In English

Gameplay Design for Role-Playing Battle Systems

Christopher Dristig Stenström
Göteborg : Chalmers tekniska högskola, 2012. Report - IT University of Göteborg, Chalmers University of Technology and the University of Göteborg , ISSN 1651-4769, 2012.
[Examensarbete på avancerad nivå]

This thesis explores role-playing games, an existing genre within the current game industry.Role-playing games have many different parts which together create the whole game experience for the user. However, this research has focused on what arguably can be said to be the core gameplay feature of role-playing games: The battle system. This was mainly conducted by analyzing existing games using different methods, primarily by identifying gameplay design patterns in the games, and comparing them using a cluster method.The use of patterns allowed basic elements for observing and analyzing the relation between different role-playing games while the clusters provide overviews of the subcategories of the role-playing genre. This thesis presents view of the role-playing genre from the perspective of combat systems through two main results. The first result is the trees created by the clusters which explain subgenres through the presence of specific gameplay design patterns. The second result is four categories of patterns: those which illustrate patterns found in nearly all role-playing games; those that define the tree result; those that can have strong impact on gameplay but without affecting subgenre membership; and those that link combat system to other parts of the gameplay.Through this, the research has established a view on the design space of role-playing games and created visualizations of how different role-playing games relate to each other. From this relation a designer can further understand how to design for different gameplay experiences for the user.



Publikationen registrerades 2012-10-30. Den ändrades senast 2013-04-04

CPL ID: 165277

Detta är en tjänst från Chalmers bibliotek