游戏邦在:
杂志专栏:
gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看

列举定义RPG游戏的9大分类标准

发布时间:2013-02-05 09:34:55 Tags:,,,,

作者:Robert Boyd

JRPG以及西方RPG是很常见的类型标签,但是因为同一种游戏中也存在许多不同的类型,所以它并不能有效地向人们传达这到底是怎样的一种游戏。关于这点,也有些人仍不同意这些术语是否能够用于定义开发商制作游戏的立场或者游戏类型。

以下我将列出RPG游戏9大分类标准。

战斗系统——是基于回合制还是即时?而关于即时游戏还具有进一步的子分类——是基于菜单还是玩家能够直接控制自己的角色?

定位——角色和敌人的位置是否重要,或者与战斗毫不相干?

团体规模——玩家作为主动团体一方共拥有多少名角色?

能量发展——玩家一方的能量发展是否是线性的?或者他们是否能自由选择角色的能量与技能?

故事—–故事是事先决定好的还是玩家的行动能够影响故事的发展?

焦点——游戏的焦点是故事还是游戏玩法?这并不能反映应游戏质量,而是关于每个游戏玩法需要花费多少时间?

探索—–探索是线性的还是玩家拥有更多自由去探索整个游戏世界?

美术风格——美术风格是现实化还是更加程序化?

成功——游戏中的成功是基于玩家的技能还是角色的属性和策略?

最终幻想4(from appgame)

最终幻想4(from appgame)

我们可以发现,大多数类别都不是非此即彼的情境。例如在《最终幻想IV》中,能量发展是线性的(游戏邦注:玩家在每个故事点都拥有一组团体,而升级将不顾玩家的选择赋予他们更强大的属性和新能力),但是玩家对于如何配备(这种配备也是线性发展的,但有时候也会给予玩家一些有趣的选择)自己的角色还拥有少量的控制权。

我想在此基于这些不同的类别而分析传统的JRPG,行动/JRPG以及策略/JRPG。

传统JRPG

战斗–基于回合制

定位–不相干的,或者联系较小(前方和后排)

团体规模–3至5人

能量发展–混合

故事–预先设定

焦点–混合

探索–一开始是线性,后来逐渐开放

美术风格–程序化

成功–基于角色的属性/策略

传统JRPG/策略

战斗–基于回合制

定位–重要

团体规模–5人以上(有时候会更多)

能量发展–混合

故事–预先设定

焦点–游戏玩法

探索–从线性过度到不存在

美术风格–程序化

成功–基于角色的属性/策略

传统行动/JRPG

战斗–基于实时(直接控制)

定位–重要

团体规模–1至3人

能量发展–混合

故事–预先设定

焦点–游戏玩法

探索–线性

美术风格–程序化

成功–基于技能

以下是对一些大受欢迎的RPG游戏的分析,主要是来自西方和日本市场。同时也包含了《生化奇兵》,尽管许多人并不认为它是一款RPG。

Bioshock(from wikia)

Bioshock(from wikia)

《女神异闻录黄金版》

战斗–基于回合制

定位–不相干

团体规模–4人

能量发展–混合

故事–预先设定(但是在S-Link系统中呈现出了一定的自由)

焦点–混合

探索–线性

美术风格–程序化

成功–基于属性/策略

《最终幻想XIII》

战斗–基于实时(基于菜单)

定位–适当

团体规模–3人

能量发展–线性(线性化在游戏后期逐渐削弱)

故事–预先设定

焦点–混合

探索–线性

美术风格–程序化

成功–基于属性/策略

《异度之刃》

战斗–基于实时(菜单)

定位–重要

团体规模–3人

能量发展–自由

故事–预先设定

焦点–游戏玩法

探索–自由

美术风格–程序化

成功–混合

《黑暗之魂》

战斗–基于实时(直接)

定位–重要

团体规模–1人(能够临时与其他玩家合作)

能量发展–自由

故事–预先设定

焦点–游戏玩法

探索–自由

美术风格–现实化

成功–基于技能

《龙腾世纪:起源》

战斗–混合(基于实时,并且能够中途暂停)

定位–重要

团体规模–4人

能量发展–自由

故事–可改变的

焦点–混合

探索–自由

美术风格–现实化

成功–基于属性/策略

《生化奇兵》

战斗–基于实时(直接)

定位–重要

团体规模–1人

能量发展–自由

故事–预先设定

焦点–非线性

美术风格–混合

成功–基于技能

《无主之地》

战斗–基于实时(直接)

定位–重要

团体规模–1人(能够与其他玩家合作)

能量发展–自由

故事–预先设定

焦点–游戏玩法

探索–自由

美术风格–程序化

成功–混合

本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

A Better Classification System for RPGs

by Robert Boyd

The labels JRPG and Western RPG are commonly used genre labels that don’t do a lot of good in actually telling anyone what the game in question is like because there is so much variety between games that are arguably in the same genre. For that matter, some people still can’t agree whether these terms should apply strictly to the location of the developer that made the game or to the style of game. Surely, we can do better.

