CRPG Analyzer: A checklist for computer role-playing games

Vampire - The Masquerade: Bloodlines


game-63.gif
Classification: CRPG
Subgenre: Action
Design: Low Fantasy, Dark, W-RPG
Setting: Real World, Urban, Modern
Theme: Vampires
Combat Style: Real-time
Reward System: Skill points
Play Style: Single-player
Point of View: 1st-person, 3rd-person
Camera: Fixed
Color Palette: Realistic
Control: Full Control
Voice Acting: Partially Voiced
Character Backstory: Selectable
Playtime: 20-40 hours
Funding model: Publisher

CRPG Index: 6.8





I. Defining Features


The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerized game can be labeled as a Computer Role Playing Game (hereafter referred to as CRPG) are listed to show the necessary component elements and qualifying factors.

Any proposed or purported CRPG must contain all three core categories and their essential necessary Must Have conditions fulfilled to achieve the (minimal) CRPG status.

These core categories must maintain some form of progressive nature that will improve from when the game starts and leads to a conclusive game ending.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • MC1: You can control and role-play one or more unique characters (➙ avatar or party, not only uniform units.) Yes -- One main character.
  • MC2: You can progressively develop your characters' stats or abilities (➙ e.g. through an in game value (usually exp. points) gained by quests, exploration, conversation, combat, …) Yes -- You get skill points to distribute for completing quests.
  • MC3: Checks against character stats and/or character abilities/skills are necessary to make progress and finish the game. Yes -- Lots of meaningful skill choices!
  • MC4: You can equip and enhance your characters with items you acquire. Yes -- Limited, but at key points you can buy better armor.
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • ME1: Your character(s) can interact with the gameworld and find new locations by exploring. Yes -- There are hubs, but within those you need to explore a lot.
  • ME2: Your character(s) can find items that can be collected in an inventory (➙ there have to be more item types than quest items, weapons, ammunition and consumable stat boosters.) Yes -- Limited, but besides weapons/armor you can pick up some fluff items.
  • ME3: Your character(s) can find information sources (➙ e.g. NPCs, entities, objects that provide info.) Yes -- Very interesting NPCs to talk to.
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • MS1: Your character(s) can get information from information sources (➙ e.g. hints, goals, quests, skills, spells, training, …) Yes -- NPCs provide lots of background info.
  • MS2: Your character(s) can follow quests (➙ there is at least one main quest.) Yes -- Quests and intriguing missions abound.
  • MS3: Your character(s) can progress through connected events and play their role. Yes
Each core category and the auxiliary category Combat also have related Should Have conditions; the reviewer should make a comment if a sub list item is not fulfilled. Should one or more (SH) not be fulfilled the game is most likely a special CRPG (see Tags) or a CRPG light.

If all (SH) are fulfilled too there's no further discussion necessary -- the game is a true CRPG.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • SC1: You can create your characters. Yes
  • SC2: The player needs pre-planning for the development of the character(s). Yes
  • SC3: The primary means of problem solving, gameworld interaction and overcoming challenges is the tactical use of character/party skills/abilities (➙ the player's physical coordination skills are secondary.) Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • SE1: There are NPCs in the game. Yes
  • SE2: You can choose a path (➙ there is at least some branching.) Yes
  • SE3: Your character(s) can manipulate and change the game world appropriate to the game's setting (➙ e.g. pull levers, push buttons, open chests, hack computers …) Yes
  • SE4: The gameworld can affect your character(s) conditions or circumstances in a way that you have to learn and adapt to overcome these challenges (➙ e.g. weather, traps, closed doors, poisoned areas, …) Yes
  • SE5: There are initially inaccessible areas in the gameworld that can only be reached by enhancing your characters' abilities, solving quests or puzzles (➙ e.g. unlock locked areas, overcome obstacles, repair bridges, dispel barriers, …) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • SS1: The story is influenced by your decisions and your characters' actions and stats/abilities/skills. Yes
  • SS2: Your character(s) can interact with information sources (➙ e.g. NPC conversation, riddle statue question, …) Yes
  • SS3: Your character(s) can make choices in those interactions Yes
  • SS4: At least some of these choices have consequences. Yes
  • SS5: Advancing in the story requires thinking on part of the player (➙ e.g. irreversible choices, moral dilemma, riddles, …) Yes
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • SF1: Combat efficiency is in some way tied to character stats or abilities (➙ e.g. amount of damage, chance to hit, weapon access, …) Yes
  • SF2: Combat works with some random elements (➙ game internal dice rolls.) Yes
  • SF3: Combat should provide some challenge (➙ e.g. preparing, use of tactics or environment possible.) Yes
Vampire - The Masquerade: Bloodlines is a CRPG.


