Slides from the talk I gave at the 2014 FDG Conference.
Paper abstract:
Much of the literature on role-playing games (RPGs) focuses on their social, performative, experiential, and/or narrative aspects. The emphasis is on the playing of the roles, as it were, and less so on the game mechanics. Curiously, the phrase ‘RPG elements’ tends not to refer to the role-playing aspects of the genre, but to the rules, systems, and mechanisms that have been co-opted by other game genres and ‘gamification’ practitioners. In this article we unpack the term ‘RPG elements’ by examining a single element: mechanisms and systems for character progression in paper and pencil RPGs. In these open ended games, player-controlled characters’ capabilities change. Characters usually get better; though sometimes they get worse. We describe different ways positive and negative character progression systems are implemented and the role they play. We also discuss some differences we observe between paper and pencil RPGs and those played electronically. We conclude with thoughts on the utility of breaking down ambiguous terms, such as ‘RPG elements’ into smaller, clearer units.
7. “role-playing games revolve around
creating and growing characters”
Fullerton, Swain, Hoffman (2008)
RPGs generally have “configurable player-
characters that improve with experience”
Rollings & Adams (2003)
10. Narrative
Social
Experiential
Performative
Rules / Mechanics / Systems
Hardly any literature focuses on:
11. We need more:
In-depth analyses of rules,
systems, and mechanics.
Studies of design trajectories and
evolution
Work that clarifies and expands
our language for describing
systems, rules, and mechanics.
13. What is it about progression systems that has made
them so impactful?
What are some of the different ways that they have
been implemented over the years?
What role do they play in a game’s design?
14. 1. Character Progression
2. Appeal of Character Progression Systems
3. Negative Progression
4. Borderline Character Progression
5. Progression in Digital RPGs
6. Conclusions
15. Rules and game mechanisms that define how player’s
characters improve from one game session to the next.
16. Do the characters change over the course of the game?
Are the changes a normal and expected aspect of the
game?
Are changes intrinsic to the character or are they
associated to things the character possesses?
Are the changes irreversible (or generally irreversible)?
Are the changes cumulative?
17. Characters can be
hierarchically organized in
terms of power/importance
“When a character earns
enough XP, he or she attains a
new character level.” – D&D
New level implies
Bonuses and more options
20. 1. Character Progression
2. Appeal of Character Progression Systems
3. Negative Progression
4. Borderline Character Progression
5. Progression in Digital RPGs
6. Conclusions
22. From MMO research:
“players build up their commitment to the game as the
level of their character increases.”
Ducheneaut et al. 2006
“advancement” (gain power, progress rapidly) is one of
the primary motivational aspects
Yee 2007
23. Zeigarnik Effect?
People are more motivated to finish something when it
hasn’t been completed (or has been interrupted)
RPG Rationale
Things are often left “in the middle” after a RPG session
providing additional motivation to continue
E.g. In the middle of a quest
24. Goal gradient effect?
The closer you are to a goal, the more motivated you
become
Getting close to “leveling up” is increasingly
motivating.
25. Endowed progress effect?
When given “fake” progress towards a goal you’re more
likely to persist towards reaching the goal.
Endowed progress effect is intensified when the
progress is tallied using an abstraction such as points
Players might be reluctant to ‘waste’ the time and
effort they have invested in a character. (aka, the XP
you have banked for next level)
26. Nurturing Effect?
Characters “grow” and “develop”
Players become emotionally attached to them
Probably NOT a reason
Character Progression not the same as “leaderboards”
Competition/Competitiveness between players
My character has more XP, is more advanced, etc.
27. 1. Character Progression
2. Appeal of Character Progression Systems
3. Negative Progression
4. Borderline Character Progression
5. Progression in Digital RPGs
6. Conclusions
28. Deteriorate, become weaker, less capable, less effective
Normal part of the game and expected or inevitable.
Permanent or largely irreversible.
Not the same as
general health systems (characters are routinely
wounded and recover),
temporary effects
equipment that is used and replenished.
29. Inevitable
Deteriorate simply by virtue of playing the game
“[a]ging eventually takes
even the most gifted
character out of play,
usually around age 50 or
later.”
30. Inevitable
PCs start sane and
competent and rapidly either
die, go insane, or must retire.
31. By Choice
Players choose whether or not to engage with system
Implanting cybernetics
reduces a character’s
“empathy score” – reducing
their social skills.
32. By Chance
Character worsening happens due to random factors
beyond the character’s control.
1. Combat system includes
“critical damage” tables with
severe consequences
2. Characters that die (and are
resuscitated) can suffer stat
losses.
33. 1. Character Progression
2. Appeal of Character Progression Systems
3. Negative Progression
1. Inevitable
2. By Choice
3. By Chance
4. Borderline Character Progression
5. Progression in Digital RPGs
6. Conclusions
34. Systems that resemble or “feel” like progression but
work in slightly unusual ways.
35. Frontloaded Progression
Progression occurs during character creation
Character growth and
development (skills, career
paths) takes place before the
first play session.
36. Unstable Progression
Progression can be lost relatively easily or is “re-
invested”
“Progression points” can be
spent on permanent
progression or re-assignable
aspects.
37. Reputation Systems
Generally “incremental”, but often fragile and in need of
maintenance.
Character gains fame points
for success. Fame makes
future missions harder –
enemies recognize agents!
38. 1. Character Progression
2. Appeal of Character Progression Systems
3. Negative Progression
1. Inevitable
2. By Choice
3. By Chance
4. Borderline Character Progression
1. Frontloaded
2. Unstable
3. Reputation
5. Progression in Digital RPGs
6. Conclusions
39. Many similarities
The genealogy is pretty clear
Terminology: “leveling”, “grinding”
Progression is sometimes rejected
Keep characters behind for secondary motives
Progression as hurdle rather than reward
Grinding
42. New forms of progression?
Inevitable Progression
Character progresses even when the player isn’t playing
the game
43. 1. Character Progression
2. Appeal of Character Progression Systems
3. Negative Progression
1. Inevitable
2. By Choice
3. By Chance
4. Borderline Character Progression
1. Frontloaded
2. Unstable
3. Reputation
5. Progression in Digital RPGs
6. Conclusions
44. Examining and tracing these systems over time can
help better understand them
Better understand the design space
Identify areas for inspiration / new design directions
Establish connections to other areas
Gamification as progression?
45. José P. Zagal
jose.zagal@utah.edu
Roger Altizer
roger.altizer@utah.edu
Images used in this presentation are the property of their respective owners.
Their use here qualifies as fair use under US copyright law for educational purposes and critical commentary.
https://www.academia.edu/6789775/Examining_RPG_Elements_Systems_of_Character_Progression