[HN Gopher] Deconstructing the Role-Playing Video Game
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       Deconstructing the Role-Playing Video Game
        
       Author : todsacerdoti
       Score  : 63 points
       Date   : 2024-07-16 16:09 UTC (6 hours ago)
        
 (HTM) web link (olano.dev)
 (TXT) w3m dump (olano.dev)
        
       | lovegrenoble wrote:
       | That's an interesting read, thank you, btw I also contributed to
       | RPG games by making this generator a couple of years ago:
       | https://tabletopy.com
        
       | Nav_Panel wrote:
       | Really liked this post, thanks for sharing all the references. I
       | actually did a similar project recently of playing a lot of
       | classic JRPGs, but my research only culminated in a blogpost
       | (https://snav.substack.com/p/26-analysis-rainbow-silkroad) rather
       | than any sort of actual project -- the filesystem RPG is a very
       | cool idea!! Would be fun to get some autogenerated fs dungeons :)
        
         | msla wrote:
         | The "mercantile RPG" genre sounds a bit like "Drug Wars" or
         | "Taipan!"
         | 
         | https://en.wikipedia.org/wiki/Drug_Wars_%28video_game%29
         | 
         | https://en.wikipedia.org/wiki/Taipan%21
        
         | zer0tonin wrote:
         | That's funny, I remember playing a little bit of a Silkroad
         | themed (MMO)RPG as a teenager
         | (https://en.wikipedia.org/wiki/Silkroad_Online). I wonder if
         | this game inspired it somehow.
        
       | AdmiralAsshat wrote:
       | > Over in Japan, the Enyx designers combined the dungeon crawling
       | from Wizardry and the over-world exploration of Ultima, adjusting
       | them to the limitations of the Famicom/NES console--and to the
       | tastes of the local public. With a linear story, streamlined
       | systems focused on battles, and a more forgiving difficulty
       | level, Dragon Quest became the blueprint of what would become the
       | Japanese RPG genre.
       | 
       | "Enix", I assume?
       | 
       | Also, while Enix was the publisher behind Dragon Quest (and
       | pretty much made the series the core of the company's identity),
       | the original DQ was actually developed by ChunSoft.
        
         | drewcoo wrote:
         | To further correct that article snippet . . .
         | 
         | Dragon Quest did not have Wizardry-like dungeon crawling. It
         | had Ultima-like dungeon crawling. Ultima III had top-down tiled
         | dungeons in '83.
        
           | smcameron wrote:
           | > Ultima III had top-down tiled dungeons in '83.
           | 
           | That's not what I remember, Ultima III had crude 3D dungeons
           | similar to Wizardry's dungeons. The _maps_ of the dungeon
           | levels were 2D and tiled. Google image search for  "ultima
           | iii dungeon" confirms my memory.
        
             | CamperBob2 wrote:
             | In fact, all of the Ultimas through V had first-person
             | dungeon views.
             | 
             | Wizardry's wireframe dungeon renderer was a bit more
             | advanced, though, in the sense that it supported empty
             | space and disjoint 'islands' in the map, while Ultima I and
             | II could only display corridors.
             | 
             | IIRC that limitation was fixed by III, but it may have been
             | IV. It was definitely fixed by V.
        
               | tmtvl wrote:
               | I dunno about Ultima III, but QotA had 'battle screen'
               | sections of dungeon, which basically means a top-down
               | section. I believe the altars are in such sections? I do
               | know there's a three-way split in the Stygian Abyss,
               | because I accidentally went around in a circle last time
               | I played.
               | 
               | QotA is really awesome, I should play it again some time.
        
               | CamperBob2 wrote:
               | It had both top-down 'combat rooms' and a 3D first-person
               | view (as did Ultima III.)
               | 
               | Of course, in Ultima III, you couldn't leave the top-down
               | combat arena until the monsters were dead or you were.
               | That was also fixed in Ultima IV, where you could chicken
               | out at the cost of some Valor.
        
       | markus_zhang wrote:
       | Just to comment on the choice to go text instead of graphics.
       | 
       | I actually think it's pretty easy to program a graphic based 2d
       | game. SDL2 is very easy to use and can blit graphics easily. I do
       | agree it increases the complexity though.
        
         | HideousKojima wrote:
         | Or even simpler, you could do a roguelike with a custom
         | graphical font
        
           | markus_zhang wrote:
           | Yeah, I remember using bearlibterminal library to make a
           | simple roguelike, which contains a set of graphical font.
        
         | spondylosaurus wrote:
         | There are a bunch of GUI-based 2D games tools, too. RPGMaker is
         | probably the most famous.
        
       | chrisweekly wrote:
       | Tangent: the novel "Tomorrow, Tomorrow, and Tomorrow" by
       | Gabrielle Zevin is a well-written book about a fictional video
       | game studio. I'm not a game designer but it went into a fair
       | amount of detail and seemed pretty authentic. Curious if others
       | here have read it and can comment.
        
         | jhbadger wrote:
         | Another similar novel which I liked is Austin Grossman's _You_
         | (bad title, I know), also about a fictional game studio in the
         | 1980s and 1990s.
        
         | jaaron wrote:
         | Game developer here. Read Zevin's book. As expected, some parts
         | are spot on, some are wildly off, but within the industry there
         | is also a wide range of experiences.
         | 
         | If you want to learn more about actual game development
         | stories, I recommend Blood, Sweat, and Pixels:
         | 
         | https://www.harpercollins.com/products/blood-sweat-and-pixel...
        
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