II. CRPG Elements


Optional elements are listed in the Nice to Have (NtH) list. With it you get precise information which optional CRPG elements are implemented in the game. A general game info questionnaire is added too, to do some rating.

Choice
  • You can name your characters. Yes
  • You can choose a gender. Yes
  • You can choose looks or voice. Yes
  • You can choose or create through play your own class, profession or race. Yes
  • You can choose traits, alignment or disposition. Yes
  • You can choose abilities. Yes
  • You can choose spells. Yes
  • You can modify primary stats. Yes
  • Lots of different equipment is available. Yes
  • Lots of different spells or abilities are available. Yes
  • Abilities can unlock or block others or branch. No
  • Character classes or development paths can be changed during the game. No
  • You can have pets as party members. No
Interdependence
  • (Story) Character stats can change NPC disposition towards the PC. Yes
  • (Story) Stats, abilities or spells can affect available dialogue options. Yes
  • (Story) Unique items are in the game or can be made. Yes
  • (Exploration) Stats, abilities or spells can affect available paths through the game world. Yes
  • (Exploration) Stats, abilities or spells can affect the amount of things you can see, find or know in the world. Yes
Interactivity
  • You can create combos with spells or abilities. No
  • Your character's stats can be modified by using spells or abilities. Yes
  • Your character's afflictions can be cured by using spells or abilities. No
  • You can rest or sleep. No
  • Stats can limit in some way what you can equip or carry. No
  • You can control party members or pets like your main character. No
Immersion
  • You need to specialize (➙ can't have everything.) Yes
  • You can create or choose a background story for your character. Yes
  • You can tweak your character lots of times over the whole game. Yes
  • You can wear normal clothes, not only armor. Yes
  • Factions provide prizes for your deeds (➙ e.g. houses, medals, ranks, …) No
  • Magic is in the game in some form. Yes
  • Your characters can be afflicted with negative status effects (➙ e.g. diseases, fatigue, etc.) Yes
  • Your characters can eat or drink. Yes
Choice
  • You can follow different paths to reach a goal. Yes
  • You can reasonably go where you want. Yes
  • You can return to previously visited locations. Yes
  • There are few artificial borders, rare level loading. No
Interdependence
  • (Character) Char development choices can affect available paths through the game world. Yes
  • (Character) Char development choices can affect the amount of things you can see, find or know in the world. Yes
  • (Story) You can find and recruit new party members or tame pets. No
  • (Story) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Story) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) Yes
Interactivity
  • You can collect items (➙ there is an inventory.) Yes
  • You can trade items for currency and better equipment. Yes
  • You can interact with items. Yes
  • You can break or destroy items. No
  • You can repair items. No
  • You can move items. No
  • You can combine or disaggregate items. No
  • You can gather pieces of flora or fauna for later use. No
  • You can craft equipment, spells or items (➙ e.g. alchemy.) No
  • Inventory size is limited. Yes
Immersion
  • There is a place you can call home. Yes
  • You can explore lots of unique, beautiful and interesting locations. Yes
  • Locations can evolve or change (➙ e.g. town / destroyed town.) No
  • There are non-hostile creatures (➙ e.g. wildlife.) Yes
  • Types of creatures make sense in the area they are encountered in. Yes
  • Creatures are wandering persistently (➙ no random encounters.) Yes
  • Looting makes sense (➙ no shield on a dead wolf.) Yes
  • Time is measured (➙ e.g. there is a day/night cycle.) No
  • Time affects the game world (➙ e.g. some things are only available at night.) No
Choice
  • You can reasonably do what you want when you want to do it (➙ quest order doesn't matter much.) Yes
  • Some quests depend on each other. Yes
  • Some quests rule others out. Yes
  • Quests can be solved in more than one way. Yes
  • You can join factions, though not all at the same time. Yes
  • You can make moral choices (or romance choices.) Yes
Interdependence
  • (Character) Character stats can change NPC disposition towards the PC. Yes
  • (Character) Char development choices can affect available dialogue options. Yes
  • (Character) Unique items are in the game or can be made. Yes
  • (Exploration) You can find and recruit new party members or tame pets. No
  • (Exploration) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Exploration) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) Yes
Interactivity
  • Dialogue is fleshed out (➙ there are multiple options in one conversation.) Yes
  • There is more than one game ending. Yes
  • You can have conversations with party members or take care of pets. No
  • There are many side quests. Yes
  • State of the game changes in accordance with the player's actions. Yes
  • You can solve or create conflicts between factions. No
Immersion
  • Lore is provided (➙ context, faction rules, laws, history, …) Yes
  • There are different factions (➙ races, groups, guilds.) Yes
  • NPCs or party members are well developed (➙ expansive background stories, etc.) Yes
  • NPCs or party members interact with each other. Yes
  • NPCs have schedules. No
  • There are surprises and twists. Yes
  • The storyline is character-driven (➙ character development within the narrative.) No
  • There is a proper ending or sense of closure. Yes
  • There are memorable antagonists. Yes
  • Your main character is defined. No
Units
  • Combat can be avoided due to stats (➙ e.g. enemies flee) No
  • You can control at least six characters. No
  • Your characters are specialized (➙ different battlefield roles.) Yes
  • Enemies are specialized (➙ require different tactics.) Yes
  • Resource management is necessary. Yes
  • Units have multiple attack options. Yes
  • Delayed attacks are possible (➙ e.g. counterattacks, attacks of opportunity, etc.) Yes
  • Movement-focused special abilities are available. Yes
  • Units have multiple resistance options (➙ e.g. armor, elemental resistance, etc.) Yes
Environment
  • Combat can be avoided through sneaking or gameworld manipulation. Yes
  • You can get a good sense of space (➙ e.g. there is a grid.) No
  • Combat can start at variable distances. Yes
  • Directional facing plays a role (➙ e.g. more damage from behind, flanking.) No
  • Terrain is variable (➙ e.g. natural choke points, cover, combat bonuses.) No
  • Terrain can be manipulated (➙ e.g. you can create barriers.) No
  • There are elevation effects (➙ e.g. combat bonuses from higher grounds.) No
  • There can be zones or items on the battlefield that reward units who get there in time. No
  • There can be Zones of Danger on the battlefield (➙ e.g. environmental damage.) Yes
Scenarios
  • Combat can be avoided through dialogue. Yes
  • Combat can have different win scenarios (➙ e.g. keep NPC alive, defend town.) Yes
  • Combat can have side objectives aside from "win/loss". No
  • Characters don't die immediately but can be revived during combat. No
  • Decisions on the battlefield have character development consequences. No
  • There are memorable bosses. Yes
Roleplay: 7.7
Character: 7.7
Exploration: 6.9
Story: 8.3


