dirksonguer + z3 + classes   2

#AltDevBlogADay » The Craft of Game Systems: Tuning RPG Content
This article primarily focuses on PvE combat in RPGs, though its methods can be applied to PvP or other types of games.

Role playing games have a tremendous amount of content, each piece with multiple parameters that define what they do in combat. Damage dealt by a sword, bonus granted by a skill, total health of a level 23 bandit, etc. It’s not too hard to tune content when you look at a single game zone or a fixed character level – you can playtest that area and tweak values until the game feels right. However, trying to tune values for a giant world with 100 levels of content and multiple classes is much more complicated. How do you choose values for RPG content without playtesting and brute force tuning every type of character at every level?
gamedesign  balancing  classes  z3 
february 2012 by DirkSonguer
RPG Design: Staying Classy
Okay, after a little bit of basic background on class vs. skill based RPG systems yesterday, I’m going to talk about some of the advantages, disadvantages, and general design features of class-based RPGs
gamedesign  games  roles  classes  z3 
december 2011 by DirkSonguer

Copy this bookmark:



description:


tags: