Barton’s D&d

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Barton’s D&D • • • • • • • • •

Intro & Origins of CRPG Dark Age Bronze Age Silver Age Early Golden Age Golden Age (I & II) Platinum Age Modern Age Future

Rob Use "Rob" (Baltimore, MD)

“I would hesitate to call this book a history of CRPGs - a chronology would be more appropriate. Barton is comprehensive every major CRPG from the inception of the computer is covered, but as another reviewer pointed out it is more of a collection of review summaries - I would liken it to Maltin's capsule reviews of films.”

By Sazan Aisu "3x3eyes" (London (UK) + Melbourne (Aus))

“Wow! What a comprehensive book. The book consists of several sections covering the history of computer RPGs. It starts with the origins, and goes into the bronze age, silver age, early golden age, golden age and onward into the platinum age and the modern era.”

What is it? “The only common factor that stretches across the entire span of CRPGs is the statistical system that determines how characters fare in combat (or whatever other tasks they are asked to perform). Unlike an adventure game, where tasks are always and forever solved by entering the correct commands (or performing the right sequence of tasks), there is always a random element to the outcome in a CRPG.” (p. 5)

The “Torch” principle

(p. 4)

Origins • Baseball Sims • Tabletop Games – Wargames – RPG’s

• Colossal Cave Adventure • Multi-User Dungeons (MUDs) • Interactive Fiction (IFs)

The Dark Age • • • • • •

The 1970’s The “text” game PLATO games ‘Rogue’ and ‘Roguelikes’ MUDs Graphical MUDs

*Text games opened the door for CRPG

The Bronze Age • • • • • •

1977 Apple II, TRS-80, Commodore PET Private “hobbyists” “Wizard’s Castle” p. 49 “Eamon” p. 50 “Akalabeth” p. 59

*Games moved from text to graphics slowly and painfully but in ways that made sense!

The Silver Age • • • • •

1981 Ultima p. 64 Apshai Wizardry p. 70 Telengard p. 77

*Games evolved in complexity before they evolved graphically in ways such as: multiple characters, dynamic levels, party and player options, etc. - But perhaps more significantly, they can be SOLD!

Early Golden Age • • • •

• • •

1985 Mainframes revisited and classics remade (Ultima for example) Expedition Amazon p. 90 Tales of the Unknown: – Bard’s Tale p. 93 – The Destiny Knight p. 95 – Thief of Fate p. 96 Centauri Alliance p. 97 Neverwinter Nights “Gold Box” p. 160 And MANY others…

* An explosion of innovation and diversity with hundereds of titles and a great deal of experimentation.

Late Golden Age • • • • • •

1987(ish) JRPG Zelda Series Dragon Warrior Series “Final” Fantasy And MANY others

• * The 8,16, 32, 64, bit eras each meant better graphics, bigger more complex games, and the franchise was king! The rise of “real-time 3D” was the big change.

Platinum Age • • • • • •

1990 Overlaps a MAJOR crpg failure time (ch 9) Ultima Underworld Elder Scrolls (p. 298) Daggerfall (p. 300) Series play “catch up” – Might and Magic (VII – IX) (p. 305) – Elder Scrolls III: Morrowind (p. 304)

• • •

Diablo (p. 323) Baldur’s gate Fallout



*Technology and Graphics finally catch up, and the idea of if you can think it you can find a way to do it becomes standard – though not without some major headaches.

Modern Age • • • • • • •

2000(ish) Neverwinter Nights KotR Fable MMORPGs MANY others… …And whatever comes out next year.

* Possibly the last transition time before truly realistic and intuitive roleplay. A time of great refinement and MASSIVE content development. “The standards have been set.”

Matt Barton says: • “Read my book!”*

*No he doesn’t – I made that up, but I bet he would. Now go home and write your papers.

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