Here are 9 criteria you can use to classify just about any RPG.

Combat System – Is it turn-based or Real-time? And for real-time games, there’s a further sub-classification – is it menu-based or does the player have direct control over their character?

Positioning – Is character & enemy position important or irrelevant in combat?

Party Size – How many characters does the player have in their active party?

Power Progression – Is the player’s party’s power progression linear or do they have more freedom to choose how their character’s develop in power & skill?

Story – Is the story predetermined or does the player have freedom to affect the story in major ways?

Focus – Does the game focus more on story or more on gameplay? This isn’t a reflection of the quality of either but rather how much time is spent on each comparatively.

Exploration – Is exploration linear (go here, then go here, then go here) or does the player have more freedom to explore the entire world?

Art Style – Is the art style realistic or more stylized?

Success – Is success in the game based more on the player’s skills (reflexes) or their character stats & strategies?

As you can see, most of these categories aren’t either/or situations. For example, in Final Fantasy IV, power progression is mostly linear (you have a set party at each story point and LV-Ups give increased stats & new abilities regardless of player choice) but the player has a small amount of control in how they choose to equip their characters (equipment is mostly linear progression too but occasionally it’ll give more interesting choices).

For fun, I decided to rate the stereotypical JRPG, Action/JRPG, and Strategy/JRPG in these various categories.

Traditional JRPG

Combat – Turn-based

Positioning – Irrelevant or minor (front & back row)

Party Size – 3-5

Power Progression – Mix

Story – Predetermined

Focus – Mix

Exploration – Linear at first, opens up later.

Art Style – Stylized

Success – Stat/Strategy-based

Traditional JRPG/Strategy

Combat – Turn-based

Positioning – Important

Party Size – 5 or more (sometimes WAY more)

Power Progression – Mix

Story – Predetermined

Focus – Gameplay

Exploration – Linear to non-existent

Art Style – Stylized

Success – Stat/Strategy-based

Traditional Action/JRPG

Combat – Real-time (Direct Control)

Positioning – Important

Party Size – 1 to 3

Power Progression – Mix

Story – Predetermined

Focus – Gameplay

Exploration – Linear

Art Style – Stylized

Success – Skill-based

And here are some analysis of many popular RPGs, both Western & Japanese. Oh and I included Bioshock as well even though some people don’t consider it a true RPG.

Persona 4 Golden

Combat – Turn-based

Positioning – Irrelevant

Party Size – 4

Power Progression – Mix

Story – Predetermined (But some freedom in the S-Link system)

Focus – Mix

Exploration – Linear

Art Style – Stylized

Success – Stat/Strategy-based

Final Fantasy XIII

Combat – Real-time (Menu-based)

Positioning – Moderate

Party Size – 3

Power Progression – Linear (becomes less linear late in the game)

Story – Predetermined

Focus – Mix

Exploration – Linear

Art Style – Stylized

Success – Stat/Strategy-based

Xenoblade Chronicles

Combat – Real-time (Menu)

Positioning – Important

Party Size – 3

Power Progression – Freedom

Story – Predetermined

Focus – Gameplay

Exploration – Freedom

Art Style – Stylized

Success – Mix

Dark Souls

Combat – Real-time (Direct)

Positioning – Important

Party Size – 1 (Can co-op with other players temporarily)

Power Progression – Freedom

Story – Predetermined

Focus – Gameplay

Exploration – Freedom

Art Style – Realistic

Success – Skill-based

Dragon Age: Origins

Combat – Mix (Real-time with pause to enter commands)

Positioning – Important

Party Size – 4

Power Progression – Freedom

Story – Changeable

Focus – Mix

Exploration – Freedom

Art Style – Realistic

Success – Stat/Strategy-based

Bioshock

Combat – Real-time (Direct)

Positioning – Important

Party Size – 1

Power Progression – Freedom

Story – Predetermined

Focus – Gameplay

Exploration – Non-linear

Art Style – Mix

Success – Skill-based

Borderlands

Combat – Real-time (Direct)

Positioning – Important

Party Size – 1 (Can co-op with other players)

Power Progression – Freedom

Story – Predetermined

Focus – Gameplay

Exploration – Freedom

Art Style – Stylized

Success – Mix
(source:gamasutra)


上一篇:

下一篇: