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Austin Community College Sara R. Farr begins publishing other RPG’s set in different settings than...

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Austin Community College Sara R. Farr
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Austin Community CollegeSara R. Farr

Role Playing Game or “Roll” Playing Game?

Any game in which the player defines the main character or characters through his or her actions and/or abilities.

Any game that uses the conventions of character attributes, levels and experience similar to Dungeons & Dragons.

Derived from miniatures wargaming. Gary Gygax and Dave Arneson develop first RPG

(D & D). D & D is a huge influence on early computer game

designers (Richard Garriott, etc.). Early computer games attempt to emulate D & D,

but can only emulate the rules.

TSR begins publishing other RPG’s set in different settings than D & D (Star Frontiers, Top Secret/S.I., Marvel Super Heroes).

Other companies produce their own RPG’s (Steve Jackson Games, Mayfair Games, West End Games).

Addictive gameplay elements of RPG’s make them huge hits in computer gaming.

Ultima & Wizardry show up in Japan (which has no PnP RPG industry).

By the late 90’s both the PnP and computer RPG markets are in a slump.

Wizards of the Coast buys TSR. Hasbro buys Wizards of the Coast.

Blizzard releases Diablo, injecting new life into the computer RPG industry.

Origin releases Ultima Online. Wizards of the Coast releases 3rd Edition D & D, uses it

to launch the PnP equivalent of open source, the d20 system.

Modern CRPG industry flourishes, largely due to D & D licensed games.

Four types: Hack ‘N’ Slash Console Style Traditional RPG MMORPG

Can be licensed from a PnP RPG or can be a completely original system.

Party-based or individual character.

2D or 3D. First-Person or Third-Person. Need not be limited to a fantasy setting. Story-based. Examples: Diablo, Final Fantasy, Baldur’s Gate,

Knights of the Old Republic, Deus Ex?

Most accessible form of the RPG. Contains all of the formal elements of the RPG, but

few (if any) informal ones. Light on story. Emphasis is on action. Examples: Diablo, Baldur’s Gate: Dark Alliance,

Icewind Dale.

Similar to the hack ‘n’ slash RPG, but heavily influenced by a Japanese aesthetic.

Often combines fantasy and science fiction elements. Often gives the player little to no choice of how to

develop a character. Examples: Final Fantasy, Dragon Warrior.

Closest computer games that get to the PnP RPG experience.

Players are given a great deal of control over their characters’ development.

Often multiple paths to accomplish the end goal. Hardest to design, but usually the most rewarding to

play.

Story is extremely important. Character design is usually customizable. Examples: Baldur’s Gate, Planescape: Torment,

Neverwinter Nights, Knights of the Old Republic, Fallout.

Similar to traditional RPG. Very difficult to design since it is difficult to control

player actions. Initially limited appeal, but now very popular. Highly profitable. Community, economics are very important. Examples: Ultima Online, Everquest. City of Heroes,

Lineage, Star Wars Galaxies.

Games that try to fit into two or more genres at the same time.

This usually does not work since it is difficult to reconcile the strengths and weaknesses of distinctive genres.

Examples: Omikron The Nomad Soul, Once Upon a Knight.

Hard to place in a specific genre since they don’t adhere to established conventions.

Will occasionally start their own genre. Riskiest games to make since there is no established

market. Examples: The Sims, Star Control II, GTA III.

Where do these games fit? Are they Shooters or RPG’s? Is the second game in the series any good? Can you create a deep enough game design to satisfy

hardcore gamers yet be accessible to the mainstream?

Single Player Massive MultiplayerAlternative to social activities A social activityForget your alone By yourself, but not aloneMore powerful than you are Product of who you areEscape from the world Escape to another worldDirected by the game Directed by the playersIndividual motive Players’ motivesMastering posed challenges is the point of game and end of game.

Mastering posed challenges is the beginning…

Development team Visionary Design Development prior to launch Marketing, distribution

Transition on launch day.

Live Team1. Manage expectations of

players: Control communication

2. Respond and resolve player questions or requests quickly.

3. Continually refresh game content: Revise code Refresh features Control fixes, “patches”

The developers must “plan ahead to set expectations of customers such that they can meet of beat [them]”…

“If you don’t set player expectations, they still have them, and often beyond the level of your ability to deliver.”

Gordon Walton, SOE

Gamemasters Comforter – sensitive to attitudes of players

Helping players who are “stuck”. Bug reports verification and reporting. Assisting in player-run events.

Traffic controllers – quick to handle problems in-game if at all possible. Harassment issues or “grief” players.

GM Corruption They are players/gamers too. May be biased toward friends, etc.

One place for notices – for consistency, control 4 types

Concept - months away – shown for player comment only.

Development – after decision to work on a concept. Testing – items in internal/public test, QA process. Next Patch – passed QA, scheduled in next patch

“release”.

Customer Support Email 100K subs = 500 emails per day = 3 staff GMs 100K subs = 30-50 GMs;

500K subs = 100 – 200 GMs Phone Support:

100K subs = 6 CSRs normal bus hours Launch day – could have 25,000 to 50,000 users signing

up on day one.

Help Request

Min/req Tot min Totman-hrs

Shifts needed

Min CSRs

40,000 2 80,000 1,333 167 33

40,000 3 120,000 2,000 250 50

40,000 5 200,000 3,333 417 83

Help Request

Min/req Tot min Totman-hrs

Shifts needed

Min CSRs

100,000 2 200,000 3,333 417 83

100,000 3 300,000 5,000 625 125

100,000 5 500,000 8,333 1,042 208

At $20,000 yr per CSR…$1,000,000…$2,500,000


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