
Game Design Deep Dive
Description
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A breakdown of RPG mechanics and systems, perfect for anyone wanting to study or make one themselves
The history of the genre - from tabletop beginnings to its worldwide appeal
The reach of the genre - a look at just some of the many different takes on RPGs that have grown over the past 40 years
An examination of how RPG systems can be combined with other designs to create brand new takes
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Content
Acknowledgements
Chapter 1 Introduction
1. The Goal of Game Design Deep Dive: RPG
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. Pokemon's Pop Culture Dominance
4. JRPG vs. CRPG
Chapter 5: Basics of RPG Design
1. Abstracted vs. Action-Based Progression
2. Class-Based Design
3. RPG Progression Design
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 RPGs
4. When RPGs Got Massive
5. The Height of Immersive Sims
6. Creature and Hero 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 Game 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
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