List 9 criteria for defining RPG games

Source: Internet
Author: User

JRPG and Western RPG are very common type tags, but because there are many different types in the same game, it is not effective to convey to people what kind of game this is. In this regard, some people still disagree whether these terms can be used to define the developer's game-making stance or game type.


Below I will list the 9 major classification criteria for RPG games.


The battle system-is based on turn or instant. The real-time game also has a further sub-classification--based on the menu or the player's ability to directly control their role.


Positioning-whether the position of the character and the enemy is important or irrelevant to the battle.

Group size-the number of roles the player has as a party to the active group.

Energy development-whether the player's energy development is linear. or whether they are free to choose the energy and skills of the character.

Story-whether the story is predetermined or the player's actions can affect the development of the story.

Focus-the focus of the game is the story or game play. This does not reflect the quality of the game, but how much time it takes to play each game.

Explore-whether the quest is linear or the player has more freedom to explore the entire game world.

Art style-The art style is realistic or more programmatic.

Success-the success of the game is based on the player's skill or character's attributes and strategies.


Final Fantasy 4 (from Appgame)

We can see that most of the categories are not either/or scenarios. For example, in Final Fantasy IV, energy development is linear (game State note: Players have a group of groups at each story point, and the upgrade will give them more powerful properties and new abilities regardless of the player's choice), but the player is also linear in how to equip (this kind of equipment, But sometimes it gives the player some interesting choices, and his character also has a little bit of control over it.


I want to analyze traditional JRPG, action/JRPG and strategy/JRPG based on these different categories.


Traditional JRPG

Combat – based on the turn system

Positioning – irrelevant, or less contact (front and rear)

Group Size – 3 to 5 people

Energy development – mixing

Story – Pre-set

Focus – mixing

Exploration – initially linear, then gradually open

Art Style – Programmatic

Success – Role-based attributes/policies

Traditional jrpg/Strategy

Combat – based on the turn system

Positioning – Important

Group size – More than 5 people (sometimes more)

Energy development – mixing

Story – Pre-set

Focus – Game Play method

Explore – from linear over to non-existent

Art Style – Programmatic

Success – Role-based attributes/policies

Traditional action/JRPG

Combat – based on real-time (direct control)

Positioning – Important

Group size – 1 to 3 people

Energy development – mixing

Story – Pre-set

Focus – Game Play method

Explore – Linear

Art Style – Programmatic

Success – based on skill


The following is an analysis of some of the most popular RPG games, mainly from the western and Japanese markets. It also contains the "biochemistry", although many people do not think it is an RPG.


BioShock (from Wikia)

The goddess of the different smell recorded in Gold edition

Combat – based on the turn system

Positioning – irrelevant

Group Size – 4 people

Energy development – mixing

Story – Pre-set (but a certain amount of freedom is present in the S-link system)

Focus – mixing

Explore – Linear

Art Style – Programmatic

Success – based on attributes/policies


"Final Fantasy XIII"

Battle – based on real-time (menu based)

Positioning – appropriate

Group Size – 3 people

Energy development – linearity (Linearization gradually weakens in the late game)

Story – Pre-set

Focus – mixing

Explore – Linear

Art Style – Programmatic

Success – based on attributes/policies


The blade of the degree of difference

Battle – based on real-time (menu)

Positioning – Important

Group Size – 3 people

Energy development – Freedom

Story – Pre-set

Focus – Game Play method

Explore – Freedom

Art Style – Programmatic

Success – mixing


The Soul of Darkness

Combat – based on real-time (direct)

Positioning – Important

Group size – 1 people (able to work with other players on a temporary basis)

Energy development – Freedom

Story – Pre-set

Focus – Game Play method

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