Role-playing video games (RPGs) form a loosely defined genre of computer A personal computer game is a game played on a personal computer, rather than on a video game console or arcade machine. Computer games have evolved from the simple graphics and gameplay of early titles like Spacewar!, to a wide range of more visually advanced titles and video games A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device. However, with the popular use of the term "video game," it now implies any type of display device. The electronic systems used to with origins in pen-and-paper role-playing games such as Dungeons & Dragons Dungeons & Dragons is a fantasy role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. (TSR). The game has been published by Wizards of the Coast since 1997. It was derived from miniature wargames with a variation of the Chainmail game serving as the initial rule, borrowing much of their terminology, settings In fiction, setting includes the time, location, and everything in which a story takes place, and initiates the main backdrop and mood for a story. Setting has been referred to as story world or milieu to include a context beyond the immediate surroundings of the story. Elements of setting may include culture, historical period, geography, and and game mechanics A game mechanic is a construct of rules intended to produce an enjoyable game or gameplay. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game. In general, the process and study of game design is the effort to come up with game mechanics that allow for people playing a game to have a fun and.

Contents

Characteristics

Generally, the player controls a small number of game characters, usually called a party, and achieves victory by completing a series of quests. Players explore a game world, while solving puzzles and engaging in tactical combat. A key feature of the genre is that characters grow in power and abilities, and characters are typically designed by the player. RPGs rarely challenge a player's physical coordination, with the exception of action role-playing games.[1]

These games usually have a highly developed story and setting, which is divided into a number of quests. Players control one or several characters by issuing commands, which is performed by the character at an effectiveness determined by that character's numeric attributes. These attributes increase each time a character gains a level, and a character's level goes up each time the player accumulates a certain amount of experience.[2]

Role-playing video games borrow their genre terminology, settings In fiction, setting includes the time, location, and everything in which a story takes place, and initiates the main backdrop and mood for a story. Setting has been referred to as story world or milieu to include a context beyond the immediate surroundings of the story. Elements of setting may include culture, historical period, geography, and and game mechanics A game mechanic is a construct of rules intended to produce an enjoyable game or gameplay. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game. In general, the process and study of game design is the effort to come up with game mechanics that allow for people playing a game to have a fun and found in early role-playing games such as Dungeons & Dragons.[3] However, at least as of 2006, computers do not yet have the power to simulate nonplayer characters with the skill of a human game master A Gamemaster, Game Master or Game Manager is a player in a multiplayer game who acts as organizer, arbitrator, and officiant in rules situations. They are most common in co-operative games where the other players work together and are less common in competitive games where the other players battle one another. The behavior of these characters is instead hand-coded using scripts.[4][5] Thus, role-playing video games borrow more of the core mechanics from early role-playing games without as much of the role-playing activity and character freedom.[citation needed]

When compared to other gaming genres, role-playing games have a tendency to become more in-depth and complicated because of their levelling and skill systems. For example, the Pokémon Pokémon is a media franchise published and owned by the video game company Nintendo and created by Satoshi Tajiri in 1996. Originally released as a pair of interlinkable Game Boy role-playing video games, Pokémon has since become the second most successful and lucrative video game-based media franchise in the world, behind only Nintendo's own series of games has a vast economy of users who actually use mathematical calculations and various other obscure, hidden methods to give their Pokémon team an advantage over others. This likely was originally used by the game creators to support the shallower levelling. This behavior is most commonly seen in online battle veterans.[citation needed]

Story and setting

The premise of most-roleplaying games tasks the player with saving the world, or whichever level of society is threatened. There are often twists and turns as the story progresses, such as the surprise appearance of estranged relatives, or enemies who become friends or vice versa.[1] The game world tends to be set in a fantasy Fantasy is a genre that uses magic and other supernatural phenomena as a primary element of plot, theme, and/or setting. Many works within the genre take place in fictional worlds where magic is common. Fantasy is generally distinguished from science fiction in that it does not provide a logical explanation for the scientifically impossible events or science fiction Science fiction is a genre of fiction dealing with the impact of imagined innovations in science or technology, often in a futuristic setting. It differs from fantasy in that, within the context of the story, its imaginary elements are largely possible within scientifically established or scientifically postulated laws of nature . Exploring the universe, which allows players to do things they cannot do in real life and helps players suspend their disbelief about the rapid character growth. To a lesser extent, settings closer to the present day or near future are possible.[1]

