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What is the #1 most important thing to remember about DMing?
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<blockquote data-quote="Scotley" data-source="post: 5542938" data-attributes="member: 11520"><p>Here's a nice summary of game design styles from a video game designer that I picked up on his website <a href="http://www.benbastian.com/" target="_blank">Ben Bastian</a></p><p></p><p>String of Pearls is #2. Some of the others are interesting and new to me. I'm curious as to how #6 State based might work in a D&D game. Anyway, these might spark some ideas for others, so I'm posting it. It is way over the OP's one line limit, so if I'm thread jacking too much let me know and I'll remove it. </p><p></p><p>[sblock]</p><p>GAME PROGRESSION STRUCTURES</p><p></p><p>‘Game Progression’ is the idea of how a game progresses from the start to the (sometimes indefinable) end. The most common game progression is linear progression, where the game progresses as if it were “on rails”. An example of this type of game is the recent Return to Castle Wolfenstein, where the player is given a set number of missions to complete in linear order, however there are countless other varieties of game progression. </p><p></p><p>This article is a catalogue of some of the game progression structures that I have run across in games. There are obviously more - they are probably as limitless as imagination. Additionally some of the games listed can fit into several categories – for instance A Mind Forever Voyaging uses a combination of different progression structures.</p><p></p><p></p><p>1. Linear</p><p>The linear structure means that the player plays each mission or level in a consecutive order, from start to end.</p><p> </p><p>Advantages:</p><p>• Simple and effective. </p><p>• Allows for a manageable and traditional storyline.</p><p>• Allows for level/mission designers to have a good idea of the abilities/attributes of the player at any one time. </p><p>Disadvantages:</p><p>• A player cannot make any high level decisions that will effect the outcome of the game, which works against the enjoyability of the game.</p><p></p><p>Game Examples:</p><p>Half-Life, Return to Castle Wolfenstein, Hostile Waters, Giants – Citizen Kabuto</p><p> </p><p></p><p>1a. Linear with some optional missions</p><p>Here the missions are still essentially linear, but some “hidden” levels exist, that can be accessed by some means, and that will then be slotted into the linear progression.</p><p>Advantages: </p><p>• Much as the advantages of linear progression</p><p>• “Hidden” Levels allow a player to have a greater sense of discovery when they find them, and complete them. </p><p>Disadvantages:</p><p>• Extra levels, that players will not necessarily play, have to be built.</p><p>• The game is still essentially linear in nature.</p><p></p><p>Game Examples: </p><p>Doom, Doom II, Dungeon Keeper, Freespace II</p><p></p><p></p><p>2. String of Pearls</p><p>‘String of pearls’ is described by Roberta Williams in Game Design: Secrets of the Sages. In this progression structure the game is broken up into various Acts, much like a play. A player has a great deal of freedom during each Act but at the end is some sort of challenge that will take the player into the next Act. By organizing a game in this way, a designer can give the player a perception of freedom of choice without compromising the advantages of the linear game structure: A structured storyline, and design simplification.</p><p></p><p>This structure can easily be applied to other games: Quake III arena uses a similar structure to this: A player may chose which order they chose to take on the arenas of any one tier, but they must complete them all, before they can take on the boss, and they must take on the boss before progressing to the next tier.</p><p></p><p>Advantages:</p><p>• Allows the player to make some decisions about “what happens next”</p><p>• Reduces the number of entity relationships that the game has to deal with.</p><p>• Allows the game to have a storyline.</p><p>Disadvantages:</p><p>• Game is still linear to an extent.</p><p>Game Examples: </p><p>• Kings Quest, I have no mouth but I must scream, Quake III Arena (Single player)</p><p></p><p></p><p>3. Map Based</p><p></p><p>Here the player has to explore different areas on a map. This may be completely available, or different sections of the map may be opened up as the player gains abilities, find keys etc. </p><p></p><p>Advantages: </p><p>• Non linear</p><p>• Exploring can be part of the fun of a game</p><p>• Player can always backtrack </p><p>• Game areas can be reused – good game resource allocation</p><p>Disadvantages:</p><p>• Will not suit all games</p><p>• Can make story exposition difficult.</p><p>• Can make balancing difficult, as some parts of the map will be easy, and some difficult.</p><p></p><p>Game Examples:</p><p>• Castlevania: Shadow of the moon</p><p>• (The Old) Pool of Radiance</p><p>• Diablo II</p><p>• System Shock 2.