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Showing posts with label game design theory. Show all posts
Showing posts with label game design theory. Show all posts
Updated: May 17, 2011

What follows is something I have been working on for awhile now. Given the recent discussion about "JRPGs" and "WRPGs", I've decided to let people read my notes to better understand the way I look at games and how I believe others should look at games when trying to quantify their elements.

While I have encouraged people to use the older terms of "console-style" and "PC-style" in place of "JRPG" and "WRPG" since the older terms are more politically correct, I do recognize the older terms are also misnomers and many people see no reason to stop using misnomers in place of other misnomers.

A recurring problem with videogame classification is that a lot of the genre labels we use for games are misnomers; even "strategy rpg" and the Japanese equivalent for the genre, "simulation rpg", are misnomers because all games require strategy and all games are simulations.

One of my core design principles for creating game mechanics is to make the design modular. 'Modular' means you can swap out parts of the design for other parts and the game will still function correctly (which is important so that new rules can be added to an existing game without upsetting its balance). Since I personally would prefer to see genre labels be modular I have attempted to create a modular system for identifying CRPG game genres.

Please note that this is a work in progress-- I think the labels I currently have here are a'bit of a mouthful-- but you can see the direction I'm going.

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Syntax of the definitions.
Modular systems require a syntax-- a pattern, if you will. The syntax I have created for defining computer RPG genres is as follows:

[Combat system] [narrative model] [target audience] [narrative genre] RPG

An example would be,
'Real time based linear Children's fantasy RPG'

With....

..."real time based" representing the combat system...

..."linear" representing the narrative model...

..."Children's" representing the target audience...

...and "fantasy" representing the narrative genre...

A 'Real time based linear Children's fantasy RPG' would be Secret of Mana.


Combat genres

In an attempt to best identify different types of combat systems that appear in combat RPGs, I have created the following terms:

Phased turn based : DQ and Wizardry system; at the start of combat the game waits for the player to decide the actions their character(s) will take when combat begins. These systems have combat time divided into blocks called 'rounds'. The combat system descends directly from the tabletop game Dungeons and Dragons, though the games use a more abstract concept of range than D&D did (example: Final Fantasy has a concept of a "front row" and a "back row"). In a Phased turn based system, the player's character(s) will always act in combat before the opposing NPCs can act.

Sequential turn based : A turn based system where each character (including NPCs) has a Speed rating that determines the precise order they will act during a combat round. The system is otherwise identical to Phased turn based combat. While the way turns are determined is more similar to D&D, the abstract nature of range remains.

Active turn based: Games using a system derived from Final Fantasy IV's Active Time Battle System. Unlike Sequential and Phased there is no "pause" between rounds; after taking an action, characters gradually accumulate points as time passes to fill a "bar" and when that bar is full they can make an action. However, like Sequential turn based, characters have a Speed rating that determines how quickly their bar fills up.

Real time based: Games where characters do not take turns. Instead action happens in real time. Characters may or may not have delays on what actions they may take but are capable of moving at any time and almost always have some meaningful action they can do during combat.


Pausable real time based: Real time combat games where players must pause the gameplay to issue orders to characters. Once the game is un-paused the orders are carried out by the characters. Some examples are Secret of Mana, Fallout 3 and Parasite Eve.

Wargaming turn based: Games using a system descending from tabletop wargames. These games tend to be called "strategy RPGs". The player controls a squad of characters who fight across a battlefield using a turn based combat system. They tend to have a more definite concept of range, whereas a Sequential turn based game like Final Fantasy only uses an abstract concept of range (the "rows")

Wargaming real time based: Games using a system descending from tabletop wargames. The player controls a squad of characters who fight across a battlefield using a real time based combat system.

Rogue-like based: A game that uses a combat system derived from Rogue. An example would be the Mystery Dungeon series of games.

Narrative models

Linear: The narrative travels in a straight line with no alternate routes. This is the narrative model used by the majority of fiction, such as novels, films, television shows and video games.

Dynamic non-linear: The rarest type of non-linear narrative model. The player makes choices during gameplay that shape the game's narrative in a meaningful and critical ways so as to substantially change the direction of the game's narrative. There are either no or very few milestone events that the player "must" clear in order for the narrative to advance. The game offers a large number of narrative routes the player can choose to bypass and that will not prevent the narrative from moving forward (an example: Romancing SaGa: MS)

Because I realize this can be a difficult concept for one to visualize I have created the following image to demonstrate what the narrative paths in a Dynamic non-linear narrative look like:
Photobucket

Dynamic non-linear narratives are rare in games because the model gives the writer less control over the flow of the narrative, making it harder for him to craft a meaningful story that hits all the correct emotional buttons in the player. The difficulty and additional time spent writing these narratives are, in my opinion, usually not worth the effort.

Static non-linear: The most common type of non-linear model. The choices made by the player do not alter the narrative in significant ways and the narrative generally travels in a single direction with few deviations. This kind of non-linear narrative is built around "milestone" events which HAVE to be passed through regardless of what "route" the player takes. The game's narrative cannot move forward if these milestones are not cleared. (an example: Persona 4)

I have also created an image to illustrate what the narrative paths of a static non-linear narrative look like,
Photobucket

Target audience:

Some people believe the intended audience of the game is not a core part of the game's design. This is incorrect; game companies do not invest millions into producing videogames unless they already know who the game will appeal to. Designing the game to appeal to a target audience is crucial and often determined before a single line of code of the game is ever written.

Here I am using the same labels as those used by the publishing industry, as I feel they are more appropriate given there is no international rating system at the moment.

Children's: Games intended for play by children up to age 12. They carry an ESRB rating of 'E'.

Young Adults : Games intended for play by teenagers between the ages of 13 and 17. They carry an ESRB rating of 'T'

Adult: Games intended for play by adults (18+). They carry an ESRB rating of 'M'.

Note that this does not mean the game cannot be enjoyed by other age groups; it merely means the developer intended the game to be primarily purchased by one age group.

Narrative genres:

Narrative genres are the same as those used in other creative works; Science-fiction, fantasy, romantic comedy, high school drama, etc

Examples:

Sequential turn based linear Children's fantasy RPG = Final Fantasy

Real time Static non-linear Adult science-fiction RPG = Mass Effect

Active turn based static non-linear Young Adult science fiction RPG = Chrono Trigger

Sequential turn based dynamic non-linear Young Adult fantasy RPG = Romancing SaGa: Minstrel Song

Real time based static non-linear Young Adult science-fiction RPG= SW: Knights of the Old Republic

Active turn based static non-linear Adult fantasy RPG = Dragon Age: Origins

Real time based linear Children's fantasy RPG = Secret of Mana

Real time based dynamic non-linear Young Adult fantasy RPG = World of Warcraft


Notice that these new definitions are still very broad; Dragon Quest and Xenogears are both Sequential Turn based games but they possess vastly different combat subsystems from one another. It would be unwise for one to assume that just because a game has a similar type of combat system or narrative model that the games play identically or have similar levels of complexity.

That said, I believe these new definitions are more politically correct than "JRPG" and "WRPG", which express an "Us Vs. Them" mentality concerning games made by the Japanese and games made by Americans. I also believe they better represent the actual mechanics of the games than the older labels "console RPG" and "PC-style RPG", or any other terms I've came across which are misnomers that don't represent the actual mechanics or narrative genres of the games.
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