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Showing posts with the label Game Design

Fantasy Classes Breakdown And Recreation: Part Two - Class Categories

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Now that we have our basic and not-so-basic stats for our hypothetical game, we need to talk about classes. About time, too, I am such a slack blogger.  But before we can get stuck into individual character classes, we need to talk about class categories . We've already got The Big Three divisions of Fighter, Rogue and Mage, so what else is there? Well, c haracter classes are essentially jobs : the specific role that a class plays in order to Make It Work, whatever 'It' happens to be: saving the world, defeating the dark lord, baking a cake, whatever.  It is interesting to note that when designing any system in which you have different roles for different characters, you can never quite get away from the spectre of specialisation . If you want multiple classes for people to choose from, you need to have them be good or bad at different things: there truly seems to be no way around it, at least none that I can think of. It's also still u p in the air whether this system ...

Fantasy Classes Breakdown And Recreation: Part One - Core Character Stats

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So in this post I'm going to be tackling something that I'm probably wildly unqualified to do: design RPG mechanics from scratch. Woo!  Basically for the next few posts, we're going to be breaking down the logic of so called 'standard' fantasy RPG mechanics and classes and building them back up again. It bears mentioning that I have never played a tabletop Role-Playing Game in my life, and at this rate I probably never will. But it would be remiss to not mention them in a post on RPG mechanics, even though I usually approach and think about RPG elements in a video-gaming context as opposed to a table-top one.  For this first post, we're starting with with character statistics. Character classes are defined by their abilities, therefore what they are good or bad at and therefore: basic stats.  Standard D&D Stats This is literally the first image that pops up if you image search, D&D.  ... is it bad that I keep forgetting that there are dragons in it? So l...

How Dark Souls Turned Bad Ideas Into Genius - A Retrospective in Game Design

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I have a strange relationship with the Dark Souls series. On the one hand, the only true Dark Souls game I've played is Dark Souls 3, and not for very long because I wasn't having fun with it. On the other hand, through watching other people play through the other games I have developed a fascination and kind of grudging respect for the series as a whole.  If nothing else, there's no denying the success and critical acclaim the series has received: anything that lends its name to a new sub-genre of role-playing video game is worthy of analysis. 'Soul-like' or 'souls-borne' games are reasonably commonplace now, characterized by difficult gameplay, branching path exploration and the developers taking sadistic glee in human suffering. The particular Soul-like I've played the most is Salt and Sanctuary, which is pretty much exactly the same as Dark Souls except it's a side-scrolling action platformer with better controls. Oops, shots fired.  It i...