Gameplay: 7.2
Choice: 8.3
Interactivity: 6.1
Immersion: 7.4


Combat: 5.4
Units: 7.8
Environment: 3.3
Scenarios: 5.0


--------------------
Total: 6.8

III. Fun Features


1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • FC1: Are there useless skills? No
  • FC2: How would you rate character progression? Balanced
  • FC3: Is there auto-leveling of some sort? No
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • FE1: Is Auto-Mapping available? Yes
  • FE2: Is Fast Travelling available? No
  • FE3: Are there quest markers? No
  • FE4: Is there a quest compass? No
  • FE5: How much realism is there? Balanced
  • FE6: How much looting is in the game? Little
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • FS1: Does the story follow cliched paths? No
  • FS2: How linear is the game? Network-like
  • FS3: How would you rate the suspense? Gripping
  • FS4: Are there pre-selected options? (➙ Choice is reduced.) No
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • FF1: How much fighting is in the game? Some
  • FF2: Grinding: Is filler combat necessary to develop your character? No
5. Interface

  • FX1: How often is gameplay interrupted with loading? Sometimes
  • FX2: How would you rate the game's interface? Intuitive
6. Difficulty

  • FD1: How difficult is the game? Normal
  • FD2: Can difficulty be adjusted? Yes
  • FD3: How balanced is trading? Good
  • FD4: How much reloading is necessary to beat the game? Some
  • FD5: How good is the AI? Medium
  • FD6: How much handholding is there? Little
7. Gameplay Features

  • FG1: Are there Easter Eggs? Yes
  • FG2: Are there minigames? No
This fact sheet was created using CRPG Analyzer 1.02 Beta.
 
