08-07-2009, 05:32 PM
Welcome to the first (of many) RPG Design Threads for the Let's Make a RPG project!
To explain how this works in short, here we'll discuss an aspect of RPG game design (which will change every thread) as both a device to make game design easier for all participants, and encorage input from those not directly participating.
As most who are familiar with the genre probably know, Role Playing Games were originally based on pen-and-pencil role playing games; where the game story was made up on the fly by a storyteller/dungeon master/game master; and a bunch of players created and acted through characters who adventured through this spun world.
Of course that means that successful RPGs depend on good storytelling, in both how the fantasy world of the game is represented, and how well the game master gave feedback to the player's actions. That's relatively straightforward to do in real life, as we humans are completely adaptable and have imagination (yes, even your lazy sibling who watches TV all day).
In a digital medium, things become a little more difficult. Computers can only do what you program them to do, so making things up on the fly isn't possible. With that kind of player interraction and immersion not available, RPG videogames have to think up other ways of being immersive and entertaining in their story.
The earliest games had limited memory and processing power, so all the 'flavour' of the game world was shown in text, as are the player interactions. These days we have the wonderful inclusion of graphics, sound, and cutscenes (!), so representing your game world is as easy as ever.
And if that's the case, you've got to make good use of it! It's why many RPGs these days try to wow us with flashy and dynamic renderings of the fantasy world everything takes place in. But by that same vein, the old text-only games got something right too; they had to really put an effort into describing the game world in order to be immersive.
So as RPG designers in the making, before we get into making characters, doing number-crunching, or deciding how much gold Owlbears should drop; we need:
- To visualise what out game world looks like
- Be able to write about our game world and make it sound interesting!
To help get us started, I've got a .rar full of settings art, and a few abstract items. See if any of it matches the ideas you've got floating around.
http://www.megaupload.com/?d=C0D475PU
Or if you're *really* stuck on a setting, why not have a play with a Random Generator? Seventh Sanctum is an awesome website, and they have generators for a lot of different things.
http://www.seventhsanctum.com/index-sett.php
As for an example, here's my Setting idea.
Your game setting needn't be so... wordy, though. :V
So, what do you think of my idea? Are the resources I've posted useful to you? What cool RPG worlds have you thought of?
To explain how this works in short, here we'll discuss an aspect of RPG game design (which will change every thread) as both a device to make game design easier for all participants, and encorage input from those not directly participating.
As most who are familiar with the genre probably know, Role Playing Games were originally based on pen-and-pencil role playing games; where the game story was made up on the fly by a storyteller/dungeon master/game master; and a bunch of players created and acted through characters who adventured through this spun world.
Of course that means that successful RPGs depend on good storytelling, in both how the fantasy world of the game is represented, and how well the game master gave feedback to the player's actions. That's relatively straightforward to do in real life, as we humans are completely adaptable and have imagination (yes, even your lazy sibling who watches TV all day).
In a digital medium, things become a little more difficult. Computers can only do what you program them to do, so making things up on the fly isn't possible. With that kind of player interraction and immersion not available, RPG videogames have to think up other ways of being immersive and entertaining in their story.
The earliest games had limited memory and processing power, so all the 'flavour' of the game world was shown in text, as are the player interactions. These days we have the wonderful inclusion of graphics, sound, and cutscenes (!), so representing your game world is as easy as ever.
And if that's the case, you've got to make good use of it! It's why many RPGs these days try to wow us with flashy and dynamic renderings of the fantasy world everything takes place in. But by that same vein, the old text-only games got something right too; they had to really put an effort into describing the game world in order to be immersive.
So as RPG designers in the making, before we get into making characters, doing number-crunching, or deciding how much gold Owlbears should drop; we need:
- To visualise what out game world looks like
- Be able to write about our game world and make it sound interesting!
To help get us started, I've got a .rar full of settings art, and a few abstract items. See if any of it matches the ideas you've got floating around.
http://www.megaupload.com/?d=C0D475PU
Or if you're *really* stuck on a setting, why not have a play with a Random Generator? Seventh Sanctum is an awesome website, and they have generators for a lot of different things.
http://www.seventhsanctum.com/index-sett.php
As for an example, here's my Setting idea.
G-SIDE Stories
The city of San Sarai is a spawling metropolis spawned from a thriving market in technological research and development. Some of the greatest minds in the world live here, and the area rapidly urbanised thanks to lots of work opportunities and an all around solid standard of living.
