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- From: starr-daniel@yale.edu (Daniel Starr)
- Newsgroups: comp.sys.ibm.pc.games
- Subject: Re: ***** Proposed RFD: c.s.i.p.g reorganization -- please examine
- Date: 27 Jan 1993 20:24:59 -0500
- Organization: Yale University Science & Engineering UNIX(tm), New Haven, CT 06520-2158
- Lines: 43
- Message-ID: <1k7clbINNa7d@MINERVA.CIS.YALE.EDU>
- References: <1ju7ahINNmtk@oak8.doc.ic.ac.uk> <1juppqINNk9l@MINERVA.CIS.YALE.EDU> <924@ulogic.UUCP>
- NNTP-Posting-Host: minerva.cis.yale.edu
- Keywords: RFD split group
-
- In article <924@ulogic.UUCP> hartman@ulogic.UUCP (Richard M. Hartman) writes:
- >In article <1juppqINNk9l@MINERVA.CIS.YALE.EDU> starr-daniel@yale.edu (Daniel Starr) writes:
- >>In practice, the difference between the games we call 'role-playing' and the
- >>ones we call 'adventure' on the computer is just this:
- >
- >[ ... long discussion deleted ... ]
- >
-
- >>CRPG = systematic / template design
- >>Adventure = each element unique.
- >
- >Hmmmm..... this seems to be more of a design issue and not
- >really one that could be easily used as a distinction for the
- >average joe poster. The concept might work if you can get
- >it more into player terms than designer terms. But I'm not
- >really sure...... So far it still sounds like there should
- >only be one subgroup here.
-
- In player terms?
-
- How about:
- A CRPG is an adventure game in which the game world's presentation and the
- player's options for interacting with it are standardized and consistent
- within the game.
-
- Such games are typically characterized by: continuous grid-based
- maps instead of discrete painted backdrops; player-chosen
- conversation topics instead of predefined speeches; and standardized options
- for attack, defense, and other forms of dealing with obstacles.
-
- The intent of a CRPG is to set the player's adventure in a larger framework
- of an internally consistent world, as opposed to having the player only
- relate to the game world through the particular puzzles that are posed
- to him.
-
- How's that?
-
-
- --
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