Last edited:
Joined
Aug 30, 2006
Messages
3,486
The BB Code button is working again. It's still throwing an error because the jQueryUI version is horribly out of date. That is, the window opens at the top left instead of the center and can't reliably be closed again.

However, the code is generated and you can copy it.

I added a "CRPG Index" line in the summary, because why not. It's a simple score of checked elements / total elements and allows for rough comparisons of games.

In the spoiler tag there's also an "Elements breakdown" for numerical values of the Focus charts.

Regarding tags: Shouldn't we have a tag for party-based / single character? Or did we have one and it got lost? What do we call it, which options do we need?

We do have this:

Control
How many characters can you control?
- Full Control: Full control over every party member's action in combat.
- AI Control: You only control part of the party directly, others are controlled by AI while they may accept general commands.

... but doesn't really say anything about a party or its size.
 
Joined
Aug 30, 2006
Messages
3,486
Oh nice, it means I can try what I saved last time :cool:

I'll check your questions this weekend.

Encased


game-1447.gif
Classification: CRPG
Subgenre: Tactical, Adventure
Design: Low Fantasy
Setting: Urban, Wasteland, Alternate History, Modern, Post-apocalyptic
Theme: Paranormal, Politics, Science, Survival
Combat Style: Turn-based
Reward System: Experience, Skill points
Play Style: Single-player
Point of View: Isometric
Color Palette: Subdued, Realistic
Control: Full Control
Voice Acting: Fully Voiced
Character Backstory: Selectable
Playtime: 20-40 hours, 40-60 hours
Funding model: Crowdfunding, Publisher

CRPG Index: 7.7





I. Defining Features


The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerized game can be labeled as a Computer Role Playing Game (hereafter referred to as CRPG) are listed to show the necessary component elements and qualifying factors.

Any proposed or purported CRPG must contain all three core categories and their essential necessary Must Have conditions fulfilled to achieve the (minimal) CRPG status.

These core categories must maintain some form of progressive nature that will improve from when the game starts and leads to a conclusive game ending.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • MC1: You can control and role-play one or more unique characters (âž™ avatar or party, not only uniform units.) Yes
  • MC2: You can progressively develop your characters' stats or abilities (âž™ e.g. through an in game value (usually exp. points) gained by quests, exploration, conversation, combat, …) Yes
  • MC3: Checks against character stats and/or character abilities/skills are necessary to make progress and finish the game. Yes
  • MC4: You can equip and enhance your characters with items you acquire. Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • ME1: Your character(s) can interact with the gameworld and find new locations by exploring. Yes
  • ME2: Your character(s) can find items that can be collected in an inventory (âž™ there have to be more item types than quest items, weapons, ammunition and consumable stat boosters.) Yes
  • ME3: Your character(s) can find information sources (âž™ e.g. NPCs, entities, objects that provide info.) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • MS1: Your character(s) can get information from information sources (âž™ e.g. hints, goals, quests, skills, spells, training, …) Yes
  • MS2: Your character(s) can follow quests (âž™ there is at least one main quest.) Yes
  • MS3: Your character(s) can progress through connected events and play their role. Yes
Each core category and the auxiliary category Combat also have related Should Have conditions; the reviewer should make a comment if a sub list item is not fulfilled. Should one or more (SH) not be fulfilled the game is most likely a special CRPG (see Tags) or a CRPG light.