However the social side of things couldn't be any more different. In San Sarai, your creativity is what gets you by. The 5 districts of the city all reflect different creative diciplines, and talented individuals at a creative field are reveared as celebrities. The very best in fact have influence in San Sarai's governing body.
The North of the city is the architect and craftwork district. There are reams of elegantly (and sometimes randomly) designed buildings strewn among extremely confusing infrastructure. The residents are into construction of all things in a pretty big way – many assisted in the development of the Southwest district.
The Southwest district of San Sarai is home to some of the largest mansions and estates in the city, along with a large number of clubs and bars. The rich residents located here to be in the middle of the noise and bustle; rather than escape from it. There’s a large expanse of open water which originally blocked off the progression of urbanisation, until the architectural district got involved; and constructed a large, underwater stadium.
The Southeast District is very musically minded. The area is very open with low-rise buildings and many parks. This belies the large amount of underground facilities in the district, usually recording studios and clubs. Many of them are interlinked – and those new to the area tend to find themselves lost. Festivals held in the main concert hall and field can be heard for miles.
The West District has the city’s plethora of writers and journalists. The entire district is located on top of a large lake, and therefore all the buildings are suspended on structures in a way not dissimilar to Venice. There’s a very popular theatre and cinema in the centre of the district, where plays and films are shown daily.
The East District is home to artists and illustrators. While the buildings are simple in design, they’re in bold colours and splashed with stylish graffiti and murals. The major motorway exit from the city, the Chroma Road, is in this sector of the city. Even those who aren’t so artistically minded visit the Heaven’s Spot Monastery as a site of culture, religion, and tourist interest.
The city center has the G-SIDE Tower, belonging to the Governmental Society of Investigators and Data Engineers; the HQ for the city's mayor and police force. San Sarai's thriving technological side spawned from this location, and it shows - the building is far more futuristic than the other areas. G-SIDE regularly recruit those who show enough intellectual and imaginative promise to work fior them.
The game revolves around new recruits to G-SIDE's training program, as they tackle issues in San Sarai.
The city of San Sarai is a spawling metropolis spawned from a thriving market in technological research and development. Some of the greatest minds in the world live here, and the area rapidly urbanised thanks to lots of work opportunities and an all around solid standard of living.
However the social side of things couldn't be any more different. In San Sarai, your creativity is what gets you by. The 5 districts of the city all reflect different creative diciplines, and talented individuals at a creative field are reveared as celebrities. The very best in fact have influence in San Sarai's governing body.
The North of the city is the architect and craftwork district. There are reams of elegantly (and sometimes randomly) designed buildings strewn among extremely confusing infrastructure. The residents are into construction of all things in a pretty big way – many assisted in the development of the Southwest district.
The Southwest district of San Sarai is home to some of the largest mansions and estates in the city, along with a large number of clubs and bars. The rich residents located here to be in the middle of the noise and bustle; rather than escape from it. There’s a large expanse of open water which originally blocked off the progression of urbanisation, until the architectural district got involved; and constructed a large, underwater stadium.
The Southeast District is very musically minded. The area is very open with low-rise buildings and many parks. This belies the large amount of underground facilities in the district, usually recording studios and clubs. Many of them are interlinked – and those new to the area tend to find themselves lost. Festivals held in the main concert hall and field can be heard for miles.
The West District has the city’s plethora of writers and journalists. The entire district is located on top of a large lake, and therefore all the buildings are suspended on structures in a way not dissimilar to Venice. There’s a very popular theatre and cinema in the centre of the district, where plays and films are shown daily.
The East District is home to artists and illustrators. While the buildings are simple in design, they’re in bold colours and splashed with stylish graffiti and murals. The major motorway exit from the city, the Chroma Road, is in this sector of the city. Even those who aren’t so artistically minded visit the Heaven’s Spot Monastery as a site of culture, religion, and tourist interest.
The city center has the G-SIDE Tower, belonging to the Governmental Society of Investigators and Data Engineers; the HQ for the city's mayor and police force. San Sarai's thriving technological side spawned from this location, and it shows - the building is far more futuristic than the other areas. G-SIDE regularly recruit those who show enough intellectual and imaginative promise to work fior them.
The game revolves around new recruits to G-SIDE's training program, as they tackle issues in San Sarai.
So, what do you think of my idea? Are the resources I've posted useful to you? What cool RPG worlds have you thought of?