Skip to main content

Why I chose to Study RPG

When I originally set out to study the diverse ways player identify in video games I had to narrow my research down to one game genre. I chose Role-Playing games (RPG) not only from a personal standpoint, but, because of the nature of this genre.


According to Cornillie, the co-writer of The Role of Feedback in Foreign Language and Learning Through Digital Role Playing Games, Role playing games are “digital games that strongly emphasize narrative, alternating action with episodes of exploration and dialogue, with intricate reward mechanisms" (Cornillie - ‎2012). These are the characteristics of most of today’s RPGs, and it is this importance on exploration, narrative, dialogue and interaction between characters that appeals me to study this genre of play.

Compared to other game genres, role playing games have greater emphasis on player agency. Player agency is when a player feels responsible for their avatar and actions within the game space. This agency is what allows players to create bonds between themselves and their character. And is a crucial factor in player immersion.

In his book From Immersion to Incorporation, Cutajar the head of the Institute of Digital Games at the University of Malta, explains that digital games "aside from enabling us to transcend the practical limitations of our environment, digital games became popular because they transported our imaginations to places represented on screen. We no longer had to imagine landscapes of forests and mountains to roam in; they were right in front of us" (Cutajar, 2011). I would argue that Role playing games are synonymous with immersion because they not only transcend the player into an expansive world, they actively encourage the player to explore not only the boundaries of the game world but the boundaries of the self.

Exploration is key to every role-playing game. As they entice the player to carve their own path by creating their own character, making decisions with consequence, to build character and charisma. Effectively exploring different facets of oneself.

Bibliography

  • Calleja, G., 2011. In-game: From immersion to incorporation. MIT Press.
     
  • Cornillie, F., Clarebout, G. and Desmet, P., 2012. The role of feedback in foreign language learning through digital role playing games. Procedia-Social and Behavioral Sciences, 34, pp.49-53.

Comments

Popular posts from this blog

Identity Character Creation

This week I will be focusing on how Character Creation enables identity projection in role playing games. There are plenty of types of Role playing games out there, examples of these are table-top RPG, live action RPG, text-based RPGs and the list goes on. However, for the focus of my study I will be focusing on RPG video games. The sub-genres I will study are linear RPG, open world RPG and massively multiplayer RPG (MMORPG). One feature that is present throughout most RPGs, with the exception to more story based (linear) RPGs, contain character customization. Generally beginning at the start of a game, is a tool that offers you the option to personalize your avatar to your every need. Usually, you are given the freedom to change their physical appearance such as their age, sex, hair, and ethnicity. When player's are given the opportunity to customize their character they most often than not create a character with similar physical attributes to themselves. About 90% when

Case Study: Exploring Identity in World Of Warcraft

In the study 'The Ideal Elf: Identity Exploration in World of Warcraft' the research examined the identity exploration possibilities presented by online multiplayer games in which players use graphics tools and character-creation software to construct an avatar, or character. 'We predicted World of Warcraft players would create their main character more similar to their ideal self than the players themselves were.' (Bessière, Seay, Kiesler, 2007)  The studies strongly suggested that a portion of the players considered their online avatars to be more attractive, or successful then their real selves. That players would in fact create in sorts an ideal version of themselves, with characteristics more favorable of that of their real life selves. The studies data suggests that the massive multiplayer online role-playin games' (MMORPGs) worlds gives players the freedom and opportunity to create idealized or alternative versions of themselves." (Bessière, Seay, Ki

Player Types Reflecting Player Identities

With the influx of open world games, players have been given increasing amounts of freedom to their ways of play. It is no surprise this game type has become so popular in today's day an age as players demand for more diversity in their games. I believe that it is within these types of open world role-playing games (RPG) that we see Bartle's Taxonomy (Bartle, 1995) really flourish.  According to Bartle, there are 5 types of Player types: The explorer, the social, the achiever and the killer. He states that every player fits into at least one of these types as their dominant type though certain players may share some characteristics with other types (Bartle, 1995). I appreciative that these player types may reflect aspects of a players identity in the same way that I personality test may reflect ones personality.  Pyschologists David Keirsey personality model 4 dominant patterns in the sixteen types of the Myers-Briggs Personality Model: Artisan (Sensin