Kelly Mears

Computer Role-Playing Game

the isometric, party-based tradition whose hardest unsolved problem is the cost of reactive dialogue.

Play & Games2 min read305 words8 out · 4 in
also calledCRPGIsometric RPG

Computer Role-Playing Game (CRPG) usually names a specific tradition rather than the whole medium: isometric or near-isometric parties of multiple controllable characters, turn-based or pausable real-time combat, and dialogue-driven quests written and voiced at a scale closer to a novel than a script. The tradition's technical backbone is BioWare's Infinity Engine, which powered Baldur's Gate, Planescape: Torment and Icewind Dale between 1998 and 2002 and set a template — a party led on-screen while unattended members act on scriptable Game AI — the genre still measures itself against.

A crowdfunded revival restarted the lineage after a commercial lull. Kickstarter campaigns in the early 2010s funded Pillars of Eternity, Wasteland 2 and Divinity: Original Sin (2014, Larian Studios) directly from an audience publishers had written off, and that audience's appetite proved durable enough that Baldur's Gate 3 (2023, Larian Studios) — built on the same studio's systemic, Immersive Sim-adjacent design as its Divinity predecessors — became a mainstream event rather than a niche one.

The genre's hardest unsolved problem is reactivity. Branching dialogue multiplies combinatorially: each meaningful choice roughly doubles the states a writer must account for, and full structural branching is unaffordable past a few layers. Studios contain the cost with flags rather than trees — the same mechanism a Visual Novel uses — where dialogue checks a handful of state variables without generating new content per combination, lean on Environmental Storytelling to imply consequence more cheaply still, and substitute a Skill Check (a dice roll against a stat) for an expensive authored branch. Disco Elysium (2019, ZA/UM) makes this explicit: it has almost no combat, and nearly all of its reactivity is dialogue and skill checks reading an internal flag state, a system closer to Constraint Propagation than to true branching — convincing enough that only its harshest critics call the seams Ludonarrative Dissonance.

See also5

Hand-picked in the note itself — the neighbours worth reading next.

Linked from4

Notes elsewhere in the wiki that reach for this one.