</p><p></p><p></p><p>4. Exclusive Branching</p><p>Exclusive branching is the type of game where a player can make high-level decisions that affect the outcome of the game. The game consists of many “paths” that can be followed through to completely different endings. Once a path is chosen it is followed exclusively. </p><p>This is a type of progression that is not used much: A branching storyline increases exponentially in content as the player can make more decisions: For instance if you want a single game to be 4 hours of play time, and there is a single yes/no decision early in the game, then you have to create 8 hours of content, 2 decisions = 16 hours, 3 decisions = 32 hours. </p><p>This is a worst-case scenario however. Most books that use this type of progression do not have many stories of equal length, but rather two main stories, with small branches that end quickly.</p><p>Advantages: </p><p>• Different unique stories driven by the player</p><p>Disadvantages: </p><p>• A huge content creation burden.</p><p>Game Examples: </p><p>Multipath Movies, Choose your own adventure books</p><p></p><p>5. Pyramid</p><p>This is where a game moves along separate branches, but the player may move between different branches at will. A good example is Warioland 4, which is divided into 4 different wings of a pyramid. Each wing contains 4 levels that have to be played consecutively, but the player can move between each wing at will, so for instance they can complete 3 of the levels in the blue wing, then go and do a couple of levels of the red wing, or one or two in the green wing. At the end of each wing, if all of the levels have been completed satisfactorily then Wario faces a boss creature. Once all of these creatures have been defeated then Wario can take on the big boss. </p><p></p><p>Advantages: </p><p>• The player has a lot of choice about which missions to undertake and when they want to undertake them.</p><p></p><p>Disadvantges: </p><p>• Minimal possible story</p><p>• May not be able to be fit to any game type</p><p>• The missions do not change regardless of the order selected. </p><p></p><p>Game Examples: Warioland 4</p><p></p><p>6. State Based</p><p>In some games the game progression is based on the character’s state, for instance new missions may become available when the player has enough money, or has enough XP, or gains a particular skill.</p><p>An example of this game is A Mind Forever voyaging, where new areas of the game were opened as the player sees various sights. Apparently Carmen Sandiago is also based on a similar idea.</p><p>A lot of sporting games also run on this idea: In Gran Turismo for instance</p><p>Advantages:</p><p>• The game progression is a lot less explicit and more in the background. Player decisions can have some effect on the way that the game progressed, and the player feels a sense of freedom.</p><p>• If the state is based on the character’s experience then the designers can have a very good idea of what is going on.</p><p>Disadvantages:</p><p>• Difficult to create a defined storyline.</p><p>Game Examples:</p><p>• A Mind Forever Voyaging, Carmen Sandiago, Gran Turismo II</p><p></p><p>7. Playground</p><p>Here a player is given free scope given a particular world and set of rules. Works best for games where creation is the main mechanic, or where you want people to be able to set their own goals, for instance a MMORPG</p><p></p><p>Advantages:</p><p>• Absolute freedom for the player within the bounds of the playground.</p><p></p><p>Disadvantages:</p><p>• The player defines the story. There is no way to know what the player will do at any one time, making certain game designs unworkable.</p><p></p><p>Game Examples:</p><p>Dark age of Camelot, Everquest, Simcity, The Sims, The Incredible Machine</p><p></p><p>8. Procedural</p><p>The game universe is created procedurally around the player, allowing the game to have no boundries. </p><p></p><p>Advantages:</p><p>• Absolute player freedom within the rules of the universe</p><p></p><p>Disadvantages:</p><p>• Current procedural games and demos seem to suffer from the problem of sameness: yes you can go anywhere in the universe. But everywhere is the same.</p><p></p><p>Game Examples:</p><p>Elite</p><p></p><p>9. Character interaction based</p><p>The game proceeds by interacting and getting emotional responses from NPC’s. Doing this absolutely convincingly is a very hard problem, but there are some games that have had some success, especially in games where realism isn’t the prime concern. A design that will allow some suspension of disbelief could help.</p><p></p><p>Advantages:</p><p>• Character interaction could open up vast new markets for anyone who has the courage and the money to exploit it.</p><p></p><p>Disadvantages:</p><p>• Suffers from the fact that to be done convincingly games would have to pass a Turing test, which is pretty much impossible. </p><p></p><p>Game Examples:</p><p>Generic New York Apartment, The Erasmatron</p><p></p><p></p><p>10. Composite</p><p>Some games use different structures at different times in the game: for instance in A Mind Forever Voyaging the player explores different maps (Map based progression) until enough of it is explored (state based progression), for most of the first two acts of the game, while in the third the game is a map based puzzle.