RPG Character Systems & Accessibility - Armchair Analysis
RPG Character Systems & Accessibility - Armchair Analysis
Character creation in RPGs, especially deep cRPGs with lots of mechanical depth, is a contentious topic. It can be a very enjoyable process if you know what you're doing, or it can be a hellish ordeal when you have no idea what anything means.
In my video titled RPG Character Creation - Armchair Analysis, I discuss some ways to make the experience more entertaining for all kinds of players, regardless of their level of knowledge. Note that this doesn't just mean making the game more accessible to the detriment of it's appeal to more experienced players. Indeed, this is about making something that a greater amount of people can enjoy, and getting around the perceived dilemma of "simplicity versus depth" that has caused some difficulty.
Although this video is abstract and talks about RPGs in a general sense, I talk in passing about both Skyrim and Fallout, as well as in detail about Wasteland (1998) in order to expand and explain my ideas.
I start off with Diablo II as an example of a game that has fairly simple character creation that allows the game to be instantly accessible, but still has the depth to give players something to dig into and optimize.
As always, any comments, feedback, criticism, or arguments you have are welcomed. I'd love to hear your thoughts (not in a mind-ready way).
Transcript: http://playertomaker.blogspot.ca/2015/07/accessible-character-specialization-in.html
Sources:
Music: www.bensound.com
Skyrim Character Creation: https://www.youtube.com/watch?v=d1klgzFM750
Wasteland gameplay: https://www.youtube.com/user/BloodPigggy
Skyrim, Oblivion footage: https://www.youtube.com/user/BethesdaSoftworks
Dragon Age: Origins Character Creation: https://www.youtube.com/watch?v=BmSTfyeVp3E
Mount and Blade: Warband gameplay: https://www.youtube.com/watch?v=EO76y4ms8vg
Mass Effect trailer: https://www.youtube.com/watch?v=dqmJJIbOjl4
FFXIII gameplay: https://www.youtube.com/watch?v=oPmVnHaFUYI
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