If all (SH) are fulfilled too there's no further discussion necessary -- the game is a true CRPG.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • SC1: You can create your characters. Yes
  • SC2: The player needs pre-planning for the development of the character(s). Yes
  • SC3: The primary means of problem solving, gameworld interaction and overcoming challenges is the tactical use of character/party skills/abilities (âž™ the player's physical coordination skills are secondary.) Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • SE1: There are NPCs in the game. Yes
  • SE2: You can choose a path (âž™ there is at least some branching.) Yes
  • SE3: Your character(s) can manipulate and change the game world appropriate to the game's setting (âž™ e.g. pull levers, push buttons, open chests, hack computers …) Yes
  • SE4: The gameworld can affect your character(s) conditions or circumstances in a way that you have to learn and adapt to overcome these challenges (âž™ e.g. weather, traps, closed doors, poisoned areas, …) Yes
  • SE5: There are initially inaccessible areas in the gameworld that can only be reached by enhancing your characters' abilities, solving quests or puzzles (âž™ e.g. unlock locked areas, overcome obstacles, repair bridges, dispel barriers, …) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • SS1: The story is influenced by your decisions and your characters' actions and stats/abilities/skills. Yes -- Mostly in acts 2 & 3, not in the Early Access
  • SS2: Your character(s) can interact with information sources (âž™ e.g. NPC conversation, riddle statue question, …) Yes
  • SS3: Your character(s) can make choices in those interactions Yes
  • SS4: At least some of these choices have consequences. Yes
  • SS5: Advancing in the story requires thinking on part of the player (âž™ e.g. irreversible choices, moral dilemma, riddles, …) Yes
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • SF1: Combat efficiency is in some way tied to character stats or abilities (âž™ e.g. amount of damage, chance to hit, weapon access, …) Yes
  • SF2: Combat works with some random elements (âž™ game internal dice rolls.) Yes
  • SF3: Combat should provide some challenge (âž™ e.g. preparing, use of tactics or environment possible.) Yes
Encased is a CRPG.


II. CRPG Elements


Optional elements are listed in the Nice to Have (NtH) list. With it you get precise information which optional CRPG elements are implemented in the game. A general game info questionnaire is added too, to do some rating.

