements really make an RPG? And so what would essential elements for an RPG-lite be?
(BTW I don't really like the various definitions of RPG-Lite out on the internet that I've found. I just define it as something that somewhat fits the definition of RPG. but isn't trying to be one.)
Obviously, there’s a lot of different sub-genres that fit into the term RPG (and many genres have adopted RPG elements nowadays), but I ask people to mostly IGNORE the differences between all the sub-genres, and FOCUS on the similarities. (though if you want, go ahead and point out differences.)
I really would like to know what people find is essential for RPGs and, in turn, what should be in an RPG-Lite.
So I’m now turning this question over to the forum, which I think has the possibility of some interesting conversations, and certainly hope to be enlightened by everyone’s thoughts.
I’ll probably add my own later.
(BTW I don't really like the various definitions of RPG-Lite out on the internet that I've found. I just define it as something that somewhat fits the definition of RPG. but isn't trying to be one.)
Obviously, there’s a lot of different sub-genres that fit into the term RPG (and many genres have adopted RPG elements nowadays), but I ask people to mostly IGNORE the differences between all the sub-genres, and FOCUS on the similarities. (though if you want, go ahead and point out differences.)
forums.rpgmakerweb.com/index.php?threads/solved-lets-talk-true-rpg-game-mechanics-design.109054/#post-969528
And @Wavelength had a great list for what makes an RPG
And @Wavelength had a great list for what makes an RPG
...
So, what is an RPG, then? I'll paste part of my post from this thread on whether a game can even be called an RPG without combat (I believe this is the thread @Soryuju mentioned) where I list probably the best set of criteria for identifying an RPG that I've ever come up with:
"I think that classifying a game as an RPG, more than most genres, is a collection of aspects and features that have to be weighted and judged in context. Here's a "Top Ten" list of aspects that I think are useful when judging whether something should be viewed as an RPG. The more points it hits, the more justifiable it is to call it an RPG:
Few RPGs hit every single one of these, but most will hit at least half, whereas most games that we don't consider RPGs will only hit one or two."
- Use of visible, changeable, STATS to define a character's power level and style
- Inclusion of a PARTY of multiple playable characters who fight (or otherwise act) alongside each other, as opposed to picking one character at a time who does everything
- Use of a separate BATTLE SCREEN, separate from the main map the player uses to travel around, where combat or a similar activity takes place - extra weight for turn-based, menu-driven combat, but this isn't essential
- Emphasis on NARRATIVE and storytelling as a core aesthetic of play
- A COHERENT WORLD, as opposed to a series of stages or unconnected places, which can be physically explored and backtracked through at the player's leisure
- Inclusion of an INVENTORY of usable and collectible items
- Use of a LARGE CAST of human or anthropomorphic characters, including NPCs, with extra weight toward well-developed characters
- Emphasis on CHOICES over physical skills to determine either the player's success, the direction the storytelling unfolds in, or both
- Inclusion of DOWNTIME activities which feel separate from the game's main draws - these may be optional (minigames, sidequests) or they may happen in the course of mandatory play (shopping for armor, talking to NPCs in a town to trigger plot points), but they should feel 'separate' from what might be considered the 'main' gameplay
- Having NO TRUE FAILURE STATE - the player might see a Game Over, but is intended to go back and re-do things they did wrong, rather than interpreting it as having 'lost the game' to a competitive opponent or needing to start a new game
In other words, if something called an RPG can hit at least half of the above properties, you should have no problem calling it a "true" RPG.
I really would like to know what people find is essential for RPGs and, in turn, what should be in an RPG-Lite.
So I’m now turning this question over to the forum, which I think has the possibility of some interesting conversations, and certainly hope to be enlightened by everyone’s thoughts.
I’ll probably add my own later.