Rules of Riviera

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    Rules of Riviera - Presentation Transcript

    1. The Rules of Riviera By Magdalena Erliksson
    2. I choose Riviera because it seemed to have a different approach to a genre I know very well: Role-Playing Games.
    3. Riviera is just a traditional RPG... But with some unusual rules. I wanted to Analyse What these Rules are for.
    4. Riviera is: ¤ Turn-based ¤ Divided into levels ¤ Very linear ¤ A bit restrictive Riviera has: ¤ A lot of strategic ¤ A quite traditional back- thinking and meaningful story (saving the world decisions for the player with friends..) to make. ¤ Lighthearted and amusing dialogue, which contrasts the ”heavy” gameplay
    5. Rules of Play: Game Design Fundamentals By Katie Salen and Eric Zimmerman lists qualities of rules, necessary for play to function: ¤ Rules limit player action ¤ Rules are explicit and unambiguous ¤ Rules are shared by all players ¤ Rules are fixed ¤ Rules are binding ¤ Rules are repeatable In this case, the first is most interesting. The way the rules force us to use less efficient means to win. This is often the source of enjoyment in games. To follow the limitations of the rules. This is called the lusory attitude.
    6. Examining the Rules of Riviera Many of the rules may seem unnecessary and too restrictive at first, especially when compared with the recent standards of the RPG genre. But I have tried to find the purpose for them. Here are my main findings:
    7. Movement and Exploration ¤ Movement by pressing in direction indicated by triggers. ¤ Examining objects is done the same way. ¤ Interaction with objects is limited by Trigger Points (TP). Every action spends one TP. Meaningful choice of what to interact with More non-linear experience (as you make different choices each time)
    8. Character Development ¤ Characters don't gain experience and levels. ¤ Characters grow stronger by using an item a certain amount of times. ¤ Skills are tied to items, the characters don't have any individual skills. Meaningful choice of items. Every item is important, even if you later throw it away. (Makes item limits acceptable)
    9. Items ¤ Only 16 items overall (except key items). ¤ Only 4 items can be brought to battle. ¤ Items have durability-limits. ¤ Characters have different levels of skill depending on item type. Meaningful choice of items. (Which to keep, which to bring to battle etc..)
    10. Battles 1. Select formation 2. Check the enemies' status screen 3. Choose characters and items accordingly.
    11. Battles 4. Take turns attacking /defending by using items. 5. The partys overdrive metre fills gradually, to allow more powerful item skills. 6. The enemy has a similar metre. Some- times, you have to avoid filling this by not attacking so intensely. Rhythm in battle (by strategies of the meters) Many many strategical choices..
    12. Quick Time Events ¤ Press the correct buttons in time.. ¤ Difficult! Most of the time you will fail. ¤ Failure may be punished by lowered stats, loss of item, etc. ¤ However: punishments are never too severe, and failing may cause the story to unfold differently.. Variation, and a more non-linear experience (as opposed to the linear level structure). Like in real life, you fail sometimes... and have to make the best of the situation (^_^)
    13. Conclusion Riviera strips down elements that we take for granted in most RPGs. There is a lesson to be learned here, as most RPGs of recent rely on an expansive world, customizable characters and play, realism, many features etc... These things are great, but not necessary for meaningful play. Enjoyment can come from the lusory attitude..
    14. Suggestions of discussion: ¤ Other games with enjoyment from rules/limitations? ¤ Rules vs. Realism/ Coherency Thank you for reading!

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