A strong story often provides half the entertainment in the game.[1] Because these games have strong storylines, they can often make effective use of recorded dialog and voiceover narration.[1] Players of these games tend to appreciate long cut scenes more than players of faster action games Action game is a video game genre that emphasizes physical challenges, including hand-eye coordination and reaction-time. The genre includes diverse subgenres such as fighting games, shooter games, and platform games.[1] While most games advance the plot when the player defeats an enemy or completes a level, role-playing games often progress the plot based on other important decisions. For example, a player may make the decision to join a guild, thus triggering a progression in the storyline that is usually irreversible.[1] New elements in the story may also be triggered by mere arrival in an area, rather than completing a specific challenge.[1] The plot is usually divided so that each game location is an opportunity to reveal a new chapter in the story.[1]

Whereas non-electronic role-playing games have a human gamemaster Today, gamemaster is usually associated with role-playing games. In a role-playing game the Gamemaster's purpose is to weave the other participants' player-character stories together, control the non-player aspects of the game, and create environments in which the players can interact. The basic roles of Gamemasters - rules help, moderation, and who can dynamically react to a player's choices, role-playing video games are confined to a smaller set of actions and do not yet have the power to simulate nonplayer characters with the skill of a human game master. Thus, role-playing video games borrow more of the core mechanics from such games without as much of the role-playing activity. Characterization in video games is limited to conversations with non-player characters using a dialog tree, although multiplayer A multiplayer video game is one which more than one person can play in the same game environment at the same time. Unlike most other games, computer and video games are often single-player activities that pit the player against preprogrammed challenges and/or AI-controlled opponents, which often lack the flexibility and ingenuity of regular human online An online game is a game played over some form of computer network. This almost always means the Internet or equivalent technology; but games have always used whatever technology was current: modems before the Internet, and hard wired terminals before modems. The expansion of online gaming has reflected the overall expansion of computer networks role-playing games are a notable exception where more role-play is possible.[1] Saying the right things to the right non-player characters will elicit useful information for the player, and may even result in other rewards such as experience.[1]

Exploration and quests

Exploring the world is an important aspect of all RPGs.[1] Players will walk through, talking to non-player characters, picking up objects, and avoiding traps.[1] Some games such as NetHack NetHack is a single-player roguelike video game originally released in 1987. It is a descendant of an earlier game called Hack , which is a descendant of Rogue (1980). Salon describes it as "one of the finest gaming experiences the computing world has to offer." or Diablo randomize the structure of individual levels, increasing the game's variety and replayability.[1] Role-playing games where players complete quests by exploring randomly-generated dungeons are sometimes called roguelikes The roguelike is a sub-genre of role-playing video games, characterized by randomization for replayability, permanent death, and turn-based movement. Many early roguelikes featured ASCII graphics. Games are typically dungeon crawls, with many monsters, items, and environmental features. Computer roguelikes usually employ the majority of the, named after the 1980 computer game Rogue.[6]

The game's story is often mapped onto exploration, where each chapter of the story is mapped onto a different location. Unlike other linear games, RPGs usually allow players to return to previously visited locations. Usually, there is nothing left to do there, although some locations change throughout the story and offer the player new things to do in response. Players must acquire enough power to overcome a major challenge in order to progress to the next area, and this structure can be compared to the boss The first interactive game to feature a boss was dnd, a 1975 computer role-playing game for the PLATO system. One of the earliest dungeon crawls, dnd implemented many of the core concepts behind Dungeons & Dragons. The objective of the game is to retrieve an "Orb" from the bottommost dungeon. The orb is kept in a treasure room characters at the end of levels in action games Action game is a video game genre that emphasizes physical challenges, including hand-eye coordination and reaction-time. The genre includes diverse subgenres such as fighting games, shooter games, and platform games.[1]

