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Role-playing without dragons, magic and other fantasies – wonderfully refreshing or not at all?

Role-players love to explore fantasy medieval worlds and teach sinister demons, monsters and beasts morals with armour, swords and fireballs. The Czech development team at Warhorse Studios take a different view and are working with Kingdom Come: Deliverance on a medieval RPG that requires neither dragons nor magic. But what’s the appeal of a good RPG 7bit bitcoin casino? Computer game editor 

When fantasy players talk lyrically about their favourite genre, they usually talk about the glories they’ve witnessed. Like how they slayed the mighty dragon Alduin, Devourer of Worlds, in Skyrim, or joined other players in lighting up an entire screen with magical fireworks in World of Warcraft to defeat a challenging boss. Take on the role of a bloodsucker to become the spawn of the night in Vampires: Bloodlines, or descend into the depths of the worst of hell to exorcise the devil from the proverbial Beelzebub Diablo and return with bags full of gold and gear.

The role-playing games need magical moments

Role-players remember their encounters with the undead, mutants, orcs and all the other creatures that bestiaries offer in games like The Witcher, Baldur’s Gate, Gothic and Co. They are preoccupied with being a hero, saving worlds in danger by immersing themselves in fantasy roles and worlds. Whether it’s a soloist in Risen, a band manager in Drakensang or a raiding party in an MMORPG, these are magical moments, “magic moments” that are literally etched into our memories as role-players. (Fantasy) role-playing games exert just such a “magical” allure on players, and it makes absolutely no difference whether it takes place at home in the form of a board or board game, on a PC or console, or even in a costumed form of live-action role-playing (LARP).Hobby director and film-maker Michael Schilhansl is fully dedicated to this subject and tries to show the formulas of this fascination.

You almost want to think that in the fantasy realm of role-playing games, nothing works without magical and monstrous ingredients. Top 10/20/100 lists in the RPG genre are filled to the brim with games in which you save universes, defeat mutants and monsters, and mutate into superheroes. Most importantly, it’s “sci-fi” in the truest sense of the word. But is this really the ultimate formula for a successful RPG and are there no alternatives? Does a world full of magic and spells always have to have orcs, aliens, goblins, giant rats, spiders, golems and the like so that our heroic senses can be satisfied in our chests?

Is it possible without all the supernatural?

A coherent role-playing environment is fine, but none of the aforementioned role-playing games dare to rely solely on the authenticity or reality of their world. Magic and monsters are always an integral part, sometimes more, sometimes less focused. And if it’s not fantasy, role-playing games use other supernatural themes such as science fiction, horror, steampunk or detectives. Are these ‘unrealistic’ elements absolutely essential to the genre? Is it really impossible to imagine exciting role-playing entertainment without healing magic, enhancing sorcery, fireballs and bizarre monster parades?

Aside from the digital monster slice and character boosting, there are differing opinions – and this has been the case in RPGs in the past. In a study of “fantasy role-playing games” among young people in the early 1990s, a survey of what constituted a passion for role-playing games yielded an interesting result: At the top of the hobby column, respondents cited “playing your own character, living history, solving puzzles”, but just as important to them was “fantasy background”. Logically, after all, all respondents were fantasy role-players.

A 1986 study of the structure of pen-and-paper fantasy RPGs, which was divided into dungeon levels rather than chapters, asked, “What do you enjoy most as a player?” The answers show in a percentage distribution that, at 10.3% interaction, the most important is the conversations between participants and communication, followed by challenging and surviving (9.5%). The magic point accounts for just 3.2% of the enjoyment of the game. But here, too, the review has moved purely into a fantasy environment.

The Czech development team at Warhorse Studios now wants to make its role-playing game project Kingdom Come: Deliverance completely devoid of magic, dragons and other fantasy specialties. By the way, you can read exactly what the team is presenting in the 05/2014 edition of PC Games. The theme of the Middle Ages and the story of the simple son of a blacksmith to the historical events of the Bohemian throne dispute in 1403 should be the driving force behind the single-player game. A bold or rather silly idea?

The role-playing games need magical moments

Role-players remember their encounters with the undead, mutants, orcs and all the other creatures that bestiaries offer in games like The Witcher, Baldur’s Gate, Gothic and Co. They are preoccupied with being a hero, saving worlds in danger by immersing themselves in fantasy roles and worlds. Whether it’s a soloist in Risen, a band manager in Drakensang or a raiding party in an MMORPG, these are magical moments, “magic moments” that are literally etched into our memories as role-players. (Fantasy) role-playing games exert just such a “magical” allure on players, and it makes absolutely no difference whether it takes place at home in the form of a board or board game, on a PC or console, or even in a costumed form of live-action role-playing (LARP).Hobby director and film-maker Michael Schilhansl is fully dedicated to this subject and tries to show the formulas of this fascination.

You almost want to think that in the fantasy realm of role-playing games, nothing works without magical and monstrous ingredients. Top 10/20/100 lists in the RPG genre are filled to the brim with games in which you save universes, defeat mutants and monsters, and mutate into superheroes. Most importantly, it’s “sci-fi” in the truest sense of the word. But is this really the ultimate formula for a successful RPG and are there no alternatives? Does a world full of magic and spells always have to have orcs, aliens, goblins, giant rats, spiders, golems and the like so that our heroic senses can be satisfied in our chests?

Is it possible without all the supernatural?

A coherent role-playing environment is fine, but none of the aforementioned role-playing games dare to rely solely on the authenticity or reality of their world. Magic and monsters are always an integral part, sometimes more, sometimes less focused. And if it’s not fantasy, role-playing games use other supernatural themes such as science fiction, horror, steampunk or detectives. Are these ‘unrealistic’ elements absolutely essential to the genre? Is it really impossible to imagine exciting role-playing entertainment without healing magic, enhancing sorcery, fireballs and bizarre monster parades?

Aside from the digital monster slice and character boosting, there are differing opinions – and this has been the case in RPGs in the past. In a study of “fantasy role-playing games” among young people in the early 1990s, a survey of what constituted a passion for role-playing games yielded an interesting result: At the top of the hobby column, respondents cited “playing your own character, living history, solving puzzles”, but just as important to them was “fantasy background”. Logically, after all, all respondents were fantasy role-players.

A 1986 study of the structure of pen-and-paper fantasy RPGs, which was divided into dungeon levels rather than chapters, asked, “What do you enjoy most as a player?” The answers show in a percentage distribution that, at 10.3% interaction, the most important is the conversations between participants and communication, followed by challenging and surviving (9.5%). The magic point accounts for just 3.2% of the enjoyment of the game. But here, too, the review has moved purely into a fantasy environment.

The Czech development team at Warhorse Studios now wants to make its role-playing game project Kingdom Come: Deliverance completely devoid of magic, dragons and other fantasy specialties. By the way, you can read exactly what the team is presenting in the 05/2014 edition of PC Games. The theme of the Middle Ages and the story of the simple son of a blacksmith to the historical events of the Bohemian throne dispute in 1403 should be the driving force behind the single-player game. A bold or rather silly idea?

After all, the well-attended and repeated medieval spectacles , knights tournaments, LARP events and recreated battles of medieval bands every year testify to the fundamental interest people have in a time of knights, swords and minesweeping. The Middle Ages somehow always pull and just have a special attraction for young and old. As a child you build castles in the sandpit, fight jousting duels with your friends and wooden swords or, as an adult, wear your robes for the weekend so that you are no longer Mrs Meyer and Mr Muller from next door in the camp life. medieval spectacle, but as a shopkeeper Magdalene and juggler Falk Fleet Quick.

Similarly, many historical accounts suggest that daily life was not at all dull: “In the Middle Ages the majority of the population was subordinate to a small upper class. The common people had to constantly fight for their lives, and every winter a great challenge”. Moreover, the Middle Ages was a time of poverty and disease, of abundant warfare and intrigue. But is this undoubtedly an exciting hotbed of real history enough to develop an entertaining role-playing video game? It’s one thing to spend a few enjoyable hours in a medieval marketplace or at a jousting tournament. But a video role-playing game should enthrall and inspire for countless hours.

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