</p><p></p><p>Advantages:</p><p>• Allows a game to progress in a way that suits a particular part of it.</p><p>Disadvantages:</p><p>• Disobeys the kiss principal</p><p>• Can confuse the player if not done correctly</p><p>• Extra work that might be better spent actually making the game.</p><p>Game Examples:</p><p>A Mind Forever Voyaging</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scotley, post: 5542938, member: 11520"] Here's a nice summary of game design styles from a video game designer that I picked up on his website [url=http://www.benbastian.com/]Ben Bastian[/url] String of Pearls is #2. Some of the others are interesting and new to me. I'm curious as to how #6 State based might work in a D&D game. Anyway, these might spark some ideas for others, so I'm posting it. It is way over the OP's one line limit, so if I'm thread jacking too much let me know and I'll remove it. [sblock] GAME PROGRESSION STRUCTURES ‘Game Progression’ is the idea of how a game progresses from the start to the (sometimes indefinable) end. The most common game progression is linear progression, where the game progresses as if it were “on rails”. An example of this type of game is the recent Return to Castle Wolfenstein, where the player is given a set number of missions to complete in linear order, however there are countless other varieties of game progression. This article is a catalogue of some of the game progression structures that I have run across in games. There are obviously more - they are probably as limitless as imagination. Additionally some of the games listed can fit into several categories – for instance A Mind Forever Voyaging uses a combination of different progression structures. 1. Linear The linear structure means that the player plays each mission or level in a consecutive order, from start to end. Advantages: • Simple and effective. • Allows for a manageable and traditional storyline. • Allows for level/mission designers to have a good idea of the abilities/attributes of the player at any one time. Disadvantages: • A player cannot make any high level decisions that will effect the outcome of the game, which works against the enjoyability of the game. Game Examples: Half-Life, Return to Castle Wolfenstein, Hostile Waters, Giants – Citizen Kabuto 1a. Linear with some optional missions Here the missions are still essentially linear, but some “hidden” levels exist, that can be accessed by some means, and that will then be slotted into the linear progression. Advantages: • Much as the advantages of linear progression • “Hidden” Levels allow a player to have a greater sense of discovery when they find them, and complete them. Disadvantages: • Extra levels, that players will not necessarily play, have to be built. • The game is still essentially linear in nature. Game Examples: Doom, Doom II, Dungeon Keeper, Freespace II 2. String of Pearls ‘String of pearls’ is described by Roberta Williams in Game Design: Secrets of the Sages. In this progression structure the game is broken up into various Acts, much like a play. A player has a great deal of freedom during each Act but at the end is some sort of challenge that will take the player into the next Act. By organizing a game in this way, a designer can give the player a perception of freedom of choice without compromising the advantages of the linear game structure: A structured storyline, and design simplification. This structure can easily be applied to other games: Quake III arena uses a similar structure to this: A player may chose which order they chose to take on the arenas of any one tier, but they must complete them all, before they can take on the boss, and they must take on the boss before progressing to the next tier. Advantages: • Allows the player to make some decisions about “what happens next” • Reduces the number of entity relationships that the game has to deal with. • Allows the game to have a storyline. Disadvantages: • Game is still linear to an extent. Game Examples: • Kings Quest, I have no mouth but I must scream, Quake III Arena (Single player) 3. Map Based Here the player has to explore different areas on a map. This may be completely available, or different sections of the map may be opened up as the player gains abilities, find keys etc. Advantages: • Non linear • Exploring can be part of the fun of a game • Player can always backtrack • Game areas can be reused – good game resource allocation Disadvantages: • Will not suit all games • Can make story exposition difficult. • Can make balancing difficult, as some parts of the map will be easy, and some difficult. Game Examples: • Castlevania: Shadow of the moon • (The Old) Pool of Radiance • Diablo II • System Shock 2. 