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..)
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!