Brainstorming on RPG Design

Posted by dolgion on Thursday Sep 30, 2010 Under Game Design

Hello people! Just got back from the countryside, and wow just one week gone and the online space seems to have moved on so much, I don’t have the time to read all my RSS subscriptions, lol.

As I was away from my computer and enjoying a refreshingly intact ecosystem (my homeland of west Mongolia is beautiful) I was pondering on where to go with my JRPG Engine, or better, how to make use of it. I’m not very thrilled with making a traditional game adhering to genre standards, so I’ll share with you some of my thoughts on RPG design in general.  It’s all loosely related to my previous post on non-linearity. As I see it when playing the common RPGs out there today (Mass Effect 2, Dragon Age, Fallout 3), I find the main philosophies of RPG design are: Bethesdas open-world games, the Bioware RPGs and JRPGs.

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True Non-Linearity in Games

Posted by dolgion on Wednesday Sep 29, 2010 Under Game Design

There is a lot of debate about non-linearity and linearity and about how these are conceived as inherently good or bad. As in another blog post stated, non-linearity is often misunderstood as free-exploration. Well, what is the real meaning of non-linearity then?

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