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[+] What can D&D 5E learn from video games?
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<blockquote data-quote="Aldarc" data-source="post: 9092711" data-attributes="member: 5142"><p>I think that it's helpful to look at genres of video games, which I will talk about. However, I would say that a prominent theme I will emphasize in my post involves more diagetic progression.</p><p></p><p><strong>Metroidvania:</strong> One of the defining features of Metroidvania games (e.g., Metroid, Castlevania, Hollow Knight, Ori and the Blind Forest, etc.) is non-linear progression that is often tied to exploration and discovery. These games often feature large interconnected maps, but areas or paths of the map may be inaccessible until the player acquires the right tool, item, weapon, ability, etc. that allows them to progress through those previously inaccessible areas. I recognize that this comes from D&D dungeon-delving, but I think that Metroidvania games often does this more intentionally and with greater cleverness.</p><p></p><p><strong>Cozy and Survival Games: </strong>Both of these game types, because there is definite overlap, often employ diagetic progression that involves crafting, harvesting, foraging, growing, and discovering the necessary items you need and upgrading what you have so that you can unlock more options. IME, these are powerful psychological drivers for players.</p><p></p><p><strong>MMOs and MOBAs: </strong>Having combat roles helps players understand what they are signing up for when they select a given class/character. I don't think that MMOs provide the best model for combat roles; however, I do think that MOBAs provide a better model for TTRPGs for several reasons. (1) MMO combat roles (and "the holy trinity") often involve managing aggro mechanics, enrage timers, etc. that are mostly non-applicable to NPCs played by a GM. (2) MOBA roles/classes (depending on the game's nomenclature) are more varied and informative than in MMO's: e.g., melee damage, ranged damage, mage support, mage control, bruiser, tank (less about aggro and more about absorbing damage, initiating fights, and peeling opponents for the team), etc.</p><p></p><p><strong>MOBAs again:</strong> MOBA character options often involve a character with a relatively small selection of powers: i.e., a basic attack, a character-specific passive, three abilities, and an ultimate ability. As a result, MOBAs often feature a large cast of characters with limited powers; however, each of these characters are often designed to deliver a specific archetypical fantasy. There are even a few upcoming MMOs, like Wayfinder, that are designed with MOBA style characters. One benefit, IME, of this design choice is that it's fairly easy for players to sink their teeth into an archetype without overwhelming them with too many options.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9092711, member: 5142"] I think that it's helpful to look at genres of video games, which I will talk about. However, I would say that a prominent theme I will emphasize in my post involves more diagetic progression. [B]Metroidvania:[/B] One of the defining features of Metroidvania games (e.g., Metroid, Castlevania, Hollow Knight, Ori and the Blind Forest, etc.) is non-linear progression that is often tied to exploration and discovery. These games often feature large interconnected maps, but areas or paths of the map may be inaccessible until the player acquires the right tool, item, weapon, ability, etc. that allows them to progress through those previously inaccessible areas. I recognize that this comes from D&D dungeon-delving, but I think that Metroidvania games often does this more intentionally and with greater cleverness. [B]Cozy and Survival Games: [/B]Both of these game types, because there is definite overlap, often employ diagetic progression that involves crafting, harvesting, foraging, growing, and discovering the necessary items you need and upgrading what you have so that you can unlock more options. IME, these are powerful psychological drivers for players. [B]MMOs and MOBAs: [/B]Having combat roles helps players understand what they are signing up for when they select a given class/character. I don't think that MMOs provide the best model for combat roles; however, I do think that MOBAs provide a better model for TTRPGs for several reasons. (1) MMO combat roles (and "the holy trinity") often involve managing aggro mechanics, enrage timers, etc. that are mostly non-applicable to NPCs played by a GM. (2) MOBA roles/classes (depending on the game's nomenclature) are more varied and informative than in MMO's: e.g., melee damage, ranged damage, mage support, mage control, bruiser, tank (less about aggro and more about absorbing damage, initiating fights, and peeling opponents for the team), etc. [B]MOBAs again:[/B] MOBA character options often involve a character with a relatively small selection of powers: i.e., a basic attack, a character-specific passive, three abilities, and an ultimate ability. As a result, MOBAs often feature a large cast of characters with limited powers; however, each of these characters are often designed to deliver a specific archetypical fantasy. There are even a few upcoming MMOs, like Wayfinder, that are designed with MOBA style characters. One benefit, IME, of this design choice is that it's fairly easy for players to sink their teeth into an archetype without overwhelming them with too many options. [/QUOTE]
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