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For this Deep Dive, the author discusses the history of the RPG genre, the different philosophies of design, and the challenges of taking it and applying its principles to other genres.
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For this Deep Dive, the author discusses the history of the RPG genre, the different philosophies of design, and the challenges of taking it and applying its principles to other genres.
Produktdetails
- Produktdetails
- Verlag: CRC Press
- Seitenzahl: 216
- Erscheinungstermin: 30. Oktober 2023
- Englisch
- Abmessung: 229mm x 152mm x 14mm
- Gewicht: 481g
- ISBN-13: 9781032363714
- ISBN-10: 1032363711
- Artikelnr.: 69113994
- Verlag: CRC Press
- Seitenzahl: 216
- Erscheinungstermin: 30. Oktober 2023
- Englisch
- Abmessung: 229mm x 152mm x 14mm
- Gewicht: 481g
- ISBN-13: 9781032363714
- ISBN-10: 1032363711
- Artikelnr.: 69113994
Joshua Bycer is a Game Design Critic with more than 7 years of experience critically analyzing game design and the industry itself. In that time through Game-Wisdom.com, he has interviewed hundreds of game developers and members of the industry about what it means to design video games.
Foreword
Acknowledgements
Chapter 1 Introduction
1. The Goal of Game Design Deep Dive: RPG
2. The Breadth of RPG Design
Chapter 2: The Tabletop Beginnings
1. Discussing Dungeons & Dragons
2. Examining Tabletop Design
Chapter 3: The Foundation of CRPG Design
1. The Legacy of Ultima
2. Delving Into Dungeon Crawlers
3. Origins of Open World CRPGs
4. The Success of the Elder Scrolls
5. The Retro Future of Fallout
6. Bioware's Redefining of CRPGs
7. Morality Trends
8. A Quick Collection of CRPGs
Chapter 4: JRPG's Takeover of the Console Market
1. Dragons and Fantasy
2. The Golden Age of JRPGs
3. Pokémon's Pop Culture Dominance
4. JRPG vs. CRPG
Chapter 5: Basics of RPG Design
1. Abstracted vs. Action-Based Progression
2. Class-Based Design
3. RPG Progression Design
4. Asymmetrical Balance
5. Examining Equipment and Items
6. Is Grinding Good?
Chapter 6: Subgenres of RPGs
1. The Experimentation of RPG Design
2. Devilish Action RPGs
3. Strategy RPGs
4. When RPGs Got Massive
5. The Height of Immersive Sims
6. Creature and Hero Collectors
Chapter 7: Modern RPG Design
1. The Blurring of CRPG/JRPGs
2. Studying Soulslikes
3. RPG Action Games
4. RPG Maker and Indie Development
5. The Wonders of The Witcher
6. The Unique Indie RPGs of the 2010s
7. What Do RPGs Look Like Today?
Chapter 8: Putting RPGs Everywhere
1. How and When Everything Became an RPG
2. The Impossible Balance between Action and Abstraction
3. The Mobile Game Market
Chapter 9: Advanced RPG Design
1. Understanding the Market for RPGs
2. Creating Choices through Customization
3. Combat System Creation
4. Enemy and Encounter Design
5. Advanced RPG Progression
6. Basic Rules of RPG Balancing
7. To Break or Not to Break Your Design
8. UI (and UX) by the Numbers
9. RPG World Design
10. A Primer on Subsystems
11. No Rules to the Rules
Chapter 10: Conclusion
1. What Does "RPG" Mean Today?
2. Potential Trends
3. Wrapping Up
Acknowledgements
Chapter 1 Introduction
1. The Goal of Game Design Deep Dive: RPG
2. The Breadth of RPG Design
Chapter 2: The Tabletop Beginnings
1. Discussing Dungeons & Dragons
2. Examining Tabletop Design
Chapter 3: The Foundation of CRPG Design
1. The Legacy of Ultima
2. Delving Into Dungeon Crawlers
3. Origins of Open World CRPGs
4. The Success of the Elder Scrolls
5. The Retro Future of Fallout
6. Bioware's Redefining of CRPGs
7. Morality Trends
8. A Quick Collection of CRPGs
Chapter 4: JRPG's Takeover of the Console Market
1. Dragons and Fantasy
2. The Golden Age of JRPGs
3. Pokémon's Pop Culture Dominance
4. JRPG vs. CRPG
Chapter 5: Basics of RPG Design
1. Abstracted vs. Action-Based Progression
2. Class-Based Design
3. RPG Progression Design
4. Asymmetrical Balance
5. Examining Equipment and Items
6. Is Grinding Good?
Chapter 6: Subgenres of RPGs
1. The Experimentation of RPG Design
2. Devilish Action RPGs
3. Strategy RPGs
4. When RPGs Got Massive
5. The Height of Immersive Sims
6. Creature and Hero Collectors
Chapter 7: Modern RPG Design
1. The Blurring of CRPG/JRPGs
2. Studying Soulslikes
3. RPG Action Games
4. RPG Maker and Indie Development
5. The Wonders of The Witcher
6. The Unique Indie RPGs of the 2010s
7. What Do RPGs Look Like Today?
