Game Design Deep Dive
Game Design Deep Dive
Role Playing Games
Bycer, Joshua
Taylor & Francis Ltd
10/2023
216
Dura
Inglês
9781032363714
15 a 20 dias
Descrição não disponível.
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. Pokemon'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. Pokemon'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
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
interactive narrative systems;ludology research;procedural content generation;player agency mechanics;digital game studies;immersive simulation design;advanced role-playing mechanics analysis
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. Pokemon'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. Pokemon'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
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.