Whereas the player must complete a linear sequence of specific quests to complete the game, RPGs often allow the player to seek out optional side-quests. These quests are typically found by talking to a non-player character, and there is no penalty for abandoning or ignoring these quests other than a missed opportunity.[1] There is usually a reward for completing a side-quest, although quests in some games such as Arcanum or Geneforge can limit or enable certain choices later in the game.[citation needed] Quests may involve defeating one or many enemies, rescuing a non-player character, item fetch quests, or locational puzzles such as mysteriously locked doors.[citation needed]

Items and inventory

Players can find loot throughout the game world and collect it, such as clothing, weapons, and armor.[1] Players can trade items for gold and better equipment. Trade takes place in a specialized trading while interacting with certain friendly non-player characters, such as shopkeepers. Purchased items go into the player's inventory. Some games turn inventory management into a logistical challenge by limiting the size of the player's inventory, thus forcing the player to decide what they must carry at the time. This can be done by limiting the maximum weight that a player can carry, or by employing a system of arranging items in a virtual space.[1]

Character actions and abilities

Most of the actions in an RPG are performed indirectly, with the player selecting an action and the character performing it by their own accord.[1] Success at that action depends on the character's numeric attributes. Role-playing video games often simulate die-rolling mechanics from non-electronic role-playing games, to determine success or failure. As a character's attributes improve, their chances of succeeding at a particular action will increase.[1]

Many role-playing games allow players to play as an evil character. Although robbing and murdering indiscriminately may make it easier to get money, there are usually consequences in that other characters will become uncooperative or even hostile towards the player. Thus, these games allow players to make moral choices, but force players to live with the consequences of their actions.[1] Games often let the player control an entire party of characters. However, if winning is contingent upon the survival of a single character, then that character effectively becomes the player's avatar An avatar is a computer user's representation of himself/herself or alter ego,[citation needed] whether in the form of a three-dimensional model used in computer games, a two-dimensional icon or a one-dimensional username used on Internet forums and other communities, or a text construct found on early systems such as MUDs. It is an object.[1]

Although some single-player role-playing games give the player an avatar that is largely predefined for the sake of telling a specific story, many role-playing games make use of a character creation screen. This allows players to choose their character's sex, their race or species, and their character class. Although many of theses traits are cosmetic, there are functional aspects as well. Character classes will have different abilities and strengths. Common classes include fighters, spellcasters, thieves with stealth abilities, and clerics with healing abilities. Characters will also have a range of physical attributes such as dexterity and strength, which affect a player's performance in combat. Mental attributes such as intelligence may affect a player's ability to perform and learn spells, while social attributes such as charisma may limit the player's choices while conversing with non-player characters. These attributes usually borrow heavily the Dungeons & Dragons ruleset.[1]

Role-playing games frequently make use of magical powers, or equivelents such as psychic powers or advanced technology. These abilities are confined to specific characters such as mages, spellcasters, or magic-users. In games where the player controls multiple characters, these magic-users usually complement the physical strength of other classes. Magic can be used as an attack or defense, or to temporarily change an enemy or ally's attributes. While some games allow players to gradually consume a spell, as ammunition is consumed by a gun, most games offer players a finite amount of mana Mana is an indigenous Pacific islander concept of an impersonal force or quality that resides in people, animals, and inanimate objects. The word is a cognate in many Oceanic languages, including Melanesian, Polynesian, and Micronesian which can be spent on any spell. Mana is restored by resting, or by consuming potions. Characters can also gain other non-magical skills, which stay with the character as long as he lives.[1]

Show All>>

 

The above information uses material from Wikipedia and is licensed under the GNU Free Documentation License.
Some facts may not have been fully verified for accuracy. [Disclaimers Wikipedia is an online open-content collaborative encyclopedia, that is, a voluntary association of individuals and groups working to develop a common resource of human knowledge. The structure of the project allows anyone with an Internet connection to alter its content. Please be advised that nothing found here has necessarily been reviewed by]
This page was last archived by our server on Fri Sep 10 14:21:49 2010. [ refresh local cache ]
Displaying this page or its contents does not use any Wikimedia Foundation's resources.
The owners of this site proudly support the Wikimedia Foundation.