Definitions, Batch 1

While writing this video game development diary, I realized that definitions are an essential building block to help keep my thinking on track. Below is my first batch of definitions (which are also available here). I was inspired by the examples at LiteraryDevices.net and Frictional Games.

1) Hardware
The physical-world tools used by Players to interact with video game Software.

2) Players
Human willpower (or volition) manifested in the video game’s Software. Most times the Player is the protagonist of the video game. Other times there are multiple Players who play with or against each other. The rest of the time the Player is an impersonal force that controls the video game’s Mechanics (e.g. Tetris).

3) Software
The coded logic and framework that provides Motifs, Fundamentals, and Mechanics for play.

4) Motifs
These are patterns that communicate ways of playing the video game. There are open, asymmetrical, and symmetrical styles. There are two open Motifs (Toys & Playgrounds and Show & Tell), two asymmetrical Motifs (Puzzles and Games), and one symmetrical Motif (Sports). Motifs are the highest, conceptual layer of video game play.

5) Fundamentals
These are video game’s essential Software traits that focus on time-space and includes Perspective, Ending, Navigation, and Timing (PENT). Two are related to time (Ending and Timing) and two are related to space (Perspective and Navigation). Fundamentals are the middle, engineered layer of video game play.

6) Mechanics
The limitless, in-game tools given to Players to interact with the video game. Mechanics are the foundational, technical layer of video game play. There are four aspects to each Mechanic: Tools, Obstacles, Skills, and Rules.

Is Heropath a CRPG?

I’ve defined what a Heroic Strategy-Adventure in a previous post and in many ways it looks like what a Computer Role-Playing Game (CRPG) is. So I thought it would be useful to define CRPG and see if Heropath fits in that genre. Here are some of my favourite definitions of what a CRPG is:

A game is a computer RPG if it features player-driven development of a persistent character or characters via the making of consequential choices.Sinister Designs.

A computer role-playing game (CRPG) is an approach to ludic narrative that emphasizes computational simulation of the storyworld over set-piece, “canned” design and narrative elements. The CRPG generally offers the player a much wider field of choice than other approaches, albeit often at the cost of narrative depth and the scope of narrative possibility it affords to the designer.Digital Antiquarian

1. There must be some form of character development, which might include increases in hit points, spell points, experience, levels, attributes, or skills. Basically, the character has to get intrinsically stronger and tougher as you play the game. Improvements in inventory do not count.
2. Combat effectiveness (including accuracy and damage) must be dependent to some degree on character attributes. Again, these could include standard Dungeons & Dragons-style characteristics, like strength and dexterity, or a skill-based system as in Skyrim. Combat effectiveness based solely on inventory or player dexterity with a controller does not count.
3. Characters in the game must have flexible inventories that are not based around solving puzzles. Characters should find some variety of weapons, armor, potions, and magic items during the game, and the player should be able to choose what the character wields and when he uses various items.
CRPG Addict

Western CRPGs & JRPGs: These will be treated as strategy games with an added exploration aspect… Insomnia via Archive.org.

I’ve long believed that CRPGs are fundamentally strategy games where resources are gathered through world exploration from the perspective of the protagonist. So with those definitions being laid out, I’d like to offer my own:

CRPGs are strategy games that emphasize protagonist trait-advancement, tactical combat resolution, inventory management, and world exploration.

So will Heropath be a CRPG given my definition? It won’t be in the beginning.

Heropath will definitely have CRPG elements in later chapters but like all Video Games it will emphasize certain certain motifs to create a distinct presentation. Heropath will differ from CRPGs in the following ways:

  1. You will command larger units in future chapters: CRPGs typically leave out control of larger units like squads, armies, castles, cities, and kingdoms. You visit these things but you don’t usually control them. Heropath eventually will expand to allow you control of more than your avatar.
  2. Dexterity challenge resolution in the beginning chapters: CRPGs can incorporate dexterity/action resolution (known as Action RPGs) and Heropath will follow those games to start with. Defeat of obstacles through character levelling, spells, and defeating monsters will not be Heropath’s initial focus.
  3. Deconstruction of the genre: One of the core design ideas for Heropath is to deconstruct what a CRPG is. I plan to break the genre down to its essential building blocks to savour these ingredients being added over time. I appreciate CRPGs like Challenge of the Five Realms that adopted interesting mechanics like having an end-of-the-world timer and allowing you to recruit groupings of a units. That game feels more like a Heroic Strategy-Adventure because of those added elements.

In summary, Heropath will be start out as a Heroic Strategy-Adventure, but will adopt some CRPG traits as the game advances. While those two genres share aesthetic treatments they emphasize different mechanics which is where I hope to have Heropath distinguish itself.