Tactical role-playing game

A strategy role-playing game (even tactical RPG, abbreviated SRPG for Strategic Role Playing Game, TRPG or for Tactical Role Playing Game, in Japan Simulation Role Playing Game) is a subgenre of computer role-playing games, in which the playful focus on the tactical coping extensive battles with mostly a larger number of fighters is. As an archetype of this genre is considered the Fire in 1990, published for the NES emblem.

Game mechanics

In such games the player who is often also represented here by an avatar takes over, the fortunes of many throughout the game expanding group of different characters that are in the game determining tactical battles as a fighter to choose from. Compared to the classic role-playing game, in which place frequent, short bouts within the game environment to be explored, the duration, the number of participants in these struggles is much longer, higher and the fights themselves significantly bind a more tactical and strategic elements. The predominantly linear plot of the game is told through cutscenes between fights, where often very simple decisions are being made on how to proceed.

The main feature in a strategy role-playing game is the strategic battle. The battles themselves are typically turn-based and take place in a walk, severely limited gaming environments, which is a representation of the place or the region in which you happen to be just in the represented by a map game world and in which one is hit on an opponent. Usual is a subdivision of the battle field in grid shown in isometric or bird's-eye view, with checkered square grid and hexagonal grid ( " hex " ) are the most commonly used. In addition, there are normally height levels, making additional tactical decisions possible. Depending on the game, the player itself has influence on which of his characters he sets up where. The movement and the fight is then individually, each piece is individually moved by the player, computer-guided characters, there are often referred to as NSC, or the players to facilitate the handling of very large scenarios. The targets of a fight can vary from pure Defeat all opponents over contactors this figure, Survive X rounds or so and Take building a.

The character development is often automatic, with only a slight influence on the part of the player who often can only make the choice of stages of development or the distribution of individual attributes. The equipment is often significantly more sparse than in a normal RPG, and handling difficult. In games where the strategic percentage is very high, the equipment aspect, but are also at the forefront.

Modern computer strategy games have since often, so that here also blur a higher proportion of role-playing elements, especially in the area of ​​character development of the equipment, the boundaries of the genre. Games like SpellForce or Knight shift are as it were hybrids of classic strategy games with RPG elements.

Examples

  • Fire Emblem
  • Tactics Ogre
  • Jagged Alliance
  • Final Fantasy Tactics
  • The Battle for Wesnoth
  • Langrisser
  • Shining Force
  • Grotesque Tactics: Evil Heroes
  • Valkyria Chronicles
  • Computer game genre
  • Strategy role-playing game
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