What qualities can make TRPG more appealing to new players?

2021 ◽  
Author(s):  
◽  
Huayu Liu

<p>Tabletop role-playing games (TRPGs) have more than 40 years of history and have achieved far-reaching influence, especially in countries where English is the primary language. However, even though many new games appear every year, TRPGs still does not occupy a dominant position in the game market. Most gamers prefer video games and board games to TRPG. The aim of this project is to use qualitative analysis to investigate which parts of TRPG design prohibit players from engaging with TRPGs and then to create a novel TRPG that addresses these design problems. This project will combine newly formulated design elements into a game designed to attract new players and ensure that player engagement is sustained in subsequent play. The project focuses on the example of China, where many people play video games and board games, but few know about or play TRPGs. Therefore, this research will mainly study the gaming behaviour and feedback of Chinese participants to study what methods can attract Chinese players to TRPGs.</p>

2021 ◽  
Author(s):  
◽  
Huayu Liu

<p>Tabletop role-playing games (TRPGs) have more than 40 years of history and have achieved far-reaching influence, especially in countries where English is the primary language. However, even though many new games appear every year, TRPGs still does not occupy a dominant position in the game market. Most gamers prefer video games and board games to TRPG. The aim of this project is to use qualitative analysis to investigate which parts of TRPG design prohibit players from engaging with TRPGs and then to create a novel TRPG that addresses these design problems. This project will combine newly formulated design elements into a game designed to attract new players and ensure that player engagement is sustained in subsequent play. The project focuses on the example of China, where many people play video games and board games, but few know about or play TRPGs. Therefore, this research will mainly study the gaming behaviour and feedback of Chinese participants to study what methods can attract Chinese players to TRPGs.</p>


2021 ◽  
Author(s):  
◽  
Huayu Liu

<p>Tabletop role-playing games (TRPGs) have more than 40 years of history and have achieved far-reaching influence, especially in countries where English is the primary language. However, even though many new games appear every year, TRPGs still does not occupy a dominant position in the game market. Most gamers prefer video games and board games to TRPG. The aim of this project is to use qualitative analysis to investigate which parts of TRPG design prohibit players from engaging with TRPGs and then to create a novel TRPG that addresses these design problems. This project will combine newly formulated design elements into a game designed to attract new players and ensure that player engagement is sustained in subsequent play. The project focuses on the example of China, where many people play video games and board games, but few know about or play TRPGs. Therefore, this research will mainly study the gaming behaviour and feedback of Chinese participants to study what methods can attract Chinese players to TRPGs.</p>


2021 ◽  
Author(s):  
◽  
Huayu Liu

<p>Tabletop role-playing games (TRPGs) have more than 40 years of history and have achieved far-reaching influence, especially in countries where English is the primary language. However, even though many new games appear every year, TRPGs still does not occupy a dominant position in the game market. Most gamers prefer video games and board games to TRPG. The aim of this project is to use qualitative analysis to investigate which parts of TRPG design prohibit players from engaging with TRPGs and then to create a novel TRPG that addresses these design problems. This project will combine newly formulated design elements into a game designed to attract new players and ensure that player engagement is sustained in subsequent play. The project focuses on the example of China, where many people play video games and board games, but few know about or play TRPGs. Therefore, this research will mainly study the gaming behaviour and feedback of Chinese participants to study what methods can attract Chinese players to TRPGs.</p>


Author(s):  
Martin van Velsen

Besides the visual splendor pervasive in the current generation of digital video games, especially those where players roam simulated landscapes and imaginary worlds, few efforts have looked at the resources available to embed human meaning into a game's experience. From the art of persuasion to the mechanics of meaning-making in digital video games and table-top role playing games, this chapter investigates the changes and new opportunities available that can extend our understanding of digital rhetoric. Starting with a breakdown of the role of choice, workable models from psychology and the untapped body of knowledge from table-top role playing games are shown to allow game designers to enrich their products with a deeper human experience.


