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A master thesis from Aalborg University

The Format's Significance for the Experience of Role Playing Games

[Formatets Betydning for Oplevelsen af Rollespil]

Author(s)

Term

4. term

Education

Publication year

2014

Submitted on

2014-05-28

Pages

78 pages

Abstract

Denne afhandling har til formål at forstå, hvordan oplevelsen af ​​rollespil ( RPG ) ydelser fra format. "Format " er et begreb lånt af Allen Tychsen (Se henvisning i afhandlingen ) og bruges her til at beskrive en bredt anerkendt gruppe af spil, der deler mange egenskaber. Der vil være fokus på interaktivitet / interaktion , funktioner , der er unikke for bestemt slags RPG eller til genren som helhed , og funktioner i medierne , som påvirker oplevelsen af ​​RPG. For overskuelighedens skyld afhandlingen fokus på bordplade RPG'er (PNP ), singleplayer computer RPG ( cRPG ), og live action rollespil ( LARP ). Afhandlingen dækker nogle af de eksisterende teori om rollespil og diskuterer disse kort at vise, at den fælles definition af RPG er baseret på bordplade RPG'er . Resultatet er , at definitionen ikke tager de mulige fordele ved mediet i betragtning. At udvide forståelsen af ​​rollespil genre teorien vil også blive brugt til at identificere træk, der kan ses som enten fælles for hele genren eller specifik for én type. Den endelige teori dækker både digitale og ikke-digitale medier i et forsøg på yderligere at forbedre forståelsen af ​​formater , som skal danne rammerne af de senere drøftelser. For yderligere at forstå de formater ' betydning for oplevelsen af ​​RPG ekstra data indsamlet gennem en kvalitativ interviewundersøgelse . Interviewet indeholder elleve spørgsmål , som omfatter , men er ikke begrænset til, interaktivitet og sociale aspekt af et RPG. De seks forsøgspersoner, der deltog i med interviewet er rollespillere fra den lokale RPG forening , The Realm of Adventure ( TRoA ) . De emner har erfaring med alle tre typer af RPG . Denne data bliver brugt til at bestemme, hvordan mediet bidrager til spiloplevelsen , samt at identificere hidtil ukendte faktorer af relevans for spiloplevelsen. Konklusionen er, at fordelene ved de formater er tydelige i , hvordan fagene spiller RPG . I PnP oplevelsen i sagens natur er afhængig af fantasi og deltagernes kreative evner til at bidrage til en dynamisk udvikling historie. GM evner som historiefortæller og hersk leder påvirke spiloplevelsen . Single player cRPG mangler det sociale aspekt af andre RPG, men giver mulighed for en enkelt spiller erfaring, som gør det godt for afslapning. I LARP spillet er både begrænset og forstærket af virkeligheden som spillerne er begrænset af deres egne hæmninger og fysiske færdigheder . Fordelen er, at spillerne er i en position, hvor de , som karakter , oplever reelle følelser ufiltrerede , som tilføjer til den medrivende oplevelse. Frihed til at handle i LARP er påvirket af , hvordan lignende den imaginære verden er til den virkelige verden i form af mulige kompetencer. Alle i alle de fordele af de formater afhænger af, hvordan deltagerne spiller RPG, og hvor meget de RPG stole på de funktioner, som det medium, hvorpå de bliver spillet .

This thesis aims to understand how the experience of role playing games (RPGs) benefits from the format. “Format” is a term borrowed by Allen Tychsen (See reference in the thesis) and is here used to describe a broadly recognized group of games that shares many characteristics. The focus will be on interactivity/interaction, features that are unique the specific kind of RPG or to the genre as a whole, and features of the media which affects the experience of RPG. For the sake of simplicity the thesis focus on tabletop RPGs (PnP), single player computer RPGs (CRPG), and live action role playing (LARP). The thesis covers some of the existing theory on role playing games and discusses these shortly to show that the common definition of RPGs is based on tabletop RPGs. The result is that the definition does not take the possible benefits of the medium into account. To expand the understanding of the role playing game genre the theory will also be used to identify features which may be seen as either common for the whole genre or specific for one type. The final theory covers both digital and non-digital media in an effort to further improve the understanding of formats, which will form the context of the later discussions. To further understand the formats’ importance for the experience of RPG additional data is gathered through a qualitative interview. The interview contains eleven questions which includes, but are not limited to, the interactivity and social aspect of a RPG. The six subjects who participated in with the interview are role players from the local RPG association, The Realm of Adventure (TRoA). The subjects have experience with all three types of RPGs. This data is used to determine how the medium contributes to the gaming experience, as well as to identify previously unknown factors relevant to the gaming experience. In conclusion, the benefits of the formats are evident in how the subjects play the RPGs. In PnP the experience inherently relies on imagination and the participants’ creative abilities to contribute to a dynamically developing story. The GM’s skills as a storyteller and rule manager influence the gaming experience. Single player CRPG lacks the social aspect of other RPGs, but allows for a single player experience which makes it good for relaxation. In LARP the game is both restricted and boosted by reality as the players are limited by their own inhibitions and physical skills. The benefit is that players are in a position where they, as the character, experiences real emotions unfiltered, which adds to the immersive experience. The freedom to act in LARP is affected by how similar the imaginary world is to the real world in terms of possible skills. All in all the benefits of the formats depends on how the participants play the RPGs, and how much the RPGs rely on the features provided by the medium on which they are played.

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