Saturday, December 1, 2012

Role-Playing Game Theory and What I Learned

This blog will include a finalized version of the research which I completed in regard to Role-Playing Game Theory. I have added this research to the RPGT Wikipedia article page and will therefore link that in this post as well. Fantasy or role playing games are an ever expanding phenomenon which stake no particular claim to boundaries. Role playing games come in an immense array of various types and categories which we will briefly delve into; the first of which being the traditional table top RPG. These games, or more specifically, “(TFRPG), has its historical basis in miniature war gaming” (Williams, Hendricks, and Winkler pg. 3). When using the term “miniature war gaming” we undoubtedly refer to games like Warhammer 40K which is played on a table top with miniature figures. The battles unfold by rolling dice, using rulers, tokens and various other devices to perform a wide array of desired actions. The second RPG to be analyzed is known as CSG or collectible strategy game. This type of RPG has a much broader context than that of a TFRPG due to the fact that it draws elements from both types of RPG’s. A CSG is defined as “a setting and a system, but the setting resides in the background, while the system is integrally tied to some of the collectible material artifacts, such as cards, miniature figures, paper dice, pre-formed plastic constructibles and even pinback buttons.” (Williams, Hendricks, and Winkler pg. 5). These types of games are played using special attributes which are associated with the particular collectible being used. You can place these collectibles in an attack or defensive position, role dice to perform a specific action and much more. Note that this type of RPG is typically associated with CCG or collectible card games (Ex. Magic the Gathering). The final type of RPG to be discussed appeared around the 1970’s and is known as OVCG or Online Video and Computer Game. OVCG’s are defined as RPG’s that “ require either a personal computer or gaming console in addition to gaming software, rather than source books, cards, or dice” (Williams, Hendricks, and Winkler pg. 6). Note that OVCG’s did not truly reach their pinnacle until the 1990’s when the ability to play games cooperatively via large networked servers became available. Current examples of these types of games are World of Warcraft (Blizzard), Rift (Trion Worlds), SWOTOR or Star Wars: The old Republic (LUCASARTS, BioWare and EA) and Atlantica online (Nexon).[1]

Williams, P., Hendricks, S., & Winkler, K. (2006). Essays
on reality, identity and experience in fantasy
games. Jefferson, North Carolina: McFarland &
Company, Inc Retrieved from http://books.google.com/books?
hl=en&lr=&id=i7UBWz6LBK4C&oi=fnd&pg=PA19&dq=role
""playing game theory&ots=YIs5Cci6IY&sig=vLzlRWNWvTqRI12m9zV9M9kFeU0

Role-playing game theory

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