Author(s):  
Sinem Siyahhan ◽  
Adam A. Ingram-Goble ◽  
Sasha Barab ◽  
Maria Solomou

In this paper, the authors argue that video games offer unique and pervasive opportunities for children to develop social dispositions that are necessary to succeed in the 21st century. To this end, they discuss the design of TavCats—a virtual role-playing game that aimed to engage children (ages 9 to 13) in understanding, acting upon, and coming to value being caring and compassionate. The authors' discussion takes the form of a design narrative through which they explain the connections between their theoretical commitments and design decisions. Specifically, they review four design elements they utilized in their design work: identity claims, boundary objects, profession trajectories, and cyclic gameplay. The authors briefly share their observations from a pilot study with children in an afterschool setting to illustrate how their design work might be realized in the world. They conclude their paper with a discussion of the implications of their work for designing educational video games for supporting social dispositions as well as academic learning, and future directions.


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Hendi Hermawan ◽  
Hari Setiyani

<p><em>There are many genres found in video games, one of which is role-playing games (RPGs). Roguelike was originally a type of RPG subgenre whose game was based on a risk-aware pattern. The Roguelike game is synonymous with games that require players to play efficiently in order to minimize the risk of losing game progress. This research is in the form of making a Roguelike game by implementing the A-star algorithm to search for the shortest path in the process of chasing enemies against player characters. Overall, this final assignment research is carried out by applying a prototype system development model. The results of this study are able to prove that using the A-star algorithm is one of the right methods for the shortest search in the process of chasing enemies against player characters.</em></p><p><strong><em>Keywords</em></strong><em>: </em><em>A-star, Roguelike, unity</em><em></em></p>


Author(s):  
Russell Stockard Jr.

An increasingly important area of gender and information technology is that of Internet, computer, and video games. Besides women increasingly playing conventional entertainment-oriented or role-playing games, there are a number of pertinent developments in gaming. They are adver-games, casual games, games for change or “serious” games, and games aimed at women and/or developed by women. Computer and video games are a significant area of interest for a number of reasons. In the United States, games generate substantially more annual revenue than motion picture exhibition, totalling over $11 billion for three consecutive years from 2002 to 2004 (Hollywood Game Daemon, 2004; Traiman, 2005). Research by the Entertainment Software Association indicates that: half of all Americans play computer and video games, with women making up the second largest (demographic) group of gamers. Games are steadily becoming a dominant way that people spend their leisure time, often stealing time away from traditional media, like television. (Games for change mentioned at NYC Council Hearing, 2005) In addition, games often reinforce traditional gender roles (Cassells & Jenkins, 2000) and reproduce negative racial and ethnic stereotypes, even as male players comfortably assume female identities (Baker, 2002). As greater numbers of consumers spend time gaming, the advertising industry has taken notice and is following the population into the game world with advertising. The game enthusiasts comprise a desirable target, freely spending on games and other products. Gamers spend an estimated $700 a year per capita on games (Gamers are spending 700 dollars a year, 2005).


Author(s):  
Melissa L. Lewis ◽  
René Weber

The Entertainment Education Paradigm (EEP) offers a new way to think about education by blending entertainment with educational experiences. Video games provide an excellent format for entertainment education because of both the prevalence and enjoyment of playing video games and the ways in which individuals of today learn. Role-playing games are one of the better game genres for entertainment education. They provide both high levels of entertainment and a strong connection between player and game characters (models) which lead to an increase in learning. Based on the theories of parasocial interaction, identification, and social learning, this chapter offers a measurement for character attachment and introduces this new construct as a moderator for learning in role-playing video games.


Gamification ◽  
2015 ◽  
pp. 1848-1864
Author(s):  
Martin van Velsen

Besides the visual splendor pervasive in the current generation of digital video games, especially those where players roam simulated landscapes and imaginary worlds, few efforts have looked at the resources available to embed human meaning into a game's experience. From the art of persuasion to the mechanics of meaning-making in digital video games and table-top role playing games, this chapter investigates the changes and new opportunities available that can extend our understanding of digital rhetoric. Starting with a breakdown of the role of choice, workable models from psychology and the untapped body of knowledge from table-top role playing games are shown to allow game designers to enrich their products with a deeper human experience.


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