Choice
  • You can name your characters. Yes
  • You can choose a gender. Yes
  • You can choose looks or voice. Yes
  • You can choose or create through play your own class, profession or race. Yes
  • You can choose traits, alignment or disposition. Yes
  • You can choose abilities. Yes
  • You can choose spells. No
  • You can modify primary stats. Yes
  • Lots of different equipment is available. Yes
  • Lots of different spells or abilities are available. Yes
  • Abilities can unlock or block others or branch. Yes -- Skill points unlock groups of abilities like pick locking or light weapon combat techniques
  • Character classes or development paths can be changed during the game. Yes -- Initial choices make some paths easier, but abilities can be obtained by any "class".
  • You can have pets as party members. No
Interdependence
  • (Story) Character stats can change NPC disposition towards the PC. Yes
  • (Story) Stats, abilities or spells can affect available dialogue options. Yes
  • (Story) Unique items are in the game or can be made. Yes
  • (Exploration) Stats, abilities or spells can affect available paths through the game world. Yes
  • (Exploration) Stats, abilities or spells can affect the amount of things you can see, find or know in the world. No -- Not much, sometimes they make it easier (like lockpicking, stealth or resistance to hazards)
Interactivity
  • You can create combos with spells or abilities. No
  • Your character's stats can be modified by using spells or abilities. Yes -- Perks can affect the stats significantly
  • Your character's afflictions can be cured by using spells or abilities. Yes
  • You can rest or sleep. Yes
  • Stats can limit in some way what you can equip or carry. Yes
  • You can control party members or pets like your main character. No -- You can control companions but as much as the main character.
Immersion
  • You need to specialize (âž™ can't have everything.) Yes
  • You can create or choose a background story for your character. No -- You can select a 'trait', pre-defined characters have a short story, but that's it.
  • You can tweak your character lots of times over the whole game. Yes
  • You can wear normal clothes, not only armor. Yes
  • Factions provide prizes for your deeds (âž™ e.g. houses, medals, ranks, …) No -- There's an approval score, I haven't seen more for now.
  • Magic is in the game in some form. Yes -- Psionic abilities are akin to magic though more limited in variety (17 abilities). No spells.
  • Your characters can be afflicted with negative status effects (âž™ e.g. diseases, fatigue, etc.) Yes
  • Your characters can eat or drink. Yes -- The PC must eat, drink and sleep.
Choice
  • You can follow different paths to reach a goal. Yes
  • You can reasonably go where you want. Yes
  • You can return to previously visited locations. Yes
  • There are few artificial borders, rare level loading. No -- Loading areas, large buildings / sewers / … Similar to BG, NWN, Pathfinder
Interdependence
  • (Character) Char development choices can affect available paths through the game world. Yes
  • (Character) Char development choices can affect the amount of things you can see, find or know in the world. No -- Not much, sometimes they make it easier (like lockpicking, stealth or resistance to hazards)
  • (Story) You can find and recruit new party members or tame pets. Yes -- Party members
  • (Story) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Story) You can visit and make use of social locations (âž™ e.g. taverns, inns, marketplaces.) No -- There are halls, cafeterias, but they are just another room with no special status
Interactivity
  • You can collect items (âž™ there is an inventory.) Yes
  • You can trade items for currency and better equipment. Yes
  • You can interact with items. Yes
  • You can break or destroy items. Yes -- Some items can be hacked, disassembled for parts
  • You can repair items. Yes
  • You can move items. No -- Except vehicles, or items dropped on the ground.
  • You can combine or disaggregate items. Yes
  • You can gather pieces of flora or fauna for later use. Yes
  • You can craft equipment, spells or items (âž™ e.g. alchemy.) Yes
  • Inventory size is limited. Yes
Immersion
  • There is a place you can call home. Yes
  • You can explore lots of unique, beautiful and interesting locations. Yes
  • Locations can evolve or change (âž™ e.g. town / destroyed town.) Yes -- Between acts mostly
  • There are non-hostile creatures (âž™ e.g. wildlife.) No
  • Types of creatures make sense in the area they are encountered in. Yes
  • Creatures are wandering persistently (âž™ no random encounters.) Yes -- Except random encounters during world travel, but those are temporary areas
  • Looting makes sense (âž™ no shield on a dead wolf.) Yes -- Except sometimes money in trash bins, but usually it's coherent
  • Time is measured (âž™ e.g. there is a day/night cycle.) Yes -- Time, day/night cycle, you can wait for x minutes/hours
  • Time affects the game world (âž™ e.g. some things are only available at night.) Yes -- Some perks give bonus at night/during day. Some quests require presence at specific time of day
Choice
  • You can reasonably do what you want when you want to do it (âž™ quest order doesn't matter much.) Yes
  • Some quests depend on each other. Yes
  • Some quests rule others out. No -- Maybe but I haven't seen any so far in the EA
  • Quests can be solved in more than one way. Yes -- Through dialogs, through actions / interaction in the game, and through peaceful/combat choices
  • You can join factions, though not all at the same time. Yes
  • You can make moral choices (or romance choices.) Yes -- Casual romance, helping morally-/politically-oriented factions, …
Interdependence
  • (Character) Character stats can change NPC disposition towards the PC. Yes
  • (Character) Char development choices can affect available dialogue options. Yes
  • (Character) Unique items are in the game or can be made. Yes
  • (Exploration) You can find and recruit new party members or tame pets. Yes -- Party members
  • (Exploration) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Exploration) You can visit and make use of social locations (âž™ e.g. taverns, inns, marketplaces.) No -- There are halls, cafeterias, but they are just another room with no special status
Interactivity
  • Dialogue is fleshed out (âž™ there are multiple options in one conversation.) Yes -- Usually many answers/dialog options
  • There is more than one game ending. No -- I'm not sure yet, maybe since story has C&C branches
  • You can have conversations with party members or take care of pets. Yes
  • There are many side quests. Yes
  • State of the game changes in accordance with the player's actions. Yes
  • You can solve or create conflicts between factions. No
Immersion
  • Lore is provided (âž™ context, faction rules, laws, history, …) Yes
  • There are different factions (âž™ races, groups, guilds.) Yes
  • NPCs or party members are well developed (âž™ expansive background stories, etc.) No -- Many NPCs have some amount of background, but it's usually not deep or expansive
  • NPCs or party members interact with each other. Yes -- I've only seen the occasional banter / remark, no action
  • NPCs have schedules. No -- At best they move around doing their "job" but it's not far. Not comparable to Oblivion/Skyrim
  • There are surprises and twists. Yes
  • The storyline is character-driven (âž™ character development within the narrative.) No
  • There is a proper ending or sense of closure. Yes -- TBC, it's EA so I haven't seen it
  • There are memorable antagonists. Yes -- TBC, it rather looks like solving consequences/root cause of the cataclysm than fighting antagonists
  • Your main character is defined. No
Units
  • Combat can be avoided due to stats (âž™ e.g. enemies flee) Yes -- Through charm/intimidation/… in dialogs
  • You can control at least six characters. No -- TBC, not sure of the limit
  • Your characters are specialized (âž™ different battlefield roles.) Yes -- Different combat styles, not possible to get proficient in all of them
  • Enemies are specialized (âž™ require different tactics.) Yes
  • Resource management is necessary. Yes -- Ammo, med packs, …
  • Units have multiple attack options. Yes
  • Delayed attacks are possible (âž™ e.g. counterattacks, attacks of opportunity, etc.) No -- TBC
  • Movement-focused special abilities are available. Yes
  • Units have multiple resistance options (âž™ e.g. armor, elemental resistance, etc.) Yes -- Different types of damage (physical, energy, …), fatigue, radiation
Environment
  • Combat can be avoided through sneaking or gameworld manipulation. Yes
  • You can get a good sense of space (âž™ e.g. there is a grid.) Yes
  • Combat can start at variable distances. Yes
  • Directional facing plays a role (âž™ e.g. more damage from behind, flanking.) No -- TBC
  • Terrain is variable (âž™ e.g. natural choke points, cover, combat bonuses.) Yes
  • Terrain can be manipulated (âž™ e.g. you can create barriers.) No
  • There are elevation effects (âž™ e.g. combat bonuses from higher grounds.) No
  • There can be zones or items on the battlefield that reward units who get there in time. No
  • There can be Zones of Danger on the battlefield (âž™ e.g. environmental damage.) Yes
Scenarios
  • Combat can be avoided through dialogue. Yes
  • Combat can have different win scenarios (âž™ e.g. keep NPC alive, defend town.) Yes
  • Combat can have side objectives aside from "win/loss". Yes -- e.g. win a companion if successfully defended
  • Characters don't die immediately but can be revived during combat. Yes -- TBC, they can fall unconscious, can they be waken up? Same with health, not sure.
  • Decisions on the battlefield have character development consequences. Yes
  • There are memorable bosses. No -- Thankfully not a final-boss type of game
Roleplay: 8.2
Character: 8.2
Exploration: 8.6
Story: 7.8


