Creating a system-agnostic roleplaying game module
Laitinen, Juri (2024)
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2024051411788
https://urn.fi/URN:NBN:fi:amk-2024051411788
Tiivistelmä
Opinnäytetyön aiheena on yleispätevän roolipeli seikkailun luominen ja sen pelitestaaminen, sekä pelaajien mieltymysten profilointi. The main objective of this thesis was to create a tabletop roleplaying game adventure, designed to work independently of any pre-existing game system, thereby making it system-agnostic. The reason for making it system-agnostic was to maximize the number of people who could use it, rather than being limited to a specific system or ruleset. The thesis documents the steps of this process. It is divided into pre-production, production, playtesting, and iteration.
As an introduction to the topic, a brief overview of roleplaying games was included. The history of roleplaying games and elements such as rules and
resolution mechanics were discussed. Popular rule systems were compared, and guidelines were outlined for the system-agnostic adventure. The specific roles of individuals in a roleplaying game were analysed, and concepts such as player agendas, aesthetics, and social contracts in roleplaying were discussed.
The tabletop roleplaying game market sector was researched to provide useful sales estimates to anyone interested in publishing or creating content for leading marketplaces.
The outcome of this thesis is a set of best practices to use for a player focused game design, including an understanding of player motivations and how to fulfil them to create engaging gameplay. They serve as general-purpose tools that can be used in other contexts besides tabletop roleplaying games.
As an introduction to the topic, a brief overview of roleplaying games was included. The history of roleplaying games and elements such as rules and
resolution mechanics were discussed. Popular rule systems were compared, and guidelines were outlined for the system-agnostic adventure. The specific roles of individuals in a roleplaying game were analysed, and concepts such as player agendas, aesthetics, and social contracts in roleplaying were discussed.
The tabletop roleplaying game market sector was researched to provide useful sales estimates to anyone interested in publishing or creating content for leading marketplaces.
The outcome of this thesis is a set of best practices to use for a player focused game design, including an understanding of player motivations and how to fulfil them to create engaging gameplay. They serve as general-purpose tools that can be used in other contexts besides tabletop roleplaying games.
Kokoelmat
Samankaltainen aineisto
Näytetään aineisto, joilla on samankaltaisia nimekkeitä, tekijöitä tai asiasanoja.
-
Game Development in Unity : Game Production, Game Mechanics and the Effects of Gaming
Dansie, Jason (Metropolia Ammattikorkeakoulu, 2013)The goal of this thesis is to examine how video games are designed and to see how differ-ent game mechanics work and how to use them in the development of a game, as well as examine what are both the positive and negative ... -
Location-based mobile games : creating a location-based game with the Unity game engine
Korhola, Samuli (2020)The subject of this thesis is location-based mobile games. Location-based mobile games are a way for mobile games to combine reality with virtual worlds and thus re-define the gaming experience. This thesis presents ... -
”WE WANT A 3D GAME” : Customer expectations for the games company when buying a serious game
Sorppanen, Mikko (Oulun seudun ammattikorkeakoulu, 2012)All digital games are not used for entertainment. Some of them can also be used for non-entertainment purposes and these games are called serious games. This thesis is carried out in co-operation with one Finnish games ...