Chapter 8: Putting RPGs Everywhere
1. How and When Everything Became an RPG
2. The Impossible Balance between Action and Abstraction
3. The Mobile Game Market
Chapter 9: Advanced RPG Design
1. Understanding the Market for RPGs
2. Creating Choices through Customization
3. Combat System Creation
4. Enemy and Encounter Design
5. Advanced RPG Progression
6. Basic Rules of RPG Balancing
7. To Break or Not to Break Your Design
8. UI (and UX) by the Numbers
9. RPG World Design
10. A Primer on Subsystems
11. No Rules to the Rules
Chapter 10: Conclusion
1. What Does "RPG" Mean Today?
2. Potential Trends
3. Wrapping Up
Foreword
Acknowledgements
Chapter 1 Introduction
1. The Goal of Game Design Deep Dive: RPG
2. The Breadth of RPG Design
Chapter 2: The Tabletop Beginnings
1. Discussing Dungeons & Dragons
2. Examining Tabletop Design
Chapter 3: The Foundation of CRPG Design
1. The Legacy of Ultima
2. Delving Into Dungeon Crawlers
3. Origins of Open World CRPGs
4. The Success of the Elder Scrolls
5. The Retro Future of Fallout
6. Bioware's Redefining of CRPGs
7. Morality Trends
8. A Quick Collection of CRPGs
Chapter 4: JRPG's Takeover of the Console Market
1. Dragons and Fantasy
2. The Golden Age of JRPGs
3. Pokémon's Pop Culture Dominance
4. JRPG vs. CRPG
Chapter 5: Basics of RPG Design
1. Abstracted vs. Action-Based Progression
2. Class-Based Design
3. RPG Progression Design
4. Asymmetrical Balance
5. Examining Equipment and Items
6. Is Grinding Good?
Chapter 6: Subgenres of RPGs
1. The Experimentation of RPG Design
2. Devilish Action RPGs
3. Strategy RPGs
4. When RPGs Got Massive
5. The Height of Immersive Sims
6. Creature and Hero Collectors
Chapter 7: Modern RPG Design
1. The Blurring of CRPG/JRPGs
2. Studying Soulslikes
3. RPG Action Games
4. RPG Maker and Indie Development
5. The Wonders of The Witcher
6. The Unique Indie RPGs of the 2010s
7. What Do RPGs Look Like Today?
Chapter 8: Putting RPGs Everywhere
1. How and When Everything Became an RPG
2. The Impossible Balance between Action and Abstraction
3. The Mobile Game Market
Chapter 9: Advanced RPG Design
1. Understanding the Market for RPGs
2. Creating Choices through Customization
3. Combat System Creation
4. Enemy and Encounter Design
5. Advanced RPG Progression
6. Basic Rules of RPG Balancing
7. To Break or Not to Break Your Design
8. UI (and UX) by the Numbers
9. RPG World Design
10. A Primer on Subsystems
11. No Rules to the Rules
Chapter 10: Conclusion
1. What Does "RPG" Mean Today?
2. Potential Trends
3. Wrapping Up
Acknowledgements
Chapter 1 Introduction
1. The Goal of Game Design Deep Dive: RPG
2. The Breadth of RPG Design
Chapter 2: The Tabletop Beginnings
1. Discussing Dungeons & Dragons
2. Examining Tabletop Design
Chapter 3: The Foundation of CRPG Design
1. The Legacy of Ultima
2. Delving Into Dungeon Crawlers
3. Origins of Open World CRPGs
4. The Success of the Elder Scrolls
5. The Retro Future of Fallout
6. Bioware's Redefining of CRPGs
7. Morality Trends
8. A Quick Collection of CRPGs
Chapter 4: JRPG's Takeover of the Console Market
1. Dragons and Fantasy
2. The Golden Age of JRPGs
3. Pokémon's Pop Culture Dominance
4. JRPG vs. CRPG
Chapter 5: Basics of RPG Design
1. Abstracted vs. Action-Based Progression
2. Class-Based Design
3. RPG Progression Design
4. Asymmetrical Balance
5. Examining Equipment and Items
6. Is Grinding Good?
Chapter 6: Subgenres of RPGs
1. The Experimentation of RPG Design
2. Devilish Action RPGs
3. Strategy RPGs
4. When RPGs Got Massive
5. The Height of Immersive Sims
6. Creature and Hero Collectors
Chapter 7: Modern RPG Design
1. The Blurring of CRPG/JRPGs
2. Studying Soulslikes
3. RPG Action Games
4. RPG Maker and Indie Development
5. The Wonders of The Witcher
6. The Unique Indie RPGs of the 2010s
7. What Do RPGs Look Like Today?
Chapter 8: Putting RPGs Everywhere
1. How and When Everything Became an RPG
2. The Impossible Balance between Action and Abstraction
3. The Mobile Game Market
Chapter 9: Advanced RPG Design
1. Understanding the Market for RPGs
2. Creating Choices through Customization
3. Combat System Creation
4. Enemy and Encounter Design
5. Advanced RPG Progression
6. Basic Rules of RPG Balancing
7. To Break or Not to Break Your Design
8. UI (and UX) by the Numbers
9. RPG World Design
10. A Primer on Subsystems
11. No Rules to the Rules
Chapter 10: Conclusion
1. What Does "RPG" Mean Today?
2. Potential Trends
3. Wrapping Up