1st Edition

Game Design Deep Dive Role Playing Games

By Joshua Bycer Copyright 2024
230 Pages 124 Color Illustrations
by CRC Press

230 Pages 124 Color Illustrations
by CRC Press

230 Pages 124 Color Illustrations
by CRC Press

Game Design Critic Josh Bycer is back with another entry in the Game Design Deep Dive series to discuss the Role-Playing Game genre. Arguably one of the most recognizable in the industry today, what is and what isn’t an RPG has changed over the years. From the origins in the tabletop market, to now having its design featured all over, it is one of the most popular genres to draw inspiration from... Read more

Dedications

Acknowledgements

Social Media Contacts

Additional books

Foreword

 

Chapter 1 Introduction

1.      The goal of Game Design Deep Dive RPGs

2.      The Breadth of RPG Design

 

Chapter 2: The Tabletop Beginnings

1.      Discussing Dungeons & Dragons

2.      Examining Tabletop Design

 

Chapter 3: The Foundation of CRPG Design

1.      The Legacy of Ultima

2.      Delving Into Dungeon Crawlers

3.      Origins of Open World CRPGs

4.      The Success of the Elder Scrolls

5.      The Retro Future of Fallout

6.      Bioware’s Redefining of CRPGs

7.      Morality Trends

8.      A Quick Collection of CRPGs

 

 

Chapter 4: JRPG’s Takeover of the Console Market

1.      Dragons and Fantasy

2.      The Golden Age of JRPGs

3.      Pokémon’s Pop Culture Dominance

4.      JRPG vs. CRPG

 

Chapter 5: Basics of RPG Design

1.      Abstracted vs. Reflex-Driven Gameplay

2.      Class-based Design

3.      What is RPG Progression

4.      Asymmetrical Balance

5.      Examining Equipment and Items

6.      Is Grinding Good?

 

Chapter 6: Subgenres of RPGs

1.      The Experimentation of RPG Design

2.      Devilish Action RPGs

3.      Strategy RPG

4.      When RPGs got Massive

5.      The Height of Immersive Sims

6.      Creature Collectors

 

Chapter 7: Modern RPG Design

1.      The Blurring of CRPG/JRPGs

2.      Studying Soulslikes

3.      RPG Action Games

4.      RPG Maker and Indie Development

5.      The Wonders of the Witcher

6.      The Unique Indie RPGs of the 2010s

7.      What Do RPGs Look Like Today?

 

 

Chapter 8: Putting RPGs Everywhere

1.      How and When Everything Became an RPG

2.      The Impossible Balance Between Action and Abstraction

3.      The Mobile RPG Market

 

 

Chapter 9: Advanced RPG Design

1.      Understanding the Market for RPGs

2.      Creating Choices Through Customization

3.      Combat System Creation

4.      Enemy and Encounter Design

5.      Advanced RPG Progression

6.      Basic Rules of RPG Balancing

7.      To Break or Not to Break Your Design

8.      UI (and UX) by the Numbers

9.      RPG World Design

10.  A Primer on Subsystems

11.  No Rules to the Rules

 

 

Chapter 10: Conclusion

1.      What Does “RPG” Mean Today?

2.      Potential Trends

3.      Wrapping Up

Biography

Joshua Bycer is a Game Design Analyst with over a decade of experience writing for major sites, doing YouTube, and the author of the Game Design Deep Dive series. In that time through Game-Wisdom.com, he has interviewed hundreds of game developers and members of the industry about what it means to design video games.