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Quest for Glory was an RPG ? <img src="/ubbthreads/images/graemlins/eek.gif" alt="" /> I had always thought it was an Adventure ??? <img src="/ubbthreads/images/graemlins/confused.gif" alt="" />

It is a graphical adventure, but with slight RPG elements. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

Slight? I thought it had quite a bit of RPGing in it. I didn't think it was that different from Divine Divinity in terms of it's role-playingness. I'm not offended or upset, just curious how you see it diferently. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />


The only RPG elements in the QfG series (which I liked a lot, by the way) were quests, the ability to buy/train spells/skills, and raise 'em by using 'em. That's it. Now, quests are common to a whole range of games, including action, strategy, graphical adventures and arcade titles. This also applies to buy/train spells/skills.

What makes an RPG an RPG is the depth of an environment, and the ability to assume a character and make lots of choices. (Choosing among three profession types at the start of a game is not what I mean! I'm referring to many choices at any second.) Graphical adventures, by their very nature, involve very few choices: you have a limited number of places you can go and things you can do; most of what you're doing, in fact, is hunting for inventory items that can be combined or used in other areas to further your quests. This unlocks new areas, providing you with new information, and new puzzles requiring other items. This is what the QfG series provided. It's much more like other graphical adventures--Sam and Max Hit the Road, the Monkey Island series, etc--than an RPG. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />