Game history and Role-playing game history Games have come far... http://www.newgrounds.com/collections/osama.html A little history Military & Academic computers Huge sized computers Spacewar (1962) Stephen Russell A little history II First commercial game Arcade Pong (1973) Atari
Military & Academic computers
Huge sized computers
Spacewar (1962) Stephen Russell
First commercial game
Pong (1973) Atari
Space Invaders (1977)
But devices have changed...
The PC Revolution
You use ten-sided dice
You don’t need tables
Using the White Wolf license also meant that our users would have high expectations in terms of story, plot, and dialogue for the game. It’s a role-playing license based heavily around dramatic storytelling, intense political struggles, and personal interaction. Fans of the license would not accept a game that was mere stat-building and gold-collecting.
How the game was packaged & marketed
Be Immortal… Your unholy showdown begins in medieval Europe and rages on into the modern day, as you track a soulless enemy in an eternal struggle to destroy him.
(Rodriguez, 2000: backcover)
From Tabletop to Computer game
This paradox springs from the fact that the visual environment of V: TM Redemption needs a greater simplification of relationships to be effectively immersive, whereas the tabletop game works with a mental immersion that is not broken by further abstractions (the more specific rules). The visual illusion has to be kept simple and intuitive or lose its charm completely.
Possibilities for player action:
You can be anyone you want...
The computer creates an immediately perceptible world (instead of an imaginary one), thus eliminating the need for narrative mediation and facilitating automatic spatial immersion.
The storytelling heart of the game is fully maintained, but the storyteller now uses computer tools to create spaces, objects and characters instead of words to narrate.
Interaction is still mainly textual, although the visualization of oneself as a character-part of the virtual world is very important to the sense of immersion.
Some of the most subtle aspects of the tabletop game are lost: like the moral progression of the characters, the accuracy of the description of actions or the effective use of disciplines, but this doesn´t seem so much an attribute of the digital medium as of this particular implementation.
Finally, the multiplayer computer game encourages different kinds of socialization and creative collaboration between participants.
The design document