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Genre: Role Playing Game (RPG)

Genre: Role Playing Game (RPG). What is an RPG?. Role Playing Games have several key characteristics: Player gets to play the role of another character Player has some input into character appearance, type, attributes and/or alignment

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Genre: Role Playing Game (RPG)

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  1. Genre: Role Playing Game (RPG)

  2. What is an RPG? • Role Playing Games have several key characteristics: • Player gets to play the role of another character • Player has some input into character appearance, type, attributes and/or alignment • Player has some ability to modify character’s statistics throughout • This is usually done through Experience Points

  3. Experience Points (XP) • XPs are a type of ECONOMY (i.e. they are something in the game that can be represented by a number) • XPs are usually ‘earned’ by performing deeds (such as killing enemies, completing quests, etc.) • XPs are usually ‘spent’ increasing the skills/attributes of the character

  4. Experience Points (XP) Total XPs to spend Current level Cost of level-up

  5. A Numbers Game Activity: think about everything in Fable that could feasibly have a number attached to it. Health Mana Gold XPs Reknown ECONOMIES: An economy refers to anything in the game that can be represented by a number; economies can usually go up or down. Skills (like strength)

  6. Comparison: other HUDs Activity: What can you see on the Heads-Up-Display (HUD) for Fable? How does this compare with the HUD for Mass Effect (a different RPG)?

  7. Comparison: other HUDs This is what the play-screen looks like on Dead Space (a survival horror game). What elements of the HUD can you see on screen? What might the advantages/disadvantages be to having a ‘busy’ HUD?

  8. Comparison: MMO RPG • MMORPGs are Massively Multiplayer Online Role Playing Games • By far the most famous (and largest) is World of Warcraft (over 11 million players) • Players play in a 24/7 game world – events continue even when a player is not logged in

  9. Case Study: Kingdoms Live (iPhone) Activity: Using your knowledge of the conventions of RPGs, and the stills above, how might a game like Kingdoms function?

  10. Alignment ‘Good’ and ‘Evil’ alignments Alignment factors: • Gestures • Who you kill • Missions • ‘Compassion’ (balverine e.g.) Alignment affects physical appearance, they way people treat you, which doors you can open, even how effective certain spells are... Why have two character arcs?

  11. Quests & Reward • Quests can be obtained from the Heroes’ Guild • Quests are available for ‘good’, ‘evil’ and ‘neutral’ alignment • Two types: Story Arc & Side Missions • Story Arc = linear • Side Missions = non-linear • Can continue to play side Missions when game ends (no new Main Missions)

  12. Puzzles: The Lychfield Graveyard There is a locked demon door in Lychfield Graveyard. It cannot be smashed, picked or ‘magicked’ open. How does the play get inside? Text reads: ‘Leave me alone, you organic pustule. I only open for Nostro, the ancient guardian of the door. Not for you. Not for that rancid gravekeeper.’

  13. Puzzles: The Lychfield Graveyard • Simple Gathering Mission • Gather for Nostro his Helmet, Armour, Sword & Shield and he will open the demon door to the next level • A quick search reveals two of the items are in the crypts... The other two are nowhere to be found...

  14. Puzzles: The Lychfield Graveyard • Bubbles in the pond • Bubbles from a grave A spade A Fishing Rod

  15. Action/Adventure • Games like Tomb Raider (series) • Usually 3rd person • Contain action, combat (controlled by player) and puzzles • Missions, usually presented in a linear order • Cannot customise character very much, if at all Are there any arguments for Fable as an Action/Adventure game?

  16. Constraints: The Warden’s Poetry • Can’t just attack him • Sneak, read, guess • Lose 1 year of life if wrong • Have to play the game their way

  17. Constraints: The Warden’s Poetry • The only way past this challenge is to find the code, open the correct book and take the key • There is no other way of succeeding... Why do you think the game designers have done this? What is gained and what is lost through the approach of forcing the player to do things in only one way?

  18. Homework • What are the differences between GOW2 & Fable in terms of their genres?

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