Christopher Diaz Full Sail University Professor Liz Canacari 11/10/2009 The Evolution of the Role-Playing Video Game Genre.

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Presentation transcript:

Christopher Diaz Full Sail University Professor Liz Canacari 11/10/2009 The Evolution of the Role-Playing Video Game Genre

Introduction This presentation will look at the origin of the role-playing video game (RPG) genre and how it has evolved from its origin to the modern conception of the RPG. I also speculate on the possible future of RPGs. I have included a few milestone games and series that helped to define the genre, as well as its growth from paper and pencil role-playing games (PPRPGs).

Definitions Dictionary.com defines a role-playing game as “a game in which participants adopt the roles of imaginary characters in an adventure under the direction of a Game Master.” (Dictionary.com, n.d.). Most RPGs involve tactical, logistical, and exploration challenges. They also include economic challenges because the games usually involves collecting loot and trading it in for better weapons. They sometimes include puzzles and conceptual challenges, but rarely physical ones (Acosta, 2007).

The Roots of RPGs Wargames are games that simulate war without any of the hazards and have been around as long as war has been around. Board games like Chess and Go arose from these games. In 1915, H.G. Wells published a set of amateur wargaming rules in a book entitled Little Wars, now seen as the "wargamers’ bible". Wells was also the first to suggest that miniature figures be collected to represent respective forces, to add flavour, and a sense of involvement, to the game (Darlington, 1998). The Lord of the Rings by J.R.R. Tolkien had a heavy influence in the themes of wargames. Prior to the book releases, popular wargames had been more conventional, using miniature figures like solders and tanks. The popularity of the books made players want to know how an army of elves, for example, would function on a battlefield. Probably the most well known early wargame was Dungeons and Dragons (D&D), released in It was initially marketed as a "Fantasy Medieval Wargame, Playable with Paper and Pencil and Miniature Figures“. Most modern RPGs and PPRPGs have some influence from D&D.

The Roots of RPGs (concluded) Developing stories around the miniature figures the players used came later from the players of the wargames themselves. This led to players acting, or role-playing, as their characters and eventually evolved to the modern concept of a role-playing game. The role of Game Master was included in order to keep players within the sometimes complex rule systems and to provide story progression. With the invention of the computer, many of the mundane tasks associated with PPRPGs could be automated. Computers removed the need for a Game Master, provided story progression and performed many of the complicated calculations associated with PPRPGs easily.

What do you do in an RPG? Character Customization – Players build an in-game figurine by usually choosing a race and starting class. Sometimes a crafting profession is included where players can decide on items to make within the game world. In the early days of RPGs there was not much customization. In modern games like Dragon Age: Reckoning, players can decide what social class to start their characters and what voice to give their characters to use in-game. Players usually travel in a party to complete quests given by non-player characters (NPCs). Players get abilities based on the classes they choose. As players progress through the game, they gain levels which usually gives them access to stronger abilities Types of Challenges Tactical – Typically involve combat, crafting and working against the computer intelligence to achieve the goal laid out in the game. Logistical – Planning how best to advance your character towards the game’s goal. This includes such things as how to manage your inventory and how best to set up the party you travel with. Economic – Economic challenges can range from collecting enough money to keeping your character wearing the best armor, to gaining control of an economic market within a game. Exploration – Involves exploring the game world and may lead to finding “Easter Eggs” within the world. May or may not progress your character.

Character Classes in an RPG Below are some of the typical roles players filled in early RPGs. Warrior – The role usually involves holding the attention of enemy monsters while other characters in the party perform their roles. Usually wears heavy armor and fights with a sword and shield. Mage – Usually the character in the party that does the most damage on enemies. Will sometimes also provide a utility role, such as transportation. Typically good at providing ranged damage but not good at melee combat due to light armor. Will usually use a staff. Healer – Typically the main support role. Keeps the party alive by healing. Armor and weapons depend on the game. Rogue – The opposite in combat to a warrior, will typically attack enemies from blind spots. Usually wears medium armor and fights with light and fast weaponry. Modern RPGs don’t stick to only these roles, though they are still typical of most RPGs.