Gameplay: 7.8
Choice: 8.3
Interactivity: 7.6
Immersion: 7.4


Combat: 7.2
Units: 7.8
Environment: 5.6
Scenarios: 8.3


--------------------
Total: 7.7

III. Fun Features


1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • FC1: Are there useless skills? No
  • FC2: How would you rate character progression? Balanced
  • FC3: Is there auto-leveling of some sort? No
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • FE1: Is Auto-Mapping available? Yes -- Is there another sort?
  • FE2: Is Fast Travelling available? No -- World map travel between areas, so faster than real-time, but it's not instantaneous
  • FE3: Are there quest markers? No
  • FE4: Is there a quest compass? No
  • FE5: How much realism is there? Balanced
  • FE6: How much looting is in the game? Much -- Corpses, many containers, cars, vending machines, …
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • FS1: Does the story follow cliched paths? No
  • FS2: How linear is the game? Network-like
  • FS3: How would you rate the suspense? Ok
  • FS4: Are there pre-selected options? (âž™ Choice is reduced.) No
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • FF1: How much fighting is in the game? Some -- Player can choose to fight more or less, depending on exploration and dialog choices
  • FF2: Grinding: Is filler combat necessary to develop your character? Yes -- TBC, I think it's not possible to avoid all combats
5. Interface

  • FX1: How often is gameplay interrupted with loading? Often -- Every area, big building. Comparable to BG, NWN, Pathfinder (world map, area, building)
  • FX2: How would you rate the game's interface? Ok -- EA for now, being improved
6. Difficulty

  • FD1: How difficult is the game? Normal
  • FD2: Can difficulty be adjusted? Yes
  • FD3: How balanced is trading? Good -- Not too easy to get top gear, price depends on reputation
  • FD4: How much reloading is necessary to beat the game? Some
  • FD5: How good is the AI? Medium -- Companion AI not that good, they happily walk in hazardous areas and block the way. Combat is OK
  • FD6: How much handholding is there? Little -- Journal to keep track of quests, but no pointers, better remember where NPCs are
7. Gameplay Features

  • FG1: Are there Easter Eggs? Yes -- A few amusing references
  • FG2: Are there minigames? No -- Not per se, except through dialogs for ex. when hacking a system or solving IT/science issues
This fact sheet was created using CRPG Analyzer 1.02 Beta.
 
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Out of curiosity, I checked and the Google translation is not bad at all, I'm surprised.

The 20 items (titles) are fine, actually, and their content mostly OK, if not always very idiomatic or elegant. For 14 I'd just say "romance" but the translation is faithful.

One sentence in 11 (essentials - I prefer "life needs") was funny, "you can easily sleep all night and still be up" which is of course "you can easily spend a sleepless night and still stay on your feet" :D In its defense, the French sentence uses the wrong verb.

I'm skeptical about interactive mini-games (17), should that be part of a checklist for an RPG? Why not add a strategic management layer, that we see in several RPGs? I think those are extensions to vary the game, but they're mostly disruptive.

The 20 points:
1. A Customizable hero
2 and 3. Characteristics and skills
4. Experience points and evolution of your hero
5. A system of alignments
6. A game system driven by your character's characteristics and skills
7. Character Gear
8. An inventory
9. A complete background
10. A character who evolves physically and intellectually due to his/her condition
11. Life needs
12. An immersive story with multiple branches
13. Side quests
14. Romance
15. A wear and craft system
16. Trade and a bed
17. Interactive mini-games
18. A living world
19. An interactive universe
20. A coherent world

PS: I retrieved the KoTC2 article they mentioned at the beginning, which was translated to French. The original is here (Update #2: My RPG design philosophy and dungeon-design process!).
I agree that mini games made me jump from my chair. Not just because mini games wasn't historically common in RPG but since some years or a bit more it started be more and more common to fill wide open world RPG. But also because I can't bear most mini games, and when they are very good as the card game in The Witcher 3, they still feel like an artificial inclusion in the global game play.

And then if you read further, mini games is linked to secondary activities, like hunting or fishing. And then it's more complicated. If a game tries setup the feeling of a full world, have secondary activities makes sense, and clearly some are hard to implement on a base gameplay oriented to combats and adventuring. For example, it's clear that hunting doesn't need to be a mini game in many RPG, but fishing would be limited to fishing by swimming and diving and exventually with explosives without a fully dedicated gameplay for other type of fishing. But it's not the lock picking mini game of Bethesda Fallout(s) that make the games more RPG, it's more a poor trick to fill a wide open world RPG.

But the customizable hero made me also jump from my chair. it can be a characteristic but for me it's non sense to say it's more a RPG if there's a customizable hero.

Otherwise they didn't make me jump from my chair, but I don't consider this points are defining RPG: Wear and craft system, character evolving physically and interlecually (when there's already the point on XP and hero evolution), life needs because RPG that tried are a successions of fails past first parts of a play, Romance because it's clearly nothing related to RPG and it shoud be included in a relationships point. In fact the French original name is more Relationships than Romance, but your translation still fits because the explanation only cover the romance aspect.

But this definition seems have collect gameplay elements found in games tagged RPG. And then, your quote on some lite strategy layout seems pertinent because it seems that RPG are trying to add such layout be it fake or not (illusion of a lite strategy or a real lite strategy layer).

As a collection of elements that was found in games tagged RPG the list makes sense, but that they define a RPG tag seems more questionable.

I quoted three points not really targeted, choices, consequences, and thief/stealing/stealth system.

Yes, choices and consequences are two points because a game is an illusion, and make a choice means something if you roleplay and get involved in your play, even without consequences. Ok pure choices without consequences was bashed so much by many players that it tends have disappeared from RPG, but for some players, mood choices was a quite cool aspects of RPG, and request all have consequences tend have limit a lot the amount of mood choices.

Choices and consequences are spread on character building and main story, it should have been separate points because it's a lot more general than that like for secondary quests but it could also be consequences of combats, choices and consequences for relationships and many more.

For a thief/stealing/stealth system it can be more arguable as a criteria for defining RPG. But it's not because the article started with D&D, and because when it's about making the feeling of a world, often the lack of such system can feel weird. It's big that this criteria was forgotten when the article started with D&D.
 
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