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Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 15: Role-Playing Games.

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Presentation on theme: "Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 15: Role-Playing Games."— Presentation transcript:

1 Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 15: Role-Playing Games

2 Chapter 15 Role-Playing Games2 © 2009 by Pearson Education, Inc. Objectives Know the definition of role-playing games and the game mechanics common to them Understand the history and evolution of role- playing games from tabletop to computer Design character attributes for a role-playing game

3 Chapter 15 Role-Playing Games3 © 2009 by Pearson Education, Inc. Objectives (Cont.) Define a world and setting suitable for a role- playing game Understand the use of experience points and character level for this genre Know the different gameplay modes within this genre

4 Chapter 15 Role-Playing Games4 © 2009 by Pearson Education, Inc. What Are Role-Playing Games? Overview  Objective is to experience a series of adventures in an imaginary world, through an avatar or a small group of characters whose skills and powers grow over time  Essential parts are the quest or story and character growth  Victory consists of completing the quests  Many players just enjoy exploring and interacting, even without trying to win

5 Chapter 15 Role-Playing Games5 © 2009 by Pearson Education, Inc. What Are Role-Playing Games? (Cont.) Many types of challenges:  Tactical combat  Logistics (managing supplies)  Economic growth  Exploration  Puzzle solving

6 Chapter 15 Role-Playing Games6 © 2009 by Pearson Education, Inc. Comparisons to Other Genres CRPGs and war games  Both include combat governed by rules  CRPGs—small group of characters who exhibit growth; no factories to produce more units  War games—large group of identical units; factories produce more units

7 Chapter 15 Role-Playing Games7 © 2009 by Pearson Education, Inc. Comparisons to Other Genres (Cont.) CRPGs and action games  CRPGs Physical challenges becoming more common in hybrids Non–action-related activities such as buying and selling as well as conversations with other characters Puzzles more sophisticated than in action games  Action games Physical challenges Non–action-related activities are rare

8 Chapter 15 Role-Playing Games8 © 2009 by Pearson Education, Inc. Comparisons to Other Genres (Cont.) CRPGs and adventure games  Both have rich storylines, highly detailed characters, and exploration challenges  CRPGs—player-defined character; characters defined by numeric attributes that improve over time; complex internal economy  Adventure games—avatar provided by the game; concentrate on a single character; puzzle challenges; no numeric attributes; personal growth; simple internal economy (or none at all)

9 Chapter 15 Role-Playing Games9 © 2009 by Pearson Education, Inc. Game Features Exploration and combat make up a big part of most CRPGs Themes  Saving the world is an overused theme  Try to find an alternative approach Progression  Long quest broken into episodes  Major challenge at the end of each episode  Optional side quests

10 Chapter 15 Role-Playing Games10 © 2009 by Pearson Education, Inc. Game Features (Cont.) Gameplay modes  Exploration and combat—actions include setting a destination, designating an NPC to attack, and using special skills  Conversation—uses dialog tree  Trade—buy and sell items  Inventory—manage carried objects

11 Chapter 15 Role-Playing Games11 © 2009 by Pearson Education, Inc. Core Mechanics Rolling dice—know the probabilities to get the result you want Character attributes  Characterization attributes—determine general abilities and qualities; change infrequently Race Sex Character class Physical, mental, moral, and social attributes

12 Chapter 15 Role-Playing Games12 © 2009 by Pearson Education, Inc. Core Mechanics (Cont.) Character attributes (cont.)  Status attributes, experience, and character levels Attributes that change frequently Experience points and character level measure the character’s growth  Cosmetic attributes add richness to the game

13 Chapter 15 Role-Playing Games13 © 2009 by Pearson Education, Inc. Core Mechanics (Cont.) Magic and its equivalents  Concept that allows characters to influence the world by means not available to us in real life Science fiction implements magic as “advanced technology”  Use of magic restricted by character class  Define magic, how it’s invoked, how it’s limited  Player can often spend magic points, called mana  The mana system is more convenient and flexible than the D&D “memorization” system

14 Chapter 15 Role-Playing Games14 © 2009 by Pearson Education, Inc. Core Mechanics (Cont.) Skills and special capabilities  Obtaining new skills for a character is similar to upgrading a unit in a strategy game  Skill trees provide a growth path similar to a tech tree in war games Character design  Most CRPGs allow the player to create the character  Roll dice to generate points to distribute among character attributes

15 Chapter 15 Role-Playing Games15 © 2009 by Pearson Education, Inc. The Game World and Story Settings  Tend to be fantasy and science fiction settings  Must be appealing to explore  Some CRPGs provide an editor to enable players to create scripted adventures in the game world

16 Chapter 15 Role-Playing Games16 © 2009 by Pearson Education, Inc. The Game World and Story (Cont.) Story  First, determine the game’s overall quest—the ending  Then, design the episodes that the player experiences from the beginning to the end  Add side quests  Write an enticing opening

17 Chapter 15 Role-Playing Games17 © 2009 by Pearson Education, Inc. The Presentation Layer Interaction model  Party-based in single-player CRPG Avatar-based is becoming more common, however  Avatar-based in multiplayer online games Camera model  First person or third person for avatar-based models  Aerial perspective allows player to see all members of the party at once as well as surrounding terrain

18 Chapter 15 Role-Playing Games18 © 2009 by Pearson Education, Inc. The Presentation Layer (Cont.) User interface  Wide range of actions—interface can be complex  Hide the mechanics to aid the player’s immersion  Repetitive tasks—instead of making the player try repeatedly, automate the repetition and show a progress bar If the character has low skill at the task, it will take a long time Allow the player to interrupt and abandon the attempt

19 Chapter 15 Role-Playing Games19 © 2009 by Pearson Education, Inc. Summary You should now understand  How to identify a role-playing game  How to describe the development of the role- playing game from tabletop to computer  How to design character attributes  How to define a world and story  How to use experience points and character levels  How to define gameplay modes for RPGs


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