These are the genres and subgenres I consider to be turn-based RPGs:
Crawlers: These games all involve wandering an area and fighting enemies. These areas are usually dungeons, but don't have to be. The main criteria is that the player moves around some sort of grid outside of combat and has a secondary screen in combat. Additionally, combat shouldn't contain movement in any significant fashion.
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Interactive Fiction: These are interactive stories. To be included in this list, the game must also have roleplaying elements. When it comes to gamebooks, Fighting Fantasy would be an RPG, but Choose Your Own Adventure would not.
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Life Sim: Life simulators involve training to gain skills that can be used to perform in-game tasks. Some of these are RPGs. |
Linear Crawl: These games involve doing a series of encounters in a relatively linear order. These games don't necessarily involve dungeons.
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Puzzle RPG: These games involve solving puzzles either to win battles or navigate dungeons.
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Tactics RPG: These games involve having characters move around a map during combat.
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These mechanics are so important that I treat them as separate subgenres. They typically are also in another subgenre as well. Here they are:
There's also some secondary genres. These aren't RPG subgenres, but it's common for games to include multiple genres. Deckbuilders and Hidden Object games both occur on this list.
This genre was relatively unknown for years, but has recently exploded in popularity. The Frog For Whom the Bell Tolls originated this genre, but it's technically an action game. Tower of the Sorcerer is the game that created the formula for turn-based RPGs with Fixed Value combat.
In these games, it's usually best to avoid fighting as much as possible. The path to success is gathering items that increase your abilities. The better games tend to have a scoring mechanism, and it's intended that players replay the game repeatedly to get a better score. Unfortunately, this leads to excessive backtracking in almost all the games in this genre. Revisiting old areas typically provides better optimization opportunities.
The appeal of these games is solving a puzzle. Some of these games make the mistake of encouraging combat by providing experience point rewards. In general, the more a game in this genre requires the player to kill enemies, the worse it is.
The 1980's were a decade of bad games. At the time, many of these games were amazing because they were all we had. Most of them don't hold up to the test of time.
Games this old usually have the following problems: grinding, complex mechanics, horrible graphics, lack of automap, limited user interfaces, little customization, minimal or poorly translated stories, no quest/journal tracking, no voice acting, rolling ability scores, and slow pacing. It was common for them to require a manual, clue book, code wheel, or other paperwork to play the games.
Many of these games may be difficult to play on modern devices.
On the other hand these games weren't afraid to be original. Procedural content generation was invented. The games we play today were inspired by the games of the 1980's, but there were other games that didn't make it into the modern zeitgeist. I often ask: What has been forgotten?
A lot of big corporations are making shovelware these days, but those sort of games don't even count as games. Technology has moved forward alot, and older games aren't able to compete with more modern games. I attribute the retro game craze largely to the inability of consumers to find the real games in the pile of garbage.
Technology has become more accessible, and game designers have learned much from the previous eras. Independent game developers have made a variety of innovative games with every different set of mechanics imaginable. The lower barriers of entry do have a downside: some of these fan-made games are bad.
In summary, the bulk of video game revenue in the modern comes from free-to-play games, which are typically shovelware without fun. There's also a lot of garbage games made by people who don't know how to make games. Despite this, the best games ever were made in recent memory. Take the time to find the diamonds in the rough if you want to enjoy yourself.
Why are we still wandering around mazes?
First person dungeon crawls and JRPGs are basically the same genre, just with a different perspective. They have the same problems. Many people have criticized these games for their excessive grinding or repetitive gameplay. These people are not wrong, but they're missing the main problem.
Most of these are games about solving mazes.
I don't get it. What's the point? Why can't I just go from A to B instead of walking around in a square? A lot of this could be fixed just by having better level design.
I think the best a first person dungeon crawl can do is put a map of the dungeon on the screen as you navigate the world. Some, like Swords & Serpents, do so. I feel like this an adequate solution. JRPGs have more options. The overworld is usually not a maze. Minimaps help.
There are other games who streamline it further by having you select the loctation you want to go to without even navigating a map. Unfortunately, the maze style is prevalent in fan made games, especially those made with RPG Maker. I wish we could move on from this.