Corpus ID: 14766193

Examining 'RPG elements': Systems of character progression

  title={Examining 'RPG elements': Systems of character progression},
  author={Jos{\'e} Pablo Zagal and Roger Altizer},
Much of the literature on role-playing games (RPGs) focuses on their social, performative, experiential, and/or narrative aspects. [...] Key Result We conclude with thoughts on the utility of breaking down ambiguous terms, such as ‘RPG elements’ into smaller, clearer units.Expand
Interpassivity and the Joy of Delegated Play in Idle Games
  • Sonia Fizek
  • Computer Science
  • Trans. Digit. Games Res. Assoc.
  • 2018
The author will investigate the self-contradictory genre through the lens of interpassivity, a concept developed by Robert Pfaller and Slavoj Žižek to describe the aesthetics of delegated enjoyment. Expand
"It Started as a Joke": On the Design of Idle Games
This work interviews six designers of six different popular idle games and inquired into their individual approaches, refine and expand on existing definitions of idle games as a genre, shed light on ethically charged practices of care in their design, and identify shared core characteristics between the games and processes. Expand
Like PEAS in PoDS: the player, environment, agents, system framework for the personalization of digital systems
PEAS is proposed, a theoretical framework for personalization through the adaptation of the Player, Environment, Agents, and System for identifying and categorizing low-level components of games that can be personalized. Expand
Integrating Science Tasks and Puzzles in Computer Role Playing Games
Computer role playing game’s gameplay mechanics provide affordances for the integration of science and technology courses in a playful learning environment and most testers considered the educational CRPG entertaining. Expand
Progress Wars: Idle Games and the Demarcation of “Real” Games
EXTENDED ABSTRACT If one subscribes to the social constructivist view that “games” is a social construct not a natural kind (Montola, 2011), this opens the basic knowledge sociological question howExpand
18 Game Design and Role-Playing Games
Playing Game Studies: Transmedia Foundations on April 4, 2018, available online: PleaseExpand
Busy doing nothing? What do players do in idle games?
It is proposed that, in future studies, game engagement in idle games could be considered as a habit which players acquire and maintain. Expand
Affective level design for a role-playing videogame evaluated by a brain–computer interface and machine learning methods
This work studies the affective ludology and shows two different game levels for Neverwinter Nights 2 developed with the aim to manipulate emotions; two sets of affective design guidelines are presented, with a rigorous formalization that considers the characteristics of role-playing genre and its specific gameplay. Expand
Role Playing Materials
• A submitted manuscript is the version of the article upon submission and before peer-review. There can be important differences between the submitted version and the official published version ofExpand
A flexible and simplified 2D environment for evolving autonomous virtual creatures
  • Ricardo Sisnett
  • Computer Science
  • 2015 7th International Joint Conference on Computational Intelligence (IJCCI)
  • 2015
This system has an emphasis in approachability and simplicity, but sacrifices simulation realism, with the intention of using the framework for highly interactive applications such as video games or exhibits. Expand


Tabletop Role-Playing Games: Perspectives from Narrative, Game, and Rhetorical Theory.
COVER, JENNIFER ANN GROULING. Tabletop Role-Playing Games: Perspectives from Narrative, Game, and Rhetorical Theory. (Under the direction of David Herman and David Rieder.) Miller (1984) notes thatExpand
Role playing games: comparative analysis across two media platforms
While the formation of the storyline in multiplayer RPGs are complex, it appears that information systems modeling of multiplayer RPG story and control processes enables quantifiable modeling of an interactive storytelling systems. Expand
Second Person: Role-Playing and Story in Games and Playable Media
Shortlisted for the 2008 Diana Jones Award. and Finalist, 2007 Front Line Awards, given by Game Developer Magazine. Games and other playable forms, from interactive fictions to improvisationalExpand
The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity
It's easy to understand why role-playing games have become so immensely popular among contemporary gamers. By their very nature, these games are intensely immersive activities, with playersExpand
The Many Faces of Role-Playing Games
Role-playing games have grown and evolved into a large number of forms in the last thirty years, spanning digital as well as non-digital media. They demonstrate a wide variety in the number ofExpand
Dark patterns in the design of games
The concept of dark design patterns in games is developed, examples of such patterns are presented, some of the subtleties involved in identifying them are explored, and questions that can be asked to help guide in the specification and identification of future Dark Patterns are provided. Expand
From game design elements to gamefulness: defining "gamification"
A definition of "gamification" is proposed as the use of game design elements in non-game contexts and it is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Expand
Building an MMO With Mass Appeal
How WoW functions as a game is explored with automated “bots” to illustrate how WoW refined a formula inherited from preceding MMOs, and raises questions about WoW’s future growth and more generally about the ability of MMOs to evolve beyond their familiar template. Expand
Massively multiplayer online role-playing games: the past, present, and future
The respondents' preferences in the MMORPG genre are determined and outlined, discussing what implications these could have on its future and what new and innovative features are expected by the users from the next generation of MMORPGs. Expand
Andrew Rollings and Ernest Adams on Game Design
After reading this book, you will have the tools you need to both design many kinds of games and to create a professional-quality game design document. Expand