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A RPG doesn't depend on character creation. A RPG is defined as a game that has at least one of the following characteristics (following is more or less a globally accepted definition about what a RPG is):
Leveling System: Characters gain experience (XP) through combat, quests, or exploration, allowing them to level up and improve stats.
Skill Trees & Abilities: Players can customize their characters with unique skills, spells, or perks.
Equipment & Inventory: Weapons, armor, and items can be collected, upgraded, or crafted to enhance abilities.
Rich Narrative: RPGs often feature deep lore, complex plots, and well-developed characters.
Quests & Side Missions: Main storylines are supplemented with optional side quests that expand the world.
Dialogue Choices: Many RPGs allow players to influence the story through dialogue options, leading to multiple endings.
Large, Interactive Environments: Players can freely explore cities, dungeons, and wilderness areas.
Hidden Secrets & Loot: Discovering hidden treasures, Easter eggs, and rare items is a common feature.
Non-Linear Gameplay: Some RPGs allow players to tackle objectives in any order.
Turn-Based Combat (e.g., Final Fantasy, Dragon Quest): Players take turns selecting attacks, spells, or items.
Real-Time Combat (e.g., The Elder Scrolls, Dark Souls): Battles happen in real-time, requiring reflexes and strategy.
Hybrid Systems (e.g., Final Fantasy VII Remake): A mix of real-time and turn-based mechanics.
Moral Decisions: Some RPGs feature morality systems (e.g., Mass Effect, The Witcher) where choices affect the world.
Faction Allegiances: Players may join different groups (e.g., Fallout: New Vegas) that impact the story.
Romance & Relationships: Some games allow forming bonds with NPCs (e.g., Baldur’s Gate 3, Persona series).
Character Creation: Players can design their own protagonist (e.g., Skyrim, Cyberpunk 2077).
Class Systems: Choosing a class (Warrior, Mage, Thief, etc.) affects gameplay style.
Role-Playing Freedom: Players can role-play as heroes, villains, or neutral characters.
Recruitable Companions: Players can team up with AI-controlled allies (e.g., Dragon Age, Baldur’s Gate).
Tactical Combat: Some RPGs require strategic positioning and party synergy.
Multiple Endings: Different choices lead to varied outcomes.
New Game+: Some RPGs allow replaying with upgraded stats or new challenges.
And from what I have seen, this game has more than half of those points.
Let me be clear: I too prefer having character creation in my RPGs
But think about this for a second:
Plenty of RPGs don't have character creation. Most JRPGs have you play a predefined protagonist. Same for the Witcher 3 or Disco Elysium, where western RPGs are concerned. Are you saying those are not RPGs? Whether you like them or not is of course up to you, but those games aren't merely considered RPGs - they are considered pinnacles of the genre.
A game can be an RPG without character creation and there can be good reasons for a developer, especially a smaller studio with limited resources, to omit character creation if they think it allows them to tell a better story, balance encounters better, use limited voice acting budget in the most impactful way etc.
I also think it puts more of the emphasis on the ROLE-playing in the RP. You have given roles in the story, and how you play them to one degree or another is up to you, and who knows? Maybe you'll be able to change sides down the line. But like say Henry in KCD or a certain Harry in DIsco Elysium, you don't have freedom starting out with your characters.
I think it worked well for what it was.
Huge disappointment. I don't care about character visuals so much, I hoped to be able to pick a class/build.
In order to shed more light on what’s going on, I’d like to share some details that form the foundation of this idea.
First of all, the story of Shadow of the Road covers a specific historical era, and despite the inclusion of magic and steampunk elements, the creators wanted to build an organic and believable setting.
Moreover, your party’s build will partly depend on the relationships between its members, which evolve over the course of the story and through the role-playing choices made by the player.
Finally, each character has distinct relationships with the world around them and with the changes unfolding in the narrative — and the composition of the group has been chosen to encompass the most important aspects of that world.
As the Community Manager at Owlcat Games, I want to emphasize that Shadow of the Road is following its own developmental path, as determined by the studio Another Angle. The final game will not be Pathfinder 3 in any technical, genre, or stylistic sense.
I am unsure how to emphasise more clearly that it is a tactical game more than a classic CRPG, with significantly fewer roleplay options and choices, both narrative and mechanical.
Nonetheless, it was unusual to respond in a dialogue as both participants. Reminded me of Divinity: Original Sin in this regard.
Just to confirm, I cannot bench the pre-made characters and go with my custom and silent band of mercs modelled after the last 6 Drag Race winners as soon as I reach the first hub (I've finished only the first mission of the Playtest due to the optimisation issues)?