Posted January 31, 2021
https://worldsunraveled.weebly.com/subgenres-key-aa--arpg.html
Hey everyone. Looking for feedback on the above page (a breakdown of the various subgenres I could find and come up with for now) so that I can make the site useful for more people and to see what the general consensus on them are on here. Feel free to list the best example(s) of each one if you want.
Main AA genre definition criteria that games should fulfill all or most of:
-Exploration of an interconnected world w/ some degree of persistency and sense of being a real place rather than arcade-style challenges. This includes games where the world is made up of separate areas connected by a hub map or hub area, games with a separate overworld, games with an overworld & dungeons split, more or less fully interconnected, and seamless worlds
-Some degree of non-linearity
-Player character growth via permanent upgrades, through experience point leveling, use-based leveling and/or finding or buying them. This has to do with gameplay-related stats and skills rather than changes to the character's personality
-(Persistent) Ability/tool gating, not just key gating (including other items that function like keys). These should be persistent, meaning they're not single-use or temporarily kept until you reach the next area or take a hit. See for example the bombs or the stepladder in Zelda 1. ARPGs may have level/stat gating only
-Puzzles and/or tactical combat elements, including resource management and stuff like elemental affinities
-Some story focus, be it dialogue-driven or environment-driven, interactive or non-interactive
-Real-time and preferably non tile-based movement in and outside of combat
These criteria mean that games such as The Last Ninja, D/Generation and Tomb Raider (1-2) are not included in the main lists. Instead they are listed in the Outliers section of each one. While a bit controversial, I don't consider these to be proper Action Adventure games; they're level-based games without any backtracking to either a previous level or a hub area, without branching paths between levels, and without permanent character upgrades or gained tools/abilities in the case of the last two (Last Ninja has none (?) but does have one permanent tool in the claw, so it's a bit closer though the claw is underused).
If you have a look at the history of the genres at wikipedia, you can see that the first games considered as AA and ARPG tend to fulfill most of my criteria, and when games like Hydlide, Xanadu, Paradroid, Batman (1986), Legend of Zelda, Starflight, Metal Gear 1-2, Pirates!, Ys 1-2, Midwinter, Quest for Glory, Solstice and Hunter gave them more of a mainstream appeal and redefined them, that's when we got a more solid definition of what they're about so it would seem like a good reference point for the future. Unlike with, say, Platform Adventure/Metroidvania games though, this definition became more washed out around the mid '90s, with some writers referencing AA as in the movie genre and not caring as much about overarching structure, gating and character growth mechanics.
For ARPGs, I'm simply making experience point (or use-based) leveling a must besides the rest of the AA criteria. While I personally don't agree that RPG is the best term for these games, it is what people tend to use.
Hey everyone. Looking for feedback on the above page (a breakdown of the various subgenres I could find and come up with for now) so that I can make the site useful for more people and to see what the general consensus on them are on here. Feel free to list the best example(s) of each one if you want.
Main AA genre definition criteria that games should fulfill all or most of:
-Exploration of an interconnected world w/ some degree of persistency and sense of being a real place rather than arcade-style challenges. This includes games where the world is made up of separate areas connected by a hub map or hub area, games with a separate overworld, games with an overworld & dungeons split, more or less fully interconnected, and seamless worlds
-Some degree of non-linearity
-Player character growth via permanent upgrades, through experience point leveling, use-based leveling and/or finding or buying them. This has to do with gameplay-related stats and skills rather than changes to the character's personality
-(Persistent) Ability/tool gating, not just key gating (including other items that function like keys). These should be persistent, meaning they're not single-use or temporarily kept until you reach the next area or take a hit. See for example the bombs or the stepladder in Zelda 1. ARPGs may have level/stat gating only
-Puzzles and/or tactical combat elements, including resource management and stuff like elemental affinities
-Some story focus, be it dialogue-driven or environment-driven, interactive or non-interactive
-Real-time and preferably non tile-based movement in and outside of combat
These criteria mean that games such as The Last Ninja, D/Generation and Tomb Raider (1-2) are not included in the main lists. Instead they are listed in the Outliers section of each one. While a bit controversial, I don't consider these to be proper Action Adventure games; they're level-based games without any backtracking to either a previous level or a hub area, without branching paths between levels, and without permanent character upgrades or gained tools/abilities in the case of the last two (Last Ninja has none (?) but does have one permanent tool in the claw, so it's a bit closer though the claw is underused).
If you have a look at the history of the genres at wikipedia, you can see that the first games considered as AA and ARPG tend to fulfill most of my criteria, and when games like Hydlide, Xanadu, Paradroid, Batman (1986), Legend of Zelda, Starflight, Metal Gear 1-2, Pirates!, Ys 1-2, Midwinter, Quest for Glory, Solstice and Hunter gave them more of a mainstream appeal and redefined them, that's when we got a more solid definition of what they're about so it would seem like a good reference point for the future. Unlike with, say, Platform Adventure/Metroidvania games though, this definition became more washed out around the mid '90s, with some writers referencing AA as in the movie genre and not caring as much about overarching structure, gating and character growth mechanics.
For ARPGs, I'm simply making experience point (or use-based) leveling a must besides the rest of the AA criteria. While I personally don't agree that RPG is the best term for these games, it is what people tend to use.