Designing a Party for RPGs

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This video covers how designers craft a party in role-playing games, it discusses the effect codependency plays on combat and companion reactivity and its effect on discussion and exploration.
It looks at games like Baldur's Gate, Pillars of Eternity, Dragon Age, and others to show how designers have players care about the people they will be adventuring with for hundreds of hours.

Opening Clip - The Lord of the Rings: The Fellowship of the Ring (2001) All content and trademarks are property of their respective owners.

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Found this on the Baldur’s Gate subreddit, greatly enjoyed the video.

silentspartan
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So, for the past few months, I have been looking through the videogameanalysis subreddit and keep seeing ur vids pop up. So today I decided to watch one of them. I did not regret it. Keep up the good work.

butimjustlarry
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Really cool analysis. Wish I could be as coherent as you in my discourses mine suck by comparison. For me a good party would be good gameplay synergy, complex banter and evolving relationships and maybe the most important to be able to relate to them.

playfulcerberus
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Basically: orthogonality and reactive progression

TimmacTR