The Evolution of Fantasy Role-Playing Games Book Review
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Tresca argues that The Lord of the Rings by J.R.R. Tolkien established the basic framework of what role-playing games would later emulate - a fellowship of characters of varying races and classes set out on an adventure. Even today's games are heavily inspired by Dungeons and Dragons and the basis of fellowship with similar statistical categories and group-oriented game play. One good example described in The Evolution of Fantasy Role-Playing Games is how early MUDs allowed an unlimited number of players in the same party. As Tresca explains, this would lead to the entire population of the MUD becoming one huge group. The game's creators realized that a massive number of players cooperating could take down any monster, no matter how tough, and it ruined the balance of the game. This lead to a limit on party size. Years later, players teaming up in a group to take down tough monsters or complete a dungeon would be called "raiding" in World of Warcraft.
If there is a downside to this book, it is that it has a somewhat limited audience. Only readers who are already interested in learning about or have experienced role-playing games to some degree will enjoy all this book has to offer. Since many sections of the book are devoted to historically describing how a certain kind of RPG evolved over time, it can include lists of games and people's names that you won't recognize.
Every RPG really has the same goal in mind, for the player to achieve agency with his or her character. That is, they want the player to feel like they actually are their character. This is the essence of "role-playing." Whether this is achieved by taking on the role of an established character like Kaim Argonar in Lost Odyssey on the Xbox 360 or creating your own character in Dungeons and Dragons at your kitchen table, the general principle has remained the same for decades. The Evolution of Fantasy Role-Playing Games is a must-read for anybody interested in playing or ever creating an RPG.