Genre blending As RPGs became more popular, they began experimenting with the incorporation of different genres to create unique games. Some games are popularly known as RPGs but they are really a combination of an RPG and other genres. The most common blending is action and RPG. Typically these games allow for advancement of a character through the use of points. But the main game play will involve elements of an action game or other type of game. They combine the logistic, problem solving and story elements of traditional RPGs but have action based combat. For the purposes of this presentation I will consider action RPGs with a heavy role-playing element as RPGs.

Milestone RPGs Ultima Series Began with Akalabeth created by Richard Garriott in games set in the Ultima world including Ultima Online the MMORPG One of the longest running computer game series Adventure Created by Warren Robinett for the Atari 2600 First - person dungeon crawl game created Adapted from the all text version, and because it was played with a joystick and limited to the technical requirements of the 2600, was a more action oriented Dragon Warrior First appeared on the NES Provided players an expansive world to explore Introduced “exploration mode” which was a less graphically intense game play mode that allowed players to discover different areas in the game. Typically uses a top down perspective

Milestone RPGs (continued) Zelda Series An action RPG that helped make Nintendo the top video game company in the industry Also had a heavy puzzle element Final Fantasy Series A series of RPGs released across several different consoles Most well known for its complex and mature storylines Improved on other elements such as animations for monster battles Phantasy Star Series Sega’s answer to Final Fantasy Compelling storylines that brought you to several different planets Was a combination of Science and Fantasy themes

Milestone RPGs (concluded) Shadowrun Released on the SNES Had Fantasy and Cyberpunk elements Did not have character levels, but progression was completed by leveling individual attributes, so for example if the player wanted to make a Mage-like character they would put points into Magic. Elder Scrolls IV: Oblivion A good example of open ended (also known as sandbox) game play. That is, the main goal of the game can be ignored and players can progress their characters using side quests. Dragon Age: Origins Uses character origins to progress the games plot, of which there six. Characters in your party are influenced by your decisions. They can either love you, or hate you and end up leaving your party. You can choose to play as a hero or villain, though you still follow a certain pre-defined path

Online Virtual Worlds In the book Designing Virtual Worlds, by Richard Bartle, the phrase virtual world is described as “places where the imaginary meets the real” (Bartle, 2003). Bartle uses this phrase to encompass persistent online games in general, including MMORPGs. The first online RPGs were called multi-user dungeons (MUDs) and were text based. Commands were typed in and the actions taken by the player were displayed as text. The acronym MMORPG was initially marketed by Sony Entertainment for its graphical online role- playing game Everquest. Though there had been graphical online RPGs prior to that game being released, the success of Everquest popularized the moniker. Early MMORPGs were not as enjoyable as previous RPGs. They were non-intuitive, requiring some time to learn. They were unforgiving, so if a player died it usually meant the loss of much of their progress in the game. The graphics where also not on par with console RPG graphics, due to the processing involved and available bandwidth. The most notable MMORPG is probably World of Warcraft released in Though this is not a pure RPG, but a blend of action and RPG.

The Future of RPGs From what I’ve seen in preparing this presentation my prediction for the future of RPGs is further genre blending. The role-playing game mechanic of character customization personalizes the gaming experience for players, which in turn leads to players coming back to the game. I believe that MMORPGs will continue to become more mainstream. This is in part due to advances in internet technology. I also see more intricate story telling. RPGs provide a unique form of entertainment with a combination of cinematic, literary, musical, and theatrical that will continue to grow in popularity.

References Rolling, A. and Adams, E. (2003). On Game Design. Indianapolis, IN: Pearson Education. Acosta, J. (2007). The Evolution of RPGs. Articlesbase. Retrieved November 10, 2009 from evolution-of-rpgs html evolution-of-rpgs html Williamson, J., Tsu, X., Schultz, A. (n.d.). Akalabeth. GameFAQs. Retrieved November 10, 2009 from 72.html 72.html

References Dictionary.com.(n.d.). role-playing game. Retrieved November 12, 2009 from playing+gamehttp://dictionary.reference.com/browse/role- playing+game Darlington, S. (1998). A History of Role-Playing. Places to Go, People to Be. Retrieved November 13, 2009 from Rilstone, A. (n.d.). Role-Playing Games: An Overview. The Oracle: Essays. Retrieved November 13, 2009 from Bartle, R. (2003). Designing Virtual Worlds. Berkley, CA: Peachpit.