4. Exclusive Branching Exclusive branching is the type of game where a player can make high-level decisions that affect the outcome of the game. The game consists of many “paths” that can be followed through to completely different endings. Once a path is chosen it is followed exclusively. This is a type of progression that is not used much: A branching storyline increases exponentially in content as the player can make more decisions: For instance if you want a single game to be 4 hours of play time, and there is a single yes/no decision early in the game, then you have to create 8 hours of content, 2 decisions = 16 hours, 3 decisions = 32 hours. This is a worst-case scenario however. Most books that use this type of progression do not have many stories of equal length, but rather two main stories, with small branches that end quickly. Advantages: • Different unique stories driven by the player Disadvantages: • A huge content creation burden. Game Examples: Multipath Movies, Choose your own adventure books 5. Pyramid This is where a game moves along separate branches, but the player may move between different branches at will. A good example is Warioland 4, which is divided into 4 different wings of a pyramid. Each wing contains 4 levels that have to be played consecutively, but the player can move between each wing at will, so for instance they can complete 3 of the levels in the blue wing, then go and do a couple of levels of the red wing, or one or two in the green wing. At the end of each wing, if all of the levels have been completed satisfactorily then Wario faces a boss creature. Once all of these creatures have been defeated then Wario can take on the big boss. Advantages: • The player has a lot of choice about which missions to undertake and when they want to undertake them. Disadvantges: • Minimal possible story • May not be able to be fit to any game type • The missions do not change regardless of the order selected. Game Examples: Warioland 4 6. State Based In some games the game progression is based on the character’s state, for instance new missions may become available when the player has enough money, or has enough XP, or gains a particular skill. An example of this game is A Mind Forever voyaging, where new areas of the game were opened as the player sees various sights. Apparently Carmen Sandiago is also based on a similar idea. A lot of sporting games also run on this idea: In Gran Turismo for instance Advantages: • The game progression is a lot less explicit and more in the background. Player decisions can have some effect on the way that the game progressed, and the player feels a sense of freedom. • If the state is based on the character’s experience then the designers can have a very good idea of what is going on. Disadvantages: • Difficult to create a defined storyline. Game Examples: • A Mind Forever Voyaging, Carmen Sandiago, Gran Turismo II 7. Playground Here a player is given free scope given a particular world and set of rules. Works best for games where creation is the main mechanic, or where you want people to be able to set their own goals, for instance a MMORPG Advantages: • Absolute freedom for the player within the bounds of the playground. Disadvantages: • The player defines the story. There is no way to know what the player will do at any one time, making certain game designs unworkable. Game Examples: Dark age of Camelot, Everquest, Simcity, The Sims, The Incredible Machine 8. Procedural The game universe is created procedurally around the player, allowing the game to have no boundries. Advantages: • Absolute player freedom within the rules of the universe Disadvantages: • Current procedural games and demos seem to suffer from the problem of sameness: yes you can go anywhere in the universe. But everywhere is the same. Game Examples: Elite 9. Character interaction based The game proceeds by interacting and getting emotional responses from NPC’s. Doing this absolutely convincingly is a very hard problem, but there are some games that have had some success, especially in games where realism isn’t the prime concern. A design that will allow some suspension of disbelief could help. Advantages: • Character interaction could open up vast new markets for anyone who has the courage and the money to exploit it. Disadvantages: • Suffers from the fact that to be done convincingly games would have to pass a Turing test, which is pretty much impossible. Game Examples: Generic New York Apartment, The Erasmatron 10. Composite Some games use different structures at different times in the game: for instance in A Mind Forever Voyaging the player explores different maps (Map based progression) until enough of it is explored (state based progression), for most of the first two acts of the game, while in the third the game is a map based puzzle. Advantages: • Allows a game to progress in a way that suits a particular part of it. Disadvantages: • Disobeys the kiss principal • Can confuse the player if not done correctly • Extra work that might be better spent actually making the game. Game Examples: A Mind Forever Voyaging [/sblock] [/QUOTE]
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