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You can't do that in Albion...you can throw away items, but then they're gone for good (luckily you can't drop important quest items).
I'm not totally sure (and I don't have time or inclination to test it right now), but iirc the same is true of Age of Decadence...items you drop immediately disappear and can't be taken up again.
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dtgreene: ----8<----snip----
If you are able to do this, then you are probably playing a WRPG. If you can do 1 but not 2, you are probably playing a JRPG (or perhaps an early CRPG like classic Wizardry). If you can't even do 1, you are playing a rather simple RPG (Final Fantasy Mystic Quest and Costume Quest are examples of this), or a game that gives you an unlimited inventory (so the developers didn't feel the need to include a drop function).
----snip---->8----
I understand RPG in this sense means role-playing game. I think JRPG is referring to Japanese, but to a specific cultural theme that's become common in games.

What's CRGP and WRPG? Also I'm curious what Might &amp; Magic 6 would actually be amongst those naming distinctions. As for the drop/retrieve capability, I think it mostly allows for both 1 and 2. According to your observations, that matches what is common with a WRPG, and so as you've said it is probably that, whatever a WRPG is.

I recall M&M 6 does allow for dropping and picking up from anywhere, and even putting items into any of the chests or containers all over the place. However, I'm uncertain what happens when leaving an area and coming back, and also uncertain what happens after an area resets. (Each area re-spawns creatures and treasures after a certain amount of game time for the area, f.e. every 3 months, or one year, one week, etc.) Hmm, and after sleeping. I think those three conditions would need to be tested for complete confidence in its drop/retrieve capabilities.
Only test I care any game passing is if I like it or not.
I am not even sure right now, if I can drop an item from inventory in some of my favorite games. I think it is because my favorite games have the following perks:

1. Nearly unlimited inventory (and I am a big pack rat in RPGs).
2. You always need money, so why drop items when you can sell them?

Also in Agarest (one of my favorite game series) you need tons of various crafting materials (Agarest has one of the most elaborated crafting systems that I saw in single-player games), so you are encouraged to hoard as much items as possible, because you never know when you will need such and such drop from some Lv.1 monster, and it might be needed in crafting chain to produce powerful gear. It never even crossed my mind to try dropping some item...
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thomq: I understand RPG in this sense means role-playing game. I think JRPG is referring to Japanese, but to a specific cultural theme that's become common in games.

What's CRGP and WRPG?
JRPG and WRPG are different styles of RPGs; JRPGs are the style that became popular among developers in Japan, while WRPGs are those that became popular in the US. Some other characteristics of these styles of RPG are as follows:

JRPG: Tends to have simpler gameplay. Combat typically does not emphasize character positioning, for example. Mechanics like weapon/armor durability are scarce in this style of RPG. These RPGs tend to be fairly linear, often with linear stories. This type of RPG does not try to simulate reality; you can't attack arbitrary characters, for example, and there typically isn't any stealing mechanic (except for stealing from enemies during combat). You typically do not have character creation in these games, and when you do, it tends to be fairly basic (the Dragon Quest 3 remakes have the most complex system of this type I have seen in a JRPG).

WRPG: Tends to have more complex gameplay, and be more complex in general. Combat tends to emphasize positioning more (except in early examples of this genre, which look more like JRPGs in terms of mechanical complexity, but there are still different). WRPGs are typically less linear than their JRPG couterparts; also, they tend to simulate reality more closely. Some WRPGs have mechanics like fatigue and hunger, for example, which you tend not to see in JRPGs. Also, it is typically possible to attack or steal from arbitrary characters, including random townspeople.

There are other differences as well. For example, in WRPGs, there is typically a rest command that lets you rest in hostile areas. JRPGs typically lack such an option, requiring that you return to town and go to an inn to rest. (Some JRPGs, particular more modern ones, will heal you when you reach a save point; many Final Fantasy games allow you to use items to rest, but only if you're on the world map or at a save point.) I also note that, in JRPGs, it's not unusual for it to be possible to cure the Dead condition (or the equivalent ailment) with rest; WRPGs typically don't allow it.

There's also the distinction regarding dropped items: WRPGs keep track of items you drop (to some degree), while JRPGs don't bother, instead making dropped items disappear altogether.

I note that the terms refer to style, not country of origin. For example, Undertale's RPG elements resemble those of a JRPG, while the SaGa series has elements (such as non-linearity and weapon durability) that are more commonly seen in WRPGs.

CRPG is a completely different term entirely; I use it specifically to refer to RPGs that are played on a computer, to contrast them to tabletop RPGs.
What if you can do both, but it's incredibly clunky to do so?
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truhlik: In my home all items I put on floor lie there until I pick them up back. In outside areas it depends on location. So I probably live in mixed RPG world :)
LOL. That brings me to the idea that the players avatar should stumble over items sometimes. And thinking a bit more this way: the avatars should get more human touch concerning being dumb: Bumping its head/arm/leg on a stone, a door or a tree and then hearing a sound and the avatar is yelling "ouch!" or "damn!" and so on. ^^


On topic: Does it count as "drop" if you can only drop an item in chests/barrels/merchants inventory or has it to be a 'real' drop ( = anywhere in the world)? (I think on Eschalon Book II which I play these days)
Post edited March 10, 2017 by gamefood
If COD, NFL or Madden can't do either then what the hell is it?! :P (they have stats brah, like kerbal space program :v)
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thomq: I understand RPG in this sense means role-playing game. I think JRPG is referring to Japanese, but to a specific cultural theme that's become common in games.

What's CRGP and WRPG?
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dtgreene: JRPG and WRPG are different styles of RPGs; JRPGs are the style that became popular among developers in Japan, while WRPGs are those that became popular in the US. Some other characteristics of these styles of RPG are as follows:

JRPG: Tends to have simpler gameplay. Combat typically does not emphasize character positioning, for example. Mechanics like weapon/armor durability are scarce in this style of RPG. These RPGs tend to be fairly linear, often with linear stories. This type of RPG does not try to simulate reality; you can't attack arbitrary characters, for example, and there typically isn't any stealing mechanic (except for stealing from enemies during combat). You typically do not have character creation in these games, and when you do, it tends to be fairly basic (the Dragon Quest 3 remakes have the most complex system of this type I have seen in a JRPG).

WRPG: Tends to have more complex gameplay, and be more complex in general. Combat tends to emphasize positioning more (except in early examples of this genre, which look more like JRPGs in terms of mechanical complexity, but there are still different). WRPGs are typically less linear than their JRPG couterparts; also, they tend to simulate reality more closely. Some WRPGs have mechanics like fatigue and hunger, for example, which you tend not to see in JRPGs. Also, it is typically possible to attack or steal from arbitrary characters, including random townspeople.

There are other differences as well. For example, in WRPGs, there is typically a rest command that lets you rest in hostile areas. JRPGs typically lack such an option, requiring that you return to town and go to an inn to rest. (Some JRPGs, particular more modern ones, will heal you when you reach a save point; many Final Fantasy games allow you to use items to rest, but only if you're on the world map or at a save point.) I also note that, in JRPGs, it's not unusual for it to be possible to cure the Dead condition (or the equivalent ailment) with rest; WRPGs typically don't allow it.

There's also the distinction regarding dropped items: WRPGs keep track of items you drop (to some degree), while JRPGs don't bother, instead making dropped items disappear altogether.

I note that the terms refer to style, not country of origin. For example, Undertale's RPG elements resemble those of a JRPG, while the SaGa series has elements (such as non-linearity and weapon durability) that are more commonly seen in WRPGs.

CRPG is a completely different term entirely; I use it specifically to refer to RPGs that are played on a computer, to contrast them to tabletop RPGs.
These are very broad generalizations. If you played Final Fantasy V, you would be familiar with the Job System and how much customization is in that game. Along with the amount of customization you have in SRPGs, especially the Disgaea series. Also, Dragon's Dogma offers full customization from the outset.

As for the combat: Positioning matters in many JRPGs. The Suikoden series, all SRPGs (Disgaea, Agarest, Ogre Battle, Final Fantasy Tactics). The combat systems also vary greatly. Dragon Quest and Blue Dragon offer turn-based combat, Final Fantasy XII was real-time party combat in which you set up your gambits so the AI did what you wanted, you could change which party member you played on the fly and positioning mattered for characters. SRPGs are turn-based on a grid and require thought and planning. Dragon's Dogma was real-time open world combat in which your surroundings played a role always, positioning mattered too. The combat in the Souls series (Demon's Souls, Dark Souls) is anything but simple.

As for the RPG I am playing at the moment. I can do both 1 and 2 in Zelda Breath of the Wild.
I can not only put an item down and pick it back up, I can put it down again, kick it across the room, kill a monster with the kicked item and laugh my ass off about it.
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real.geizterfahr: How's the weather in Mexico?






;P
Oh, it's raining sombreros here in Buenos Aires.

Good thing I have Guacamelee, the only game I own or am capable of owning, to distract me.
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MajicMan: These are very broad generalizations. If you played Final Fantasy V, you would be familiar with the Job System and how much customization is in that game. Along with the amount of customization you have in SRPGs, especially the Disgaea series. Also, Dragon's Dogma offers full customization from the outset.
Final Fantasy V doesn't have character creation, and the customization differs from that found in typical WRPGs in a few major respects:
1. Many options are progress-gated, rather than level-gated. You can't make somebody a chemist until near the end of the first world, for example. In fact, at the start of the game, you have no customization options; everyone is a freelancer with lowish stats and no special abilities who can equip everything.
2. The customization is easily changeable, and there are no irreversible choices. For instance, if you decide you want to turn your Knight into a White Mage, you can do that, and you can easily change the character back. In fact, you aren't penalized for trying to fit a character into a new role mid-game; I actually think the game encourages doing this.
3. There are relatively few things to adjust. You can choose a job, a secondary ability, and your equipment, but that's it. (Of course, this is still enough to lead to a *huge* amount of strategic diversity; even after many playthroughs, I still am discovering new strategies, like the fat that a White/Time Mage with the 2-Handed ability from the Knight can be very effective with the Morning Star toward the end of the second world.)

(I could mention that Final Fantasy V is one of my favorite RPGs (and my favorite Final Fantasy game), and one of the RPGs that I know inside and out; SaGa 1 and 2 are other RPGs that I am intimately familiar with.)