RPG Survey 002
I’m doing a Survey on RPG Leveling systems, may I borrow a minute of your time?
Please use this form (or answer below)
I want to gather some data on player preference on gameplay mechanics, because I’m currently developing a RPG game (not so interested in “which kind” but I’m trying to get to the “why” some people prefer one kind of mechanic over another).
How do you like your characters to progress in games? Job/Class Systems? Traditional Progression? Per Skill?
Why do you prefer that?
RPG Survey 001 Results
Thanks very much for your time everyone!
Total Votes: 318
Preferred Combat System:
- Turn Based Combat: 45.89%
- Real Time Combat: 40.19%
- Other: 13.92%
- Chrono Trigger
- The Elder Scrolls: Skyrim
- Final Fantasy VI
- Final Fantasy VII
Favorite RPG Series:
- Final Fantasy
- The Elder Scrolls
Currently I’m conducting a second survey, dealing with leveling systems, your input would be very much appreciated ;)
I’ve got some very interesting data out of the first survey, and this post is only a brief summary (download the complete data set here)
Well, here is a little secret about gifts. There are two kinds. First, there is the innate gift of a given skill. This is the minor gift […]
You can do it easily, almost without thinking. But you don’t necessarily enjoy doing it. There are millions of people with minor gifts of all kinds, who, though skilled, never do anything great with their gifted skill, and this is because they lack the major gift […]
If you have the major gift, the love of designing games, you will design games using whatever limited skills you have.
And you will keep doing it.
And your love for the work will shine through, infusing your work with an indescribable glow that only comes from the love of doing it […]
And people will say, “Wow. That one is a truly gifted game designer. ”
They will think you have the minor gift, of course, but only you will know the secret source of your skill, which is the major gift:
love of the work.
"The Art of Game Design" Jesse Schell (via rove-game)
Caspar David Friedrich’s
Do you find nature overwhelming? Or, does nature give you a sense of serenity? How would you position nature within a game? As a protagonist or an antagonist? Would you position the player in a dialog with the landscape?
This latter approach was that of Caspar David Friedrich, and something that I would like to explore in Rove, where players make their own way across the campaign map, trying to fulfill a self imposed quest.
They will be able to choose different classes, items and adventures. But my digital representation of nature will be completely outside of the player’s control, and they’ll be forced to confront the landscape before them.