• Corpus ID: 14766193

Examining 'RPG elements': Systems of character progression

@inproceedings{Zagal2014ExaminingE,
  title={Examining 'RPG elements': Systems of character progression},
  author={Jos{\'e} Pablo Zagal and Roger Altizer},
  booktitle={FDG},
  year={2014}
}
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.

Tables from this paper

Interpassivity and the Joy of Delegated Play in Idle Games

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.

"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.

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.

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.

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 how

18 Game Design and Role-Playing Games

Playing Game Studies: Transmedia Foundations on April 4, 2018, available online: https://www.routledge.com/Role-Playing-Game-Studies-Transmedia-Foundations/Deterding-Zagal/p/book/9781138638907 Please

Busy doing nothing? What do players do in idle games?

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.

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 of

Economic Indicators for Decision-Making inOperating Massive Multiplayer Online

This paper proposes six novel economic indicators for MMOG operators and proposes a solution via a visual dashboard for a commercial MMOG, claiming that the increasing introduction of economic elements in games should come together with the incorporation of concepts and tools for real world economics.

References

SHOWING 1-10 OF 90 REFERENCES

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 that

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.

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 improvisational

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 players

The Many Faces of Role-Playing Games

In this paper various example of role-playing game are examined in an attempt to identify the defining set of characteristics of these games, and a definition for them is proposed which is hopefully more successful at separating roleplaying games from other, similar, game forms.

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.

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.

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.

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.

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.
...