View Full Version : ANALYSIS OF THE DIFFERENT GAME SYSTEMS
RPGnet Columns
06-25-2005, 08:40 AM
Post originally by No2 at 2005-06-25 07:40:37
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That chart is an interesting idea. You should consider doing more meta-analyses like this one!!!!
However, I wonder why you build Roughquest to be a classical/mainstream product since you end up competing against D&D, which has colossal means at its disposition. A more precise niche might give your game a better chance of visibility/market attraction...
RPGnet Columns
06-25-2005, 12:33 PM
Post originally by Sergio Mascarenhas at 2005-06-25 11:33:46
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Well, Rough Quests is not even a real game, it's a virtual game only. I didn't write the game book, even if I plan to do it as the project moves on. The project is not to compete with D&D - a pointless exercise - it's to do the things I like to do. And that's game design. For fantasy.
I have a couple of other projects that fit your niche suggestion, though. They can lead for some nice indie games, that's why I prefer to leave them in the dark for now. I prefer to start by making up my mind once and for all on system issues, next it will be time for complete games.
I will keep doing meta-analysis in the coming columns, a lot of it. I hope you enjoy it.
Sergio
RPGnet Columns
07-13-2005, 03:28 PM
Post originally by heratyk at 2005-07-13 14:28:50
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When I did a similar exercise for designing a homebrew RPG system, I came up with the following matrix to organize basic attributes:
Intellect Alertness Dexterity
Charisma Agility
Willpower Endurance Strength
Each attribute affects the two attributes next to it. Attributes on the sides of the box start out equal to the average of the adjacent corner attributes (i.e. Agility is the average of Dexterity & Strength), but can be bought up or down from this baseline independently. It is a fairly high number of attributes, but their interdependence mitigates some of the problems associated with that.
Other independent traits, like size and social status could also be considered attributes in the classic sense, though they're often handled differently.
The genre of game can also determine what characteristics to include. A martial arts game might have honor & chi as primary traits, rank would be important in a WWII game, while a game of corporate bureaucracy would feature fewer physical and more social attributes.
- heratyk
RPGnet Columns
07-13-2005, 10:54 PM
Post originally by Sergio Mascarenhas at 2005-07-13 21:54:25
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Very interesting approach to the combination of attributes. I'm working on something similar where we have primary attributes and secondary attributes that are the combination of two primary. I will present it somewhere down the line. At this stage I'm looking at the way other games handle attributes.
But I'll keep in mind to come back to your matrix in the future for comparision purposes.
Sergio
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