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Friday, July 10, 2009 |
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Essentials Of RPG Game Design: 20 Games Examined 6:00 AM | Cord Kruse | 2 comments
Gamasutra recently published a new Game Design Essentials article focusing on computer role playing games. The feature offers an overview of 20 games which have influenced and shaped the way storylines and game mechanics for modern RPGs are designed. 4. D&D Gold Box series Designed by: Jim Ward, David Cook, Steve Winter, Mike Breault (Pool of Radiance), others Influenced by: D&D, obviously. Also Wizardry, especially in its use of specials. Series: SSI made many of these, at least seven. SSI also made a couple of Buck Rogers games using the Gold Box engine, and the original Neverwinter Nights (an early AOL offering) was essentially an MMORPG Gold Box game. There was even a publicly-released Gold Box AD&D construction kit in the form of the Unlimited Adventures tool. Legacy: Probably every D&D-licensed RPG to come after owes a tremendous debt to the Gold Box line. AD&D was not designed to become a computer game, and thus there are some unusual interface challenges at work here. A big advantage coming from its trying to replicate a official pen-and-paper RPG is that some aspects of the game world which almost invariably get simplified out of a concession to workability on a computer did not with the Gold Box games. Take, for example, Vancian magic, the (in)famous aspect of D&D versions 0-3 that had wizard and cleric characters memorize spells at the beginning of an adventuring day. At "the beginning of a day," even in table sessions of Dungeons & Dragons, is a simplification; 2nd Edition established complex rules determining how many hours of preparation magic users had to undergo before beginning to memorize spells, then the actual amounts of time needed to commit them to retain them. In play sessions DMs usually, and rightly, glossed over this needless complication. In most computer RPGs, something as weird and flavorful as Vancian magic (something that is only really effective for people who have read Jack Vance's fantasy work) would be considered too much of an interface hassle to make up for the fairly-minimal atmospheric effect from using it. The Gold Box games do include Vancian magic, even though it required a great deal of interface programming at the time to accommodate it -- the games even accurately tally up the hours spent in memorizing spells. They also track encumbrance, and even the funky multiple coin types D&D used at the time, with at least one inn even refusing payment in anything but platinum. The games themselves are remembered fondly by many players, probably because of their strong non-linear nature and challenging play. Like a semi-directed tabletop campaign, players are given many different possible tasks to accomplish and can do them in the order the wish, or switch between them. Many of the obstacles have multiple ways of overcoming them. Read more at the page listed below.
Gamasutra: Game Design Essentials 20 RPGs
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