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Role-playing game theory : ウィキペディア英語版
Role-playing game theory

A role-playing game theory is the ludology of role-playing games (RPGs) where they are studied as a social or artistic phenomenon. RPG theories seek to understand what role-playing games are, how they function, and how the process can be refined in order to improve the gaming experience and produce more useful game products.
==About==
Fantasy or role playing games are an ever-expanding phenomenon which stake no particular claim to boundaries. Role playing games come in an immense array of various types and categories which we will briefly delve into; the first of which being the traditional table top RPG. These games, or more specifically, "(TFRPG), has its historical basis in miniature war gaming" (Williams, Hendricks, and Winkler pg. 3). When using the term “miniature war gaming” we undoubtedly refer to games like Warhammer 40,000 which is played on a table top with miniature figures. The battles unfold by rolling dice, using rulers, tokens and various other devices to perform a wide array of desired actions. The second RPG to be analyzed is known as CSG or collectible strategy game. This type of RPG has a much broader context than that of a TFRPG due to the fact that it draws elements from both types of RPG’s. A CSG is defined as “a setting and a system, but the setting resides in the background, while the system is integrally tied to some of the collectible material artifacts, such as cards, miniature figures, paper dice, pre-formed plastic constructibles and even pinback buttons.” (Williams, Hendricks, and Winkler pg. 5). These types of games are played using special attributes which are associated with the particular collectible being used. You can place these collectibles in an attack or defensive position, role dice to perform a specific action and much more. Note that this type of RPG is typically associated with CCG or collectible card games (e.g. ''Magic: the Gathering''). The final type of RPG to be discussed appeared around the 1970s and is known as OVCG or Online Video and Computer Game. OVCGs are defined as RPGs that "require either a personal computer or gaming console in addition to gaming software, rather than source books, cards, or dice" (Williams, Hendricks, and Winkler pg. 6). OVCGs did not reach full maturity until the 1990s, when games played cooperatively via large networked servers were available. Current examples of these games include ''World of Warcraft'' (Blizzard), ''Rift'' (Trion Worlds), and ''Star Wars: The Old Republic'' (Bioware).〔(Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games ) By J. Patrick Williams, Sean Q. Hendricks, W. Keith Winkler〕

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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