Hero-U: Rogue to Redemption Kickstarter Campaign Updates #13-14, $216,000 and Counting
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There are lots of different definitions of computer role-playing games on the Web. "CRPG Addict" - who has played a lot of CRPG's - included these factors in his entertaining blog (http://crpgaddict.blogspot.com/2010/03/what-is-crpg.html). Let's see how well we do on each of his criteria.
Character identification
You could question us on this one. Unlike in Quest for Glory, you always play a Rogue in Hero-U, we name him for you, and you can't assign his initial stats. However, Shawn *has* stats, and they matter. You have many choices later in the game about which stats to emphasize and improve. You can also choose elective skills . You define Shawn's personality in the ways you choose to interact with other characters in the game .
One of the problems with many CRPGs is that they are too complicated and confusing at the beginning. Why should you have to choose a class, name your character, and set all your attributes before you know anything about the game? We tell you up front who your character is at the beginning of the game, then you refine that initial idea through how you play.
Weapons, armor, and items
We'll have plenty of these, much more than in most adventure games, including Quest for Glory. Many items can be used for multiple purposes, while in a pure adventure game, each item is usually the solution to one puzzle.
Combat at least partly based on probabilities rather than action
CRPGAddict goes on to explain that he wants the combat to be largely based on the character's stats, skills, and equipment rather than on how accurately or quickly the player clicks. I expect we'll be abandoning probabilities in favor of tactics, but our turn-based system is definitely not action-oriented . Shawn's current stats, skills, and gear make a huge difference in combat as well as the player's tactics. "Twitch" is not a factor at all.
Game progression through combat and dialogue
Yes to both. Shawn will gain money and useful items, improve his skills, and win through to previously-inaccessible areas by fighting... or by avoiding combat. Our dialogue is designed to feel more natural than in most adventure games. You have conversations rather than exhaustively going down a list of things to say.
Interaction with NPCs
This is one of the most important parts of Hero-U. We believe that characters are the heart of a story. Through interaction with them, the player advances the story, helps Shawn learn and grow, and discovers more about those characters' lives.
Random encounters
We have less of these than in most CRPG's. Constant fighting is not the main activity of Hero-U, and we don't want to encourage "grinding" to improve stats and income. The strength of randomness is in its surprise and excitement value. The weakness is that too much randomness becomes tedious. We're going to minimize it.
Choice of actions, and changes in the game world based on your actions
As I've written in previous Updates, choice is central to Hero-U. Most of the problems you face can be solved in several ways using your skills, equipment, or dialogue. What you say, and how you act, to others affects relationships that can block or unlock parts of the game. What Shawn becomes is largely up to you.
All in all, I think we measure up pretty well to one blogger's definition of "What is a CRPG?" We don't have first-person, 3D dungeons, and you won't control a party of adventurers. But most CRPG players should feel at home in our game despite all that adventure game story and dialogue stuff.