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RPG Laboratory

Video Games

I was just thinking about, all of the amazing role-playing games here, (which of course in my mind one thing leads to another) and I wondered, how many people used video games as the basis for their games. And while we are on the topics of video games, what video games do you guys personally enjoy.

Recent Surveys say that 3 out of every 4 people make up 75% of the population.

well...

I find video game (both comp and consle) based RPG convertions to be a tricking thing. On one hand there can be a whole lot of fan backlash as well as people who tended to attack idea for fun. There can be great reward as well (god I love the street fighter RPG from While wolf). In the end its more up to the designer as to what they feel is worth it.

Computer games... and more...

I am often inspired by computer games... I think that as RPG designers we must learn what we can from computer games to help us improve the tabletop experience. My Powers Brawl game was a result of an attempt to recreate the game play mechanic of the Playstation Fighting game Tekken. I also think there is much that can be learned about new a different approaches to broadening the tabletop RPG experience in the mechanics of collectible miniatures and trading card games.

Jeff Moore
http://www.1km1kt.net/Jeff-Moore.htm

I'm the NoobHealer and I a have a problem

I am in fact a video game addict. I play RPG, Rythym, Action, FPS, Driving, some sports... If I've missed a genre, I play that too. I've even gone as far as getting a degree in Game Design and Development. So yeah... I've got a problem.

As for being the basis of my games, I'm the opposite of Evil1. Often when I'm designing a tabletop game I have some video games that I want it to replicate. Then I test the tabletop game and compare it to video games. Does the die rolling have a similar feel to the gun fight that I wanted to replicate?

I know it seems crazy to think that you can replicate the feel of action with a dice roll, but I believe that good mechanics can make a game as exciting as an FPS.

On another note, I do alot of small time computer game development. Even if all I want is a simple tile based RPG, its a pain in the butt. Making something work on computer takes alot more time and effort than something on paper.

That being said is the other reason I tie the two together. Almost every game I code has a paper prototype. I spend alot of time building the mechanics and testing them on paper before I start work on the computer version. It allows me to make major changes without much work and hopefully perfect the system.

But there is one thing in particular that I've always wanted to do. A tabletop game that takes a players skill into play. So that with practice someone will be able to overcome an unlucky day. Maybe this is going to far into merging the two, but I'd still love to try it.

Can you guess?

I am sure you could, but fighting games dominate a lot of my play time. I like turn based strategy on the side, as well as solid platformers. I do not mesh well with driving games though.

As far as the whole videogame - rpg - videogame debate, I think there is a blog somewhere (maybe from Jeff Moore?) that goes pretty in depth about the relationship, but I do not have time now to surf through the lab to find it.

http://www.1km1kt.net/Aaron-White.htm

Radio killed the video star

When I first started designing RP games, (about eight years ago) I had a slightly misguided idea of how to break into the business. The plan was to design two games - one for myself with an original setting and in depth mechanics, and a second to be pitched to a video game company. My sales pitch ran along the lines of "many people enjoy your computer software, so how about a way for people to continue the story on their own?" Once I had the endorsement of a company, and some publishing credit, it would be easier to produce my non-licensed work.

That was a long time ago, and in retrospect, completely backwards. Official licenses are not easy to get, and expensive, so you want other games under your belt so as to prove you have a chance of success.

More recently, I've been working on and off with a first person shooter RPG. What if the world actually operated like an FPS? Just touching first aid kits heals you, some people walk about with nine guns under their belts, getting to work involves a jumping puzzle, and so on. Instead of levels, the player would get new weapons and game like power-ups.

My favorite games are the Command and Conquer series, the original Unreal, and Doom 2. I've played far too many others to list them all, but I think I've got a good feel for what does and doesn't work. Unfortunately, I don't know computer code to make any.

If you're actually looking for Pencil and Paper games based on video ones, I'm aware of a half dozen or so. Thrash tries to simulate fighting games - Sammuri Showdown, Mortal Kombat etc. There are at least three Final Fantasy fan games, and a d20 Zelda. Wing commander has a free rpg, Doom as well, and there are several on 1km1kt.net from a challenge. (Sonic, Frogger, Phantasy Star, and a few others)

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.

I play many games, on

I play many games, on various mediums. I try to keep video games away from my rpgs. Because then problems arise such as validity of player interaction and creating rules that simulate the game.

At first it sounds safe because video games have limited reactions so rules sound easy to create, but then you realize that roleplaying has no "normal reactions" and pulls fully from chaos theory.