Chapter 11. Role-Playing GamesComputer role-playing games (CRPGs), like their cousin, the strategy game, are also another genre derived from pen-and-paper games. Role-playing games comprise an interestingly diverse genre , ranging from simple arcade-style games, such as the Diablo series, to ponderous graphical adventure style games, such as Anachronox . The two things that almost all role-playing games have in common are as follows :
For example, it could be argued that the arcade game Gauntlet and the role-playing game Diablo would be markedly more similar if Diablo did not include the capability to configure the player's character. Similarly, Anachronox would be considered an arcade-adventure if the main character's abilities were static throughout the game. Consequently, this chapter will focus on discussing the elements of role-playing games that distinguish them from other genres. For some players, the single most important part of the game (at least thus far in the development of CRPGs) is the story. In Swords and Circuitry (Premier Press), Neal and Jana Hallford describe several types of computer role-player. Each of these player types looks for something different out of their role-playing experience. Hallford names the "story-chaser" as one of the primary player types. There are several other player types mentioned in Swords and Circuitry , but the area of CRPGs where the most potential for questions remains is the domain of the story-chaser. The story-chaser is primarily interested in progressing the story. For her, the game is merely a vehicle for the story, and every action and interaction is intended to progress the story line. The player steps into the story, and becomes a very real part of it. Usually, this involves the player becoming the central character in the story, with all the story events revolving around her. This is where the role-playing part of the game comes in. The player has to be able to empathize with her character in order to feel as if she is that character, rather than an all-seeing goddess directing the hapless avatar according to her whims. That is, the player shouldn't feel as if she's playing The Sims . Another type of player mentioned in Swords and Circuitry is the character-advancement fanatic. This class of player isn't so much interested in the story, except where it is applicable to developing the player's avatar. We will also be discussing some issues pertaining to this player type in this chapter. Covering the entirety of role-playing games in a single chapter of a book such as this would be a futile task, especially when the job is handled much better elsewhere, such as the aforementioned Swords and Circuitry. Therefore, in a similar vein to the other genre-specific chapters in this book, we will focus on what we view to be the